* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem
* guap
* More fixes
* Wait you can do that?
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
(cherry picked from commit ef1fadf2752789ffc4f59309e2dd7490aee6f4e7)
* 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.
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
(cherry picked from commit 190ceda02eab7b3eee7d34542c35e5a3f4a8b487)
# Description
Cleaned up Logger obsolete compiler warnings in non robust code.
Should probably be changed to a ISawmill reference in classes to avoid
repeated lookups in heavy logging logic.
---
# Changelog
🆑
- tweak: Logger to Logger.GetSawmill("name");
---------
Co-authored-by: ilmenwe <no@mail.com>
(cherry picked from commit 2e8ffd971716d38dc6d5a520bebdf88b743045a3)
* Уэээээээ
* Почти настрадались
* Скоро конец....
* СКОРО
* Мышки плакали, кололись, но продолжали упорно жрать кактус
* Все ближе!
* Это такой конец?
* Книжка говна
* фиксики
* ОНО ЖИВОЕ
* Телепорт
* разное
* Added byond
* ивенты теперь работают
* Разфикс телепорта
* Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете?
* Разное
* Еще многа всего
* Многа разнава
* Скоро конец....
* ЭТО КОНЕЦ
* Фикс линтера (ну, или я на это надеюсь)
* Еще один фикс линтера
* Победа!
* фиксики
* пу пу пу
* Фикс подмастерья
* Мисклик
* Высокочастотный меч
* Неймспейсы
* Пул способностей мага
# Description
Removed references to obsolete function in the Container manager,
replaced them with the recommended ContainerSystem function calls.
Might have unified/verbosed a few variable names while at it.
- [x] remove container manager references
- [x] add container system refences
- [x] run tests to look for warnings.
- [x] run game looking for clear errors from things changed
- [ ] Scream about all the unnecessary changes compare to whats needed
to fix the actual warnings.
# Changelog
🆑
- remove: ContainerManager references
- add: ContainerSystem references
- tweak: some variable naming
---------
Co-authored-by: ilmenwe <no@mail.com>
(cherry picked from commit 82f2d04e132cf66975c253bfc06163e2cfa3f063)
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Originally started because I wanted to add some stuff to salvage, but
ended up with me porting over whitelisted borg hands, the PKA module,
and some other stuff.
---
# Changelog
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🆑
- add: Engi borgs can now carry electronics, and medical borgs can carry
organs
- add: Salvage borgs now get a PKA module
- tweak: All mining drills have had their damage turned to piercing and
have received a moderate damage buff
- tweak: Exosuit drills now swing at the same speed as normal drills
(why were they worse???)
- tweak: The RPD and RCD modules for borg have been merged into one
- tweak: Salvage can now purchase drills from their vendor
- tweak: Salvage borgs mining module no longer contains a shovel
---------
Co-authored-by: Your Name <EctoplasmIsGood@users.noreply.github.com>
Co-authored-by: Whatstone <whatston3@gmail.com>
Co-authored-by: RatherUncreative <RatherUncreativeName@proton.me>
Co-authored-by: Aidenkrz <aiden@djkraz.com>
(cherry picked from commit ed8850e551bd9c0d533d69cad262a8743442a62a)
* Trait Cost Balancing (#1906)
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Makes a lot of disabilities give more points (based off community and
personal opinions), and makes some very strong traits cost more points.
# Changelog
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🆑
- tweak: Narcolepsy gives 6 points instead of 2
- tweak: Pacifist gives 8 points instead of 6
- tweak: Muted gives 6 points instead of 4
- tweak: Sluggish gives 5 points instead of 3
- tweak: Snail Paced gives 8 points instead of 5
- tweak: Blood Deficiency gives 6 points instead of 5
- tweak: Hemophilia gives 4 points instead of 2
- tweak: Clumsy gives 4 points instead of 1
- tweak: Bad knees gives 5 points instead of 3
- tweak: Will to live costs 3 points instead of 1
- tweak: Tenacity costs 4 points instead of 3
- tweak: Steadfast costs 6 points instead of 4
- tweak: Bionic Arm costs 10 points instead of 8
- tweak: Bionic leg costs 8 points instead of 6
---------
Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
(cherry picked from commit d38eb0b536a34475feefa8253b9a3ed128e57f4d)
* Automatic Changelog Update (#1906)
(cherry picked from commit 8a2626ef6b62508a6479525555522b516e090feb)
* Lightbehaviour Bug Fix (#1908)
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# Description
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Description.
Fix bug affecting torches, flares and glowsticks that made them not emit
light when turned on as described by [this
issue.](https://github.com/Simple-Station/Einstein-Engines/issues/1685)
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🆑
- fix: Torches, flares, glowsticks now able to emit light again
(cherry picked from commit b25e3447148948ee658d1b81dac0d1e076641fcc)
* Automatic Changelog Update (#1908)
(cherry picked from commit 83fbb13c3aab8fedb1e56f73b949ac1a458eee41)
* Mining Shuttle & Dignitary Stuff for Arena (#1893)
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<p>
Adds the mining dock & mining shuttle console for travel to lavaland.
Adds NTR office with the NTR locker mapped. Also adds the BSO locker to
bridge without an office cause BSO is not worthy.
Map render under images. NTR office is south east of brig. Just has a
desk and a bed. No fax as the NTR already has their own fax, I feel like
having a second fax would increase where the NTR would need to look for
faxes.
Referring to the shuttle that takes one to lavaland as mining shuttle,
not the pathfinder.
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# Changelog
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🆑
no cl no fun
(cherry picked from commit e481e2f182f162b78e22524dfe6988b2135bd32f)
* Automatic Changelog Update (#1893)
(cherry picked from commit f59bd7df32f6942f3b2646c1e3a08ee88343301d)
* Fireplace Construction (#1897)
# Description
Porting - Allow Construction of Fireplaces and Bonfires
Ported from - https://github.com/Goob-Station/Goob-Station/pull/1646
Yeah it's a port of a port. Yes there was sofas, benches and banners,
I've very lazily stolen just the fires. Sofa might be nice but that's
lot more code pinching.
---
# TODO
- [ ] Pray it works
---
# Changelog
🆑
- add: Recipes to build Fireplaces and Bonfires
---------
Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
(cherry picked from commit 90485d5a0c49f76950d61e42c3cc596f988dc982)
* Automatic Changelog Update (#1897)
(cherry picked from commit c7327f55f8576267f30a384d4a84fd85f357d52f)
* Terminus (#1881)
# Description
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Added a new weapon, the DT-8 "Terminus"
It's a large melee weapon capable of firing a spread of disabler rounds
on alternate fire.
It's an arsenal tech research, and uniquely can only be wielded by onis.
(I'm being bribed to make this)
Also, I had to move the OniComponent.cs file to shared. I'm not sure if
that borked anything but tell me if it does.
(PS. Thank you VMSolidus for helping me make this ten times less
shitcoded.)
---
# TODO
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good to leave future references
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- [x] Textures complete
- [x] Add lathe recipe
- [x] Add to research
---
<details><summary><h1>Media</h1></summary>
<p>
!
</p>
</details>
---
# Changelog
🆑 SolsticeOfTheWinter, OtherPersonPlaceHolder
- add: Added a new weapon for oni security players, the terminus.
---------
Signed-off-by: Solstice <solsticeofthewinter@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 3fdf1102dc20af7bd724e449808d2d38571e62c2)
* Automatic Changelog Update (#1881)
(cherry picked from commit 9de8ab79e61227620833b88f5c616c63f38c9a86)
* Add RPD and Pipe Stacking (#1857)
# Summary
To add the RPD into the game for both atmos and CE's to use. Introduce
pipe stacking as well since the RPD will introduce better atmos
configuration. Most of the code was ported over from goob LRP. With some
of it being touched up on and adding a bit of quality of life to the
RPD.
This was a PR originally made for goob-mrp but requested to be moved to
EE. Check out the detailed commits here:
https://github.com/Goob-Station/Goob-Station-MRP/pull/96
---
# Description
## RPD
From the original PR made on goob-station the RPD has been ported over.
It is similar to the RCD where you will be able to make
pipes/vents/pumps/mixers quickly. Each dial on the main radial will
bring up specific pipes like ie pipes-> corner, t-shape -cross shape.
The RPD starts out in the CE and Atmos lockers with 50 charges. Each
construction and deconstruction cost 1 charge. There is also one extra
compressed matter in the starting lockers for both CE and Atmos for the
RPD.
You can research the recipe of the RPD with the reverse engineering
machine. The recipe cost of the RPD is a bit more compared to the RCD.

## Pipe Stacking
With the introduction of the RPD, it was fair to check for pipes that
overlapped when making new pipes. But with introducing the code from LRP
goob station it was decided to bring over the pipe stacking feature too.
You can make certain components pipe stackable or allow if you can put
multiple of the same pipe on the same tile. If you want you change a
pipe to be non-stackable by using the component type:
PipeRestrictOverlap
Here's an example of pipe stacking. You can make a simple scrub loob
tighter or keep it normal. The freedom is given.

Here is an extreme example. This compact design creates a ton of frezon.
Obviously, replace the trit miner with an actual burn chamber.

## Belt overlay
I decided to add a simple belt overlay sprite to the game for the RPD.
Here's what it looks like outside the belt and inside the belt

## RPD Borg Module
I decided to add experimental RPD that will self-charge. The only way to
get this RPD is through admeme spawn or being a borg. The starting
charge of the Borg module is 25 and will self-charge at the same rate at
10 seconds per charge. I also added an admeme version that charges at 1
second per charge.
Here is what the borg module looks like

The borg module can be researched in the t2 industrial branch as the
same research for the RCD module.

---
# credit
Original RPD PR: https://github.com/Goob-Station/Goob-Station/pull/1203
Original Pipe Stacking PRs:
https://github.com/Goob-Station/Goob-Station/pull/391https://github.com/Goob-Station/Goob-Station/pull/389
Prevent stacking pipes (#28308) - Original Link is dead.
---
# TODO
- [X] Add RPD
- [X] Add RPD to reverse engineering
- [x] Add toolbelt equipped sprites
- [x] Add Pipe Stacking
- [x] Add an experimental RPD module for engie borgs.
---
# Changelog
🆑
- add: Added RPD, glory to atmosia!
- tweak: RPD now spawns in Atmos and CE lockers
- tweak: Extra compressed matter has been added into both Atmos/CE
lockers for more RPD/RCD uses
- add: You can research RPD with the reverse engineering machine.
- add: A belt overlay sprite to the CE and utility toolbelt.
- add: Pipe Stacking ported over from LRP Goob station. Compress those
frezon factories!
- add: Toolbelt overlay sprite for the RPD.
- add: RPD Borg module researched in t-2 industrial advanced tools.
---------
Co-authored-by: Nathaniel Adams <60526456+Nathaniel-Adams@users.noreply.github.com>
(cherry picked from commit b32710c94628f90e4b2c43796ac3ab81892926f3)
* Automatic Changelog Update (#1857)
(cherry picked from commit 3270ee0327054fd0187cb03756d23a1a84d7916c)
* SS13 Combat Parity Part 0.5: Stun Meta [PREREQUISITE] (#1914)
# Description
Ports Stun Meta from
[/Goob-Station#788](https://github.com/Goob-Station/Goob-Station/pull/788)
Splits stuncrit into knockdown and paralysis, like on 13. knockdown lets
you crawl on the floor, and paralysis is the same as current stamcrit.
The stun baton has been buffed, doing 15 stamina damage per swing, and
40 stamina damage overtime.
This lets you stamcrit someone in two baton swings, but it takes a few
seconds before they actually fall down to the ground. About the same
amount of time as 4 baton swings back to back.
This PR also reverts #809, since I plan on reworking shoving entirely
soon.
(also for my sanity. wouldn't have been able to port stunmeta
otherwise.)
## Condemn Trillions
Required for the rest of the SS13 Combat Parity changes listed
[here](https://discord.com/channels/1218698320155906090/1348171706061033502)
# TODO
* [x] Await merge
* [x] Gaming
# Media

# Changelog
🆑 Eagle
* tweak: Stamina Crit has been split into Knockdown and Paralysis
* tweak: Stun batons now do 15 stamina damage on hit, and 40 over time
(cherry picked from commit b8045750e91b8e43fcf91deaeb49b295a0984cdc)
* Automatic Changelog Update (#1914)
(cherry picked from commit cbadf45b9e1bbb8cbb122a579e9c37a3234d506b)
* Miscellaneous Fixes From White Dream (#1911)
# Description
Ports the following PRs:
https://github.com/WWhiteDreamProject/wwdpublic/pull/271https://github.com/WWhiteDreamProject/wwdpublic/pull/282https://github.com/WWhiteDreamProject/wwdpublic/pull/255https://github.com/WWhiteDreamProject/wwdpublic/pull/254https://github.com/WWhiteDreamProject/wwdpublic/pull/246https://github.com/WWhiteDreamProject/wwdpublic/pull/223https://github.com/WWhiteDreamProject/wwdpublic/pull/220https://github.com/WWhiteDreamProject/wwdpublic/pull/219https://github.com/WWhiteDreamProject/wwdpublic/pull/213
This is a rather huge variety of fixes to be honest.
# Changelog
🆑 White Dream
- fix: Fixed airlock opening and closing visuals
- fix: Fixed Weather spamming infinite sounds.
- fix: Cockroaches no longer spam organs when stepped on.
- fix: Fixed the timer on the Return To Round button
- fix: Fixed Return to Round not remembering how long it's been since
you died if you re-enter your body.
- fix: Fixed harpy flight visuals not showing for other people.
- fix: Fixed disabler bolts not going through windows like other kinds
of lasers.
- fix: Fixed Vim Harness being free
- fix: Fixed handcuffs not respecting your arm length.
- fix: Made tending wounds not as message spammy.
- fix: Fixed shuttle windows not preventing you from being electrocuted
by grills under them.
---------
Co-authored-by: vanx <61917534+Vaaankas@users.noreply.github.com>
Co-authored-by: vanx <discord@vanxxxx>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>
(cherry picked from commit ced8a565a32cfa340140674c073d90a2a6002799)
* Automatic Changelog Update (#1911)
(cherry picked from commit 89f27f4b2f3882ba97132d69f9d6477cea3195d1)
* Faction Clothing Bug Fix (#1917)
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Fixed bug that made ClothingAddFactionComponent not add the faction of
the clothing to the mob when the clothing is equipped.
The bug is described in greater detail in [this
issue](https://github.com/Simple-Station/Einstein-Engines/issues/1228).
---
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🆑
- fix: Fixed bug that made ClothingAddFactionComponent not work.
(cherry picked from commit 639f46a68b84ad6d0655ec318ccc62fa3061c5cd)
* Automatic Changelog Update (#1917)
(cherry picked from commit b4c488af30ad9e21e41b409282aeac1f8ae37c9e)
* Crafting Curtains and Tables No Longer Consumes Entire Stack (#1916)
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Stolen from https://github.com/Fansana/floofstation1/pull/152, courtesy
of cynical24. When you craft a curtain or make a table into a _fancy_
table, it doesn't take the entire stack of carpet. This should hopefully
stop me from having to return to the HoP to ask for another 10 carpet.
---
# TODO
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- [x] general thievery of text (with permission)
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🆑
- tweak: you don't use the entire stack of carpet now when crafting
colored curtains or fancy tables.
(cherry picked from commit 508dbc35d3576be768122604d39194ee715ab02a)
* Automatic Changelog Update (#1916)
(cherry picked from commit f4641de5073d3cf1ccc54a5599281bb6025149fc)
* Markings From Impstation 2 (#1925)
what the funny title says
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Adds some markings from Impstation (Again, who would have thought it'd
be Impstation again?), ports the merciful IPC wings from Goob LRP, adds
some markings to arachnids, a bunch of markings for Reptilians, and a
new hairstyle.
---
# TODO
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- [ ] Task
- [x] Completed Task
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🆑 Diggy
- add: New markings for arachnids, reptilians.
- tweak: Allows IPCs to pick up overlay markings such as the gauze
stuff, Onis can now have the curved horn marking humans can have.
(cherry picked from commit b955652cf18f1a11e7d48206f32c8d3e24e819bd)
* Automatic Changelog Update (#1925)
(cherry picked from commit 78149f74ac386a81b4ecb46679db29c9e5f1946e)
* Fix Vulpkanin Markings (#1894)
# Description
Vulpkanin no longer wear their undergarments "Superman Style"
# Changelog
🆑
- fix: After lengthy retraining, NanoTrasen has taught Vulpkanin that
underwear is meant to be worn inside pants, not outside them.
(cherry picked from commit 190dddf7c59537ffc2781f3d8f7bcb16e5a449fb)
* Automatic Changelog Update (#1894)
(cherry picked from commit a7138473115dfe767b822eb2b24179a04f6133e5)
* Fairer Turrets (#1923)
# Description
It had basically always bothered me, and evidently a lot of other people
that turrets were previously "Unfair enemies". They had perfect aimbot
accuracy, tracked targets instantly at any angle, and were
nigh-indestructible. It was telling that players were pretty much only
ever killed by turrets once or twice, and then they figure out that the
turrets are outright impossible to beat in a fair fight, so they end up
resorting to underhanded tactics like using an RCD to wall the turret
off. Or use a pickaxe to go around them.
I previously added a new turret for the SAN dropship, and with it had
tried out a very different approach for "Fairer Turret" balancing. A
more reasonable healthbar, no instant tracking, and no perfect accuracy,
The players enjoyed these a lot more than the original turrets. Plus
they were more visually interesting firing an inaccurate spray at their
targets.
<details><summary><h1>Media</h1></summary>
<p>
I'm on my lunch break at college right now, so no media.
</p>
</details>
# Changelog
🆑
- tweak: Adjusted turrets to be a more "Fair" fight. They no longer have
perfect aimbot accuracy, they don't track targets instantly, and they
also have a "More fair" healthbar that can reasonably be shot through by
someone with good enough weapons and armor,
(cherry picked from commit 6bdd73efe210d6e556e6accbc89cb9134f716e2e)
* Automatic Changelog Update (#1923)
(cherry picked from commit bedcd65d4d8324a651101a978ba90d46d4199cfa)
* Fix A Minor Test Fail (#1902)
Just a random event that had a tiny chance to spawn an Abstract entity.
(cherry picked from commit f49712f82569d7e5f0a486d00130216dc73520bd)
* Throw Errant Into The Spider Pit (#1896)
# Description
@Errant-4 by request in your comment.
I had annihilated this before during the NyanoCombat reworks, but during
a recent wizmerge most of said reworks were accidentally reverted. This
is the one that was brought back, comment and all. So this PR fixes for
a second time a problem left by the old combat system.
# Changelog
🆑
- fix: Power attack and light attack damages are no longer swapped.
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 4b988b2b01e379d5a2c6c8eae72f70c00876d024)
* Automatic Changelog Update (#1896)
(cherry picked from commit 505765017a164ca20582571f92f5ec95ff3e5579)
* Nerf .45 (#1895)
# Description
Somehow I didn't realize that .45 magnum, despite being a common ammo
type available to a lot of people, deals literally double the damage of
all other comparable smallarms. No wonder people were complaining about
the Universals being comically overpowered. This PR normalizes their
damage so that it's still "More than other equivalent small arms
calibers", but not ".45 is more than double the damage of 9mm".
# Changelog
🆑
- tweak: Nerfed universals and other .45 auto guns. I get the meme that
.45 is better than 9mm, but not "More than double" the damage of 9mm.
(cherry picked from commit f7f49f67d69e6a19a3b83eec1d4cb4b0b7ca93a1)
* Automatic Changelog Update (#1895)
(cherry picked from commit cfd95ca7c4237030cebba16cf1d81798a5d801a6)
* More Lavaland Fixes (#1892)
# Description
Apparently the lavaland ore crates are supposed to have an ore magnet,
but this didn't work because they're missing something from the ore
bags. So this fixes that. Also I made sure the lavaland's ores actually
have the same naming conventions as our regular ores.
# Changelog
🆑
- tweak: Ores mined from lavaland now have names matching their
real-world counterparts.
- fix: Fixed the lavaland ore crates not having working ore magnets.
(cherry picked from commit 2f02dd1a0621437587d143641b4a66ef59d87bab)
* R25 Rifle Tweaks (#1869)
# Description
This PR tweaks the stats of the R25 rifle so that it isn't completely
useless. Its accuracy when wielded has been improved so that it can more
consistently hit targets at between half and a full screen length away.
As a tradeoff, its cooldown between bursts has been increased so that
its DPS isn't comically overtuned.
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/7b862f2a-09c3-450b-9482-a6ce69b4c971
</p>
</details>
# Changelog
🆑
- tweak: Increased the accuracy-when-wielded of the BRDI-R25 rifle. As a
tradeoff, it has a longer cooldown between hyperbursts.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Gameplay Adjustments**
- Updated the weapon's handling by refining its firing angles.
- Adjusted the burst cooldown period to alter the firing rhythm.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit be595f4fbe52e612dbaf58363287e9d483442a12)
* Automatic Changelog Update (#1892)
(cherry picked from commit 2cc6e37b996d5074affebd7d8813778b3f9824d2)
* Automatic Changelog Update (#1869)
(cherry picked from commit fd9c5bb1bfddb94e8aa8d4ecfcb4587629110949)
* Footstep Netcode Fixes (#1909)
# Description
Port of https://github.com/WWhiteDreamProject/wwdpublic/pull/298
---------
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
(cherry picked from commit 36627e2e655471e118867c1ae05870b1cb9c0be4)
* Automatic Changelog Update (#1915)
(cherry picked from commit a8994b38b0ade548152a5868a0ab87fd727da81d)
* Embeddable Projectile Fixes (Courtesy Of White Dream) (#1907)
* embed children
* locale
* fix
* Update Resources/Locale/ru-RU/weapons/throwing/throwing.ftl
* // WWDP MY BELOVED
# Description
This is a port (and general cleanup of)
https://github.com/WWhiteDreamProject/wwdpublic/pull/278
Plus clearing a bunch of compiler warning causing things, and also a fix
for one of our Heisentests. This PR mainly fixes issues with embeddable
projectiles being potentially unintentionally destroyed when the thing
they are embedded in gets destroyed. Which can be disastrous for example
if my energy sword embeds into a wall, and also destroys that wall,
which destroys my precious energy sword...
# Changelog
🆑 Spatison
- fix: Embeddeable projectiles are no longer always destroyed when the
thing they are embedded in gets destroyed. Energy Sword throwing
enthusiasts may rejoice now that their precious sword is safe.
Co-authored-by: vanx <61917534+Vaaankas@users.noreply.github.com>
Co-authored-by: vanx <discord@vanxxxx>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
(cherry picked from commit 2c30abbb072238ed7478c9716a66db58f69ddc67)
* Automatic Changelog Update (#1907)
(cherry picked from commit a97ae4aa2fdaf1bf70149fa994682debd2162779)
* Health Analyzer UI Fix (#1928)
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# Description
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Fix the bug described by [this
issue.](https://github.com/Simple-Station/Einstein-Engines/issues/1820)
---
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<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
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# Changelog
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🆑
- fix: Health analyzer's doll is now in the normal size.
(cherry picked from commit ce489662c54195cd3f5865f5003d40fe3ba7c0d3)
* Automatic Changelog Update (#1928)
(cherry picked from commit 0b4b338af37f2222065063364b76db3c63fa8025)
* Magma Hand (#1927)
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Sprited by Greenwall, YML'd by myself. The Magma Hand is a slime-like
creature that you can encounter in Lavaland. It's very hostile, but you
_can_ pet it!
---
# TODO
<!--
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good to leave future references
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- [x] Add to Lavaland spawning list
---
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<details><summary><h1>Media</h1></summary>
<p>
Its blood is sulfur!

Its attacks burn you!
https://github.com/user-attachments/assets/0bf21207-1dc2-4cf5-9b9b-89a558488963
Ice makes it die very quickly!
https://github.com/user-attachments/assets/4c742c6e-ac5e-462f-9f1e-e05ce0fcaa0b


</p>
</details>
---
# Changelog
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🆑 Greenwall
- add: Magma Hand! Sprite by Greenwall, YML by Timfa. Bring a water gun
filled with ice, and you'll be fine!
(cherry picked from commit 545a20fd19a25f833cc32e21c6f0f53f7f872e22)
* Automatic Changelog Update (#1927)
(cherry picked from commit f8c127f1432d24f98e5eeeb4099fa2899db74c15)
* Cyber Eye Changes (#1876)
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Removes the flare shielding trait, instead adding welding arc protection
to the diagnostics hud, and giving the medical hud a built in chem
scanner.
No trait will give you access to immunity to flashes however, and you
will instead be required to have proper eye protection on again to
counteract it. This makes securities lives a lot better, and makes the
flash a viable tool again.
# Changelog
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🆑
- remove: Removes flare shielding
- tweak: Adds eye protection to diagnostics hud
- tweak: Adds chemical analyser to med hud
- tweak: Increases med hud and diagnostics hud costs to 2
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Gameplay Balance**
- Reduced the negative impact for the `FlareShielding` trait, offering a
milder penalty.
- Removed the flash immunity effect from the `FlareShielding` trait to
streamline its behavior while retaining it in the
`FlareShieldingModule`.
- Updated requirements for the `Blindness`, `Nearsighted`, and
`Photophobia` traits by removing the dependency on the
`FlareShieldingModule`.
- Adjusted point values for several traits, reflecting a more
significant negative impact for others.
- Introduced new components, enhancing the functionality of various
traits.
- **Feature Enhancements**
- Expanded the description of the `CyberEyesMedical` trait to include a
Chemical Analysis Hud.
- Updated the `CyberEyesDiagnostic` trait description to incorporate
flare shielding for improved eye protection.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
(cherry picked from commit 516c53e8ea97680b8029b79dae9fab0a229d0709)
* Automatic Changelog Update (#1876)
(cherry picked from commit 085163904a3bc64c2217553afe5e43a8938cfc8c)
* Space Wind Version 5 (FINAL) (#1765)
# Description
MY ASCENSION IS COMPLETE, I HAVE DEFEATED THE ATMOS SYSTEM. MY POWERS
HAVE GROWN TO NEW AND UNFATHOMABLE HEIGHTS. THE EQUATIONS FOR SPACE WIND
ARE NOW PERFECTED. I HAVE BECOME THE PHYSICS CHAD THAT CAN NOW ACCOUNT
FOR FRICTION AND AIR RESISTANCE.
SPACE WIND HAS BEEN PERFECTED. THERE IS NO MORE WORK FOR ME TO DO ON IT.
# TODO
<details><summary><h1>Media</h1></summary>
<p>
PROOF THAT MY EQUATIONS HAVE BEEN PERFECTED.
https://github.com/user-attachments/assets/b3eb43b2-e8db-4f75-a142-2c86308e8113
</p>
</details>
# Changelog
🆑
- add: Added Space Wind V5. This version of space wind now accounts for
the coefficients of friction and gravity as a calculated way to resist
space wind. There is no more guesswork on if space wind should be able
to throw an object. Additionally, thanks to a standalone module from
Matrix Airflow System, space wind is capable of calculating airflow at
arbitrarily any point in a room, regardless of whatever garbage
Monstermos is saying.
(cherry picked from commit a5151c7622c424af6fd7e4c0b916e8ddda75c3df)
* Automatic Changelog Update (#1765)
(cherry picked from commit ba32a82331ffba42919ff57b48c1d80ba02c1343)
* Fix Oni (#1935)
# Description
I didn't notice during the last PR that someone added an override for
the Tags component of Oni, otherwise I'd have said something about it.
You can't add a tag component to a species because it overrides a
massive shitton of tags that are needed for player characters to be able
to do certain things, such as DoorBumpOpener...
# Changelog
🆑
- fix: Fixed Oni not being able to do a ton of things that required
hardcoded tags. I fucking hate the tag system.
(cherry picked from commit 3950fb0a6c9cbb9febb30b00f183a8d049f0ca0c)
* Automatic Changelog Update (#1935)
(cherry picked from commit 12876a1ce113a68a79d2cae79e99a6748446c13e)
* Rev Manifesto Inhand Use Cooldown (#1936)
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Add a two second cooldown on the Revolutionary Manifesto's secondary use
(the purely cosmetic one) to not make it cause chat spam.
I made this change from web and have NOT tested it yet (unless I checked
the checkbox below in the TODO section!
---
# TODO
<!--
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- [ ] TEST IF IT WORKS
---
# Changelog
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🆑
- tweak: Tweaked rev manifesto to not spam chat anymore
(cherry picked from commit 3a6634125445a3a71ab33dae090942ce3216d340)
* Automatic Changelog Update (#1936)
(cherry picked from commit 0ba6aae78f5ee3804f8eaf30afc2e35bafc8e17c)
* More Tolerable Default CVars (#1945)
# Description
I can't believe we never cleaned these up. Yea so our codebase made an
astoundingly fucking poor first impression on BPL during their huge
playtest, and most of these CVars were to blame. In particular is the
godawful Ramping Event Scheduler having "Murder the station with
ventcritters every 10 seconds at the 30 minute mark" as its settings.
# Changelog
🆑
- tweak: Disabled Monstermos Tile Ripping by default.
- tweak: Default settings for Ramping Event Scheduler no longer throws
"Ventcritters every 10 seconds, 30 minutes into the round".
(cherry picked from commit ef5dc3441aa3b7c62d771039c3e1a93ba04a0d32)
* Automatic Changelog Update (#1945)
(cherry picked from commit 0fce50daf5ba999e3bc9b8c97e8e7b8791fb7f7e)
* BRDI Repaints (#1957)
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# Description
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A downstream port of https://github.com/TheDenSS14/TheDen/pull/306
providing Blue and Red paintjobs for the Blueshield and Head of Security
BRDIs respectively.
---
# Changelog
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🆑
- tweak: Gave the BSO and HoS BRDIs a fancy paintjob.
(cherry picked from commit 4f23e0d40549fc3780d1dd94f7fea2ff83e37c24)
* Automatic Changelog Update (#1957)
(cherry picked from commit 2d7e39eca59cee8c8c883501c8f185bcb8bff4cb)
* ADT Markings Port (#1951)
Truly the PR of all time...
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# Description
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The markings by themselves have localization or whatev. When you color
them they will however appear as marking_etc_etc.
Yes, i'm aware it's lazy, but i'm not doing it for over 80 markings,
just not feeling it, this is really just a test to see if it gets
allowed without some locale files setup.
---
# TODO
<!--
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good to leave future references
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- [ ] Task
- [x] Completed Task
---
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🆑 Diggy
- add: Most markings from ADT, along with two new hairstyles, new
markings for Shadowkin (Despite all my hate for them).
- fix: Shadowkin ears are now colorable again, fuck around and find out
if you want your Shadowkin's ears to be pink with red or something.
(cherry picked from commit a36b5dc2404578c64a93a9881714f00180c1da02)
* Automatic Changelog Update (#1951)
(cherry picked from commit cd81f90db975061f9d968b45beab9a461834f4c1)
* Cyberiad 1.0: Service Rework (#1938)
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Changes Box to Cyberiad, with the service area receiving a rework, in
the future there will be more updates in the depts, with the next one
probably being the Sec.
Make some fixes on Gax and Bagel.
I changed the maintainer of some maps from "Estação Pirata" to "Ichai".
I am not part of the Estação Pirata
---
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# Changelog
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🆑 Ichai
- add: Cyberiad added to the rotation.
- fix: Gax: Fixed missing window in CE office, Fixed walls in SM to
prevent radiation leaks.
- tweak: Port changes to Bagel from GoobStation
- remove: Box is no more.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 3da2771a5509b189b4599a2323e9df5d7b9fb562)
* Automatic Changelog Update (#1938)
(cherry picked from commit 755fc9912d4152dca446477ea2693ed91aac59c1)
* R-25 BRDI Back Slot Sprites (#1962)
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Added back slot and suit storage sprites for the R-25 BRDI.
---
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🆑
- add: Added back worn sprites for the R-25 BRDI.
(cherry picked from commit 2cf4957ccd3ed2e0a673c7a7c774f4d779428cb5)
* Automatic Changelog Update (#1962)
(cherry picked from commit d6ba9f7c0da450e0b8ae6623b33e6933360ae43c)
* Remove Random Stencil Clear On Left Leg (#1955)
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I don't know why this was being done, but it didn't seem to do anything
and I know for a fact it was causing issues with shaders that were
applied on all humanoid layers, so... "Imaginary Technique: Shitcode
Removal" go.
If anything breaks, it's this.
---
# TODO
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- [X] Check that the game didn't incinerate itself.
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no cl
Signed-off-by: Eris <eris@erisws.com>
(cherry picked from commit e674f782e24da7a7825520ca650473f155e9e4c1)
* fix upstream
---------
Co-authored-by: EctoplasmIsGood <109397347+ectoplasmisgood@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: Paulo Artur Pinheiro Viana Villaça <112904295+algumcorrupto@users.noreply.github.com>
Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com>
Co-authored-by: Raikyr0 <Kurohana@hotmail.com.au>
Co-authored-by: Solstice <solsticeofthewinter@gmail.com>
Co-authored-by: Solaris <60526456+solarisbirb@users.noreply.github.com>
Co-authored-by: Eagle-0 <114363363+eagle-0@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Tirochora <leotabletdb@gmail.com>
Co-authored-by: BloodfiendishOperator <141253729+Diggy0@users.noreply.github.com>
Co-authored-by: Timfa <timfalken@hotmail.com>
Co-authored-by: Rosycup <178287475+Rosycup@users.noreply.github.com>
Co-authored-by: Ichaie <167008606+ichaie@users.noreply.github.com>
Co-authored-by: Eris <eris@erisws.com>
* Fixup playerspawn stuff
- Also removed arrivals forcing, this should just turn containerspawnpoint off.
* fix this one
* test fix
* really fix
(cherry picked from commit 1a6bd6f3f14ef1446801c90a3b78c84ab0398eb2)
* Mass Bug Fixing (#1256)
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Mass bug fixing, for bugs related to #1220.
Feel free to link or send bugs.
Fix list:
- #1242
- #1243
- #1244
- https://github.com/space-wizards/space-station-14/pull/28084
- https://github.com/space-wizards/space-station-14/pull/28282
- Actually fixed PirateRadioSpawnRule heisentest (with a bandaid) (I
cancel if it's 0)
- https://github.com/Simple-Station/Einstein-Engines/issues/1263
---
# Changelog
<!--
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in the changelog (ex: `🆑 Death`)
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This includes all available types for the changelog
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🆑
- fix: Fixed chair visuals drawing depth wrongly if you sat in a
north-facing chair.
- fix: Fixed buckling doing several buckles each time you did one.
- fix: Fixed the magic mirror.
- fix: Fixed beds re-positioning you every few seconds.
- fix: Fixed E not opening containers that are in another container.
- fix: Fixed disposal systems not flushing or ejecting properly.
---------
Co-authored-by: sleepyyapril <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>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit 41501bd335c5e1e2e65b5d2ad040a3ae6851d4e8)
* Automatic Changelog Update (#1256)
(cherry picked from commit 9798f5363135cbe71479d0a14cf3215d01ed28f0)
* fix
* Fix animation looping bugs. (#29457)
Summary of the problem is in the corresponding engine commit: a4ea5a4620
This commit requires engine master right now.
I think #29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.
Fixes#29144
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 8d015f5c9ff60107dccdf35fa48e1558728ff269)
* Fix arcade machines (#30376)
(cherry picked from commit e72393df712cb2f5d1b4f6b4e2dc417c5584f07a)
* fix
* fix test
* fix test
* fix test
* fix
---------
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
# Description
By extremely popular demand(Both internally, and from our downstreams),
this PR reimplements Part Upgrading. Since some of the systems that this
PR touches were substantially changed since the removal of Parts, I had
to do a lot of very in depth by-hand edits of individual systems.
Shockingly, the only one that really proved any trouble was Cloning
System, so I'm genuinely surprised wizden didn't substantially touch any
of these codes since removing parts..
# Changelog
🆑
- add: Part Upgrading has returned!
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
# Description
I have made this originally for N14 as there was a heavy need for junk
items to be list instead of a hash. It created a few issues where you
were unable to put down 2 pieces of steel without making a new defined
entity which spawns a stack of 2.
I thought this was quite annoying so I decided to instead make it into a
`EntitySpawnEntry` from a `string` which would also give it options of
`amount` `prob` `maxAmount` and `orGroup` which would definitely aid in
the scrapping needs there as you could randomize the refined amounts.
I believe this could be useful upstream. As well as cleaning up code
which is more modifiable than before.
The new example of how it can be typed in yaml is also simpler in my
opinion as it is self-explanatory and used in various places like
StorageFill contents for one.
```YAML
- type: WelderRefinable
refineResult:
- id: SheetGlass1
amount: 1
maxAmount: 2
prob: 0.5
orGroup: Glass
```
---
🆑
refactor: Refactors WelderRefinableComponent.cs and RefiningSystem.cs
tweak: Tweaked the formatting for WelderRefinable refineResult to use
EntitySpawnEntry format
## Mirror of PR #26292: [Code cleanup: Purge calls to obsolete
EntityCoordinates
methods](https://github.com/space-wizards/space-station-14/pull/26292)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)
###### `f4cb02fb0ca385c858569c07c51afb0d24ade949`
PR opened by <img
src="https://avatars.githubusercontent.com/u/85356?v=4" width="16"/><a
href="https://github.com/Tayrtahn"> Tayrtahn</a> at 2024-03-20 16:04:43
UTC
---
PR changed 34 files with 70 additions and 56 deletions.
The PR had the following labels:
- Status: Needs Review
---
<details open="true"><summary><h1>Original Body</h1></summary>
> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
>
> ## About the PR
> <!-- What did you change in this PR? -->
> Cleaned up some outdated code.
>
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> Clean code is happy code.
>
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> Updated all calls to obsolete EntityCoordinates methods (ToMap,
ToMapPos, FromMap, ToVector2i, InRange) to non-obsolete ones (by passing
in SharedTransformSystem as an arg).
>
> ## Media
> <!--
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
>
> If you're unsure whether your PR will require media, ask a maintainer.
>
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> Code
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
>
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
>
> **Changelog**
> <!--
> Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
Changelog guidelines located at:
https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog
> -->
>
> <!--
> Make sure to take this Changelog template out of the comment block in
order for it to show up.
> 🆑
> - add: Added fun!
> - remove: Removed fun!
> - tweak: Changed fun!
> - fix: Fixed fun!
> -->
>
</details>
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SimpleStation14 <Unknown>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
## Mirror of PR #22521: [Partial atmos
refactor](https://github.com/space-wizards/space-station-14/pull/22521)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)
###### `18a35e7e83b2b71ee84b054d44d9ed5e595dd618`
PR opened by <img
src="https://avatars.githubusercontent.com/u/60421075?v=4"
width="16"/><a href="https://github.com/ElectroJr"> ElectroJr</a> at
2023-12-15 03:45:42 UTC
---
PR changed 43 files with 891 additions and 635 deletions.
The PR had the following labels:
- Status: Needs Review
---
<details open="true"><summary><h1>Original Body</h1></summary>
> This PR reworks how some parts of atmos code work. Originally it was
just meant to be a performance and bugfix PR, but it has ballooned in
scope. I'm not sure about some of my changes largely because I'm not
sure if some things were an oversight or an intentional decision for
some reason.
>
> List of changes:
> - The `MolesArchived float[]` field is now read-only
> - It simply gets zeroed whenever the `GasMixture` is set to null
instead of constantly reallocating
> - Airtight query information is now cached in `TileAtmosphere`
> - This means that it should only iterate over anchored entities once
per update.
> - Previously an invalidated atmos tile would cause
`ProcessRevalidate()` to query airtight entities on the same tile six
times by calling a combination of `GridIsTileAirBlocked()`,
`NeedsVacuumFixing()`, and `GridIsTileAirBlocked()`. So this should help
significantly reduce component lookups & entity enumeration.
> - This does change some behaviour. In particular blocked directions
are now only updated if the tile was invalidated prior to the current
atmos-update, and will only ever be updated once per atmos-update.
> - AFAIK this only has an effect if the invalid tile processing is
deferred over multiple ticks, and I don't think it should cause any
issues?
> - Fixes a potential bug, where tiles might not dispose of their
excited group if their direction flags changed.
> - `MapAtmosphereComponent.Mixture` is now always immutable and no
longer nullable
> - I'm not sure why the mixture was nullable before? AFAICT the
component is meaningless if its null?
> - Space "gas" was always immutable, but there was nothing that
required planet atmospheres to be immutable. Requiring that it be
immutable gets rid of the constant gas mixture cloning.
> - I don't know if there was a reason for why they weren't immutable to
begin with.
> - Fixes lungs removing too much air from a gas mixture, resulting in
negative moles.
> - `GasMixture.Moles` is now `[Access]` restricted to the atmosphere
system.
> - This is to prevent people from improperly modifying the gas mixtures
(e.g., lungs), or accidentally modifying immutable mixtures.
> - Fixes an issue where non-grid atmosphere tiles would fail to update
their adjacent tiles, resulting in null reference exception spam
> - Fixes#21732
> - Fixes#21210 (probably)
> - Disconnected atmosphere tiles, i.e., tiles that aren't on or
adjacent to a grid tile, will now get removed from the tile set.
Previously the tile set would just always increase, with tiles never
getting removed.
> - Removes various redundant component and tile-definition queries.
> - Removes some method events in favour of just using methods.
> - Map-exposded tiles now get updated when a map's atmosphere changes
(or the grid moves across maps).
> - Adds a `setmapatmos` command for adding map-wide atmospheres.
> - Fixed (non-planet) map atmospheres rendering over grids.
>
> ## Media
>
> This PR also includes changes to the atmos debug overlay, though I've
also split that off into a separate PR to make reviewing easier
(#22520).
>
> Below is a video showing that atmos still seems to work, and that
trimming of disconnected tiles works:
>
>
https://github.com/space-wizards/space-station-14/assets/60421075/4da46992-19e6-4354-8ecd-3cd67be4d0ed
>
> For comparison, here is a video showing how current master works
(disconnected tiles never get removed):
>
>
https://github.com/space-wizards/space-station-14/assets/60421075/54590777-e11c-41dc-b49d-fd7e53bfeed7
>
> 🆑
> - fix: Fixed a bug where partially airtight entities (e.g., thin
windows or doors) could let air leak out into space.
>
</details>
Co-authored-by: SimpleStation14 <Unknown>
* Use new Subs.CVar helper
Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.
This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.
* Fix a bunch of warnings
* More warning fixes
* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.
* Get rid of some more ISerializationHooks for enums
* And a little more
* Apply suggestions from code review
Co-authored-by: 0x6273 <0x40@keemail.me>
---------
Co-authored-by: 0x6273 <0x40@keemail.me>
(cherry picked from commit 68ce53ae17985876d6d112b764b2144964a9f42e)
* Fixes construction graphs proccing while being microwaved
* git those indents in line
* We knew we were missing something!
(cherry picked from commit f5c40c362306f0c2437f39b6968ae637112aaf4e)
* Initial prediction
* new group handling
* groups for all examines that use multiple rn
* compile
* why was it doing this??
* handle newlines with sorting properly
(cherry picked from commit 0ae3858b69b695697ea9300609460f8ddb70ebbf)
* moved ComputerBoardComponent to Content.Shared
* made flatpacker accept computer boards
* made flatpack system and ui function with computer boards
* fixed it so that flatpacks of computers are correctly coloured to fit their computer board colour
* unhardcoded the computer flatpack assembly cost
* Combined GetFlatpackCreationCost(...) with GetflatpackCreationCostForComputer(...)
* removed code duplication in SharedFlatpackSystem
* removed code duplication from FlatpackCreatorMenu.xaml.cs
* remove code duplication from FlatpackSystem (on the server)
* fixed indentation error
(cherry picked from commit 082bde40ca3fd39fff5daea26de4311cf2001f85)
* Flatpacker and flatpacks
* ok that's good enough
* convert solars/AME to flatpacks
* mats, mats, we are the mats
* basic mechanics are DONE
* thing
* final UI
* sloth
* rped jumpscare
* rename
(cherry picked from commit 1c11332fa4b77d556e7f3db17f391dbd2664cda5)