It functions identically to how V1 of orientation worked and it's incredibly annoying.
(cherry picked from commit 11dbf50ed62040c832941f3c46fc159497eca525)
Signed-off-by: Spatison <137375981+Spatison@users.noreply.github.com>
* Add an event for polymorph actions
* Subscribe FollowerSystem to the event
* Add check that unfollow target is actually current target.
* Make followers try to follow on state update; Dirty follower on follow.
(cherry picked from commit 46b19291eae7311c3ee946e45432f0552328792d)
* Silicon Law Sound cue refactor
- Added CueEntityMind to Silicon Law system to more uniformally
send sounds to minds
- Switch all previous MindPlaySound to instead call to the new method
* Change SiliconLawEui to cue the mind
* CR: TryGetComponent and Change the Documentation
- Remove GetComponentOrNull for _entityManager.TryGetComponent
- Change SiliconLawProviderComponent.LawUploadSound to be more general
rather than just referencing lawboards
* Update Content.Server/Silicons/Laws/SiliconLawEui.cs
* Update Content.Shared/Silicons/Laws/Components/SiliconLawProviderComponent.cs
* Silicon-law-cue-refactor - CR:
- Roll the cuing into NotifyLawsChanged via an optional variable for the
cue
- Modify "SetLaws" to take in an optional soundProvider for the cue
- modify Emagged, Ion, Eui and SetLaws to instead send the sound cue via
NotifyLawsChanged
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
(cherry picked from commit a3f10ccfbb01616d08559950b5de4dc1c6df7f6d)
* Localize RenameCommand and delegate most of the process to MetaDataSystem.SetEntityName()
* Make renaming rely on the EntityRenamedEvent. Fix issue where renaming would keep old Examine text
Requires engine change
* Fix localisation strings
* Make PDA search be based on a renamed entity's Uid instead of its old name
To do this the pda component now has an PdaOwner field which gets
assigned when it is given as a loadout to a player
* Fix bad merge???
huh
* Use AllEntityQuery
(cherry picked from commit ee434e397d483c10b1dbf29e736de6a134e82746)
With singulo fixed, PA strength 3 and below (level 2) are now safe.
Update the admin logging to reflect this.
(cherry picked from commit dc0327c3c0c7834823aeaf7e11eef6993e5fdc77)
* Add draft saving to news consoles
* fix after bui changes
* comments + rename vars
* no
(cherry picked from commit ec4d59f6088ecc14b9231d51df18a4a4334d28ff)
* Add access to gun components
Found from an rmc14 PR.
* Admin verbs proving why access needs to exist
* Someone is probably going to post this pr to le reddit and complain about self-merges.
(cherry picked from commit 1649ed45bd395c850bd531752f7146ca073b04cd)
* Don't add newlines (fixes#32357)
* Improve UI around max paper length (Fixes#32344)
* Display a "fill progress" indicator so users know how close they are to filling it
* Don't allow users to save a paper which went over the limit, to avoid them losing data they want to keep.
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
(cherry picked from commit 594aad0fa978fb9a625f41f537a866348ee019ed)
* Extend shuttle dock time if the shuttle doesn't dock at evac.
If the shuttle can't dock at evac for *some reason*, it will instead try to dock at another port on the station. And if that fails it goes somewhere random on the station.
Because of the chaos and confusion caused by this, many people will frequently not get to the shuttle in time under these circumstances. This sucks for everybody.
To alleviate this, the shuttle launch timer will now be extended if the station doesn't dock at its ideal spot. The default values (controlled via CVar) are 1.667x and 2x respectively for "wrong dock" and "no dock at all" scenarios.
The code around here was a mess, so I fixed that too. "CallEmergencyShuttle" has been renamed to "DockEmergencyShuttle", the overload that did the actual docking has been renamed to DockSingleEmergencyShuttle. Code has been split into separate dock -> announce methods so we can calculate shuttle delay in between the case of multiple stations.
Also made the "shuttle couldn't find a dock" text announce the time until it launches and fix the shuttle timers not triggering for it.
* Minor review
* namespaces
* Comment does not need a semicolon
---------
Co-authored-by: Vasilis <vascreeper@yahoo.com>
(cherry picked from commit 40b9fd4ea3b1e06558d8e510c527169965193ccc)
* reagent dispenser: fancy window
* reagent dispenser: dispense button grid
* reagent dispenser: rearrange containers & info
* reagent dispenser: remove `reagent-dispenser-window-container-label`
* reagent dispenser: add `Scrollcontainer` on right side
* reagent dispenser: get rid of pointless actions
* reagent dispenser: cleanup actions and `inventory` field on bound ui state
* reagent dispenser: cool reagent cards & finishing touches
* reagent dispenser: final cleanup and formatting
* reagent dispenser: `ButtonGrid` and `ReagentDispenserSetDispenseAmountMessage` refactor
* reagent dispenser: cleanup code & address minor concerns
* reagent dispenser: text in reagent cards no longer clips
* reagent dispenser: oh wait i forgot to change this and thats why the builds keep failing probably
* reagent dispenser mayybe this
* reagent dispenser: remove `using FastAccessors;`
* delete unused classes
* disable reagent button when container is empty
* Make things a bit bigger
* remove obsolete text color override
(cherry picked from commit bfed85aff288630300b40133c025f73de71924b8)
* reduce network burden of the hunger system
* explicit start + last updated
* remove auto reformat changes to otherwise untouched code
add clamp helper
* imagine making breaking changes, documenting them, and then not thinking to check the yaml
* comments
* Remove unused net manager in hunger system
Remove lastAuthoritativeHungerValue from prototypes
* works, still has testing values, im sure I did stupid shit.
* shitvent crapfactor
* snap extra word out of existence
* shit I died of old
* remove useless inaccurate design comments
* Oopsie, handle requirement params in RandomRuleSystem too
* I'm a slash slinging hasher
* Address reviews, add admin alerts I forgor
* EntityMan saves the day
* address reviews 1
* eh, I actually don't care about the cargo gifts thing.
* started
* Do reviews
* you actually meant 1.2 lmao
* dependency inheritance is a fickle bitch
* I have no idea.
* Threads are for sheets not computers.
* fix traitor rule test
* fix round type tattling
* break things
* It worky
* Toolshed makes we want to drink depresso.
* Finished?
* remove debug values
* timings
* use defaults
* alphabetize
* bobby drop tables
* Float required fr fr
* continue
* more continence
* uno mas
* obsolution
* cleanup and documentations
* Yell at self
* use the right value defaults
* housekeeping
(cherry picked from commit 07ec00ed05394f0d6c8929d8d015854b8dbbc3bb)
# Description
Comes from: space-wizards/space-station-14#32480
Upstream/downstream cherry-pick that fixes item saving. Sometimes bound
to Ctrl+I, pressing it over an item in an inventory saves that location
for when the item is placed into the bag by clicking on it or quick
equipped (Shift+E), but it was broken for a while.
# Changelog
🆑
- fix: Saving item locations are working again
Co-authored-by: Callmore <22885888+Callmore@users.noreply.github.com>
# Description
Actually the bulk of this system's cost was in having these expensive
entity querries running on every frame, so instead of interrupting the
drain logic on a per drain basis, we interrupt the entire system of
querries itself globally, and cut off the main expense of the system at
its root source.
# Changelog
🆑
- tweak: Made some significant performance improvements to Drains.
# Description
This PR ports some fixes to the order of operations for air pressure
processing, which will help fix issues with temperature not correctly
diffusing, as well as errors in the order of operations processing that
made it so that Space Wind was receiving wildly incorrect pressure
values.
Additionally, this fixes a math error that made it so that the diagonal
airflows were contributing 41% more to airflows, making diagonal motion
unusually harsh. There's still two more bugs I need to fix though.
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So, as it stands before this PR, somebody could do a combo like, say,
the judo throw, by ctrl-clicking and then instantly rightclicking,
throwing somebody else to the ground within the blink of an eye. With
this PR, that shouldn't happen - grabbing follows the same rules as
attacking (either punching or shoving), and uses the same cooldown.
---
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- [x] Grabbing people puts your unarmed attacks on cooldown
- [x] Unarmed attacking someone puts your grab on cooldown
---
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<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/22d4eadb-2ec1-4e6c-9ad3-dbdd36c6f3cd
</p>
</details>
---
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🆑
- tweak: grabbing somebody mid-combo now obeys the same laws as every
other attack, so no more instant judo throws
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
<!--
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Ports Shadowlings from SS13 to SS14 with a remake to make them fun to
play.
Minimal Design Doc (not up-to-date, read comments in this repo for
updates):
https://github.com/Lumminal/SS14-Design-Docs-Lumminal/blob/main/Shadowling.md
---
- Abilities
- [X] Hatch
- [x] Glare
- [X] Enthrall
- [x] Veil
- [x] Shadow Walk
- [x] Icy Veins
- [x] Collective Mind
- [x] Rapid Re-Hatch
- [x] Destroy Engines
- [x] Sonic Screech
- [x] Blindness Smoke
- [x] Null Charge
- [x] Black Recuperation
- [x] Empowered Enthrall
- [x] Nox Imperii
- [x] Ascension
- [x] Annihilate
- [x] Hypnosis
- [x] Plane-Shift
- [x] Lighting Storm
- [x] Ascendant Broadcast
- Antags
- [X] Thrall
- [x] Guise
- [x] Thrall Darksight
- [x] Lesser Shadowling
- Passive
- [x] Light Resistance Scaling
- [x] Shadowmind
- [x] Damage on Light
- Other
- [x] Sounds
- [x] Sprites
- [x] Psionic Interactions
- [x] Handle Edge Cases
---
<details><summary><h1>Media</h1></summary>
<p>
https://www.youtube.com/watch?v=H-Ee5wuRINc
</p>
</details>
---
🆑
- add: The shadows have awakened, and their ascendance is soon to
follow. Do not enter maints.
---------
Signed-off-by: Lumminal <81829924+Lumminal@users.noreply.github.com>