* 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)
# Description
I got baited by Ectoplasm, so I then spent 3 hours shaving off a
sizeable chunk of this game's performance cost, including by taking 3 of
the "Top 10 frametime consumers", and reducing their performance costs
by 99% each. Along with various examples of slimming down some of the
worst EQE's.
Oh, and I fixed EmitSoundOnMove being desynced with actual movement. As
part of making EmitSoundOnMove use 99% less CPU time, it was also
synchronized with the MoverController.
# Changelog
🆑
- fix: Fixed items such as tactical webbing, bell collars, and hardsuits
being desynced with character movement.
- tweak: Made various large performance improvements.
(cherry picked from commit 684e8175443167beb0e20e3323a05b5f493b3374)
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# Description
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Adds the inverse of lightweight drunk, which makes you less susceptible
to the effects of ethanol.
(more specifically, it halves the damage of alcohol and you need to
drink twice as much to feel the effects in the first place)
To make the change happen, `LightweightDrunk` component was reworked to:
- A) no longer change any drunk effects (including non-alcohol related
drunkness like bloodloss)
- B) instead multiply the effects of ethanol in your bloodstream
I chose this route in particular, because the other option of
multiplying the amount of ethanol gained from alcohols is nonsense.
---
# TODO
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- [X] Add a `TryMetabolizeReagent` event to `MetabolizerSystem.cs` so a
`LightweightDrunkSystem.cs` can listen to the event and multiply the
effects of "Ethanol" specifically.
- [X] Add the Heavyweight Drunk trait
- ~~Fix a minor spelling mistake that caused the trait condition to not
show up~~
- [ ] Would we be able to name trait files after categories? I don't
want to put every positive trait in a file named 'skills.yml'
---
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# Changelog
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🆑
- add: Added the Heavyweight Drunk trait, which doubles your alcoholism
potential.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
* Allows a possibility for a new reagant to work on dead if applied.
To use it, go to Resources\Prototypes\Reagents\medicine.yml and add worksOnTheDead: true to any reagent.
* Update Content.Shared/Chemistry/Reagent/ReagentPrototype.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Update Content.Server/Body/Systems/MetabolizerSystem.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit 78f4bec3e1fe51ab29b5b7e5b3a6e5416298f377)
* Make some prototypes use frozen collections
* poke tests
* Remove frozen dictionary enumeration
(cherry picked from commit 8587c3778abdf94041a491b1ff6330fbe6746c03)
* pass 1
* a little more reagent effect for breakfast
* move lots of stuff around
* implements all medicines
* implement all cleaning & elements
* implement toxins/pyrotechnic
* p
* linter fixies
* fixes + narcotic balancing
* fix and standardize
* reviews
* things
* Convert StomachBehavior to a component/system + rejig body namespaces
* test
* slightly more namespace changes
* remove
* Hello?????
* fuck you github test runner
* reviews
* oobsy!