Commit Graph

40 Commits

Author SHA1 Message Date
slarticodefast
a8716ba679 Flash overlay rework and bugfixes (#27369) 2025-07-12 14:26:42 +10:00
VMSolidus
151e1b60a3 TCJ Makes A Rage Performance PR (#2298)
# 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)
2025-04-26 11:45:35 +03:00
Remuchi
1e363c7346 Revert "Merge pull request #462 from WWhiteDreamProject/revert-460-upstream"
This reverts commit 092dba42e5, reversing
changes made to e6315c2320.
2025-04-20 11:15:45 +07:00
DVONIKS
6c19771020 Revert "Upstream 04.04-18.04" 2025-04-20 06:34:09 +03:00
ilmenwe
8338b0c699 Removed Duplicate Using. Removed Unused Using. (#2163)
# Description

Removed duplicate using statements, removed unused using statements.
this will decrease the number of warnings a small bit, and decrease
unused dependency references in general.
---

# TODO

- [x] Remove double references.
- [x] Remove unused references.
---

# Changelog

🆑
- remove: double references in code
- remove: unused references in code that had double references.

Co-authored-by: ilmenwe <no@mail.com>

(cherry picked from commit 9b73c88feefff68223f083893505826dc021ddee)
2025-04-18 17:04:50 +03:00
Eagle-0
e4c3993afd Security Buffs But Real (#2022)
# Description
Ports Security buffs from
[/Goob-Station#953](https://github.com/Goob-Station/Goob-Station/pull/953)

## Once Again, I am John Combat
I don't have the energy today for the witty PR jokes. Apologies, people.

# TODO
* [x] Oil floats on water
* [x] Cover yourself in oil
* [x] Wait for it to rain
* [x] :trollface:

# Media

# Changelog
🆑 Eagle

* add: Flashbangs now stun and knockdown people. Wear over-ear headset
or combat hardsuit helmet to reduce flashbang effective range.
 * add: All sec and command members received over-ear headsets.
* add: Wearing security, ert, syndie or deathsquad gas mask blocks smoke
inhalation even if internals are off.
 * tweak: Epinephrine now speeds up by 10%.
* add: Jackboots, combat and mercenary boots now reduce all stun and
knockdown times by 20%.
 * add: Combat hardsuit helmets now protect from flashes.
 * tweak: Tear gas is now stronger.
 * tweak: Stamcrit stun time is once again 6 seconds.
 * tweak: Security hardsuits now have heat resistance.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Aviu00 <93730715+Aviu00@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 9bae47bc6d3e44fba8b86e18c78e6b0f3fe00ed6)
2025-03-21 18:53:10 +03:00
John Willis
c565776b57 Psionics Registry Computer, PsiWatch, and Epi-Glasses/Epi-HUD (#1598)
# Description
This adds the wonderful `Psionics Registry Computer` which allows you
to, just like Criminal Records, mark people that will show their icons
to other individuals wearing the appropriate gear, and will allow you to
keep track of such individuals in a similar way by making a `PsiWatch`
app that will show the reasons.

For the purposes of easement, I've left the fingerprints and DNA in
there, but individuals will not show up with it in the actual file. The
game would just crash when I removed the filters, so I left them in. The
dropdown also just looked cleaner when it was there instead of removing
it and replacing it with a label.

I've recolored the sprites for the sec-glasses and sec-HUD to make the
epi-glasses and epi-HUD using Epistemics colors.
I've recolored the sprite for the CriminalRecords computer to look
different and be cool.

---

# TODO
A list of things I've done split into categories.

### Spriting
- [x] (Recolor) Sprite the epi-glasses and epi-HUD.
- [x] Sprite the PsionicsRecords computer screen.
- [x] Sprite the Psionics Status icons.
- [x] Change the sprite for the Psionics Abusing (it is hard to tell any
difference from suspected right now).

### Records
- [x] Set up records XAML that basically duplicates the Criminal
Records.
- [x] Remove History (not necessary).
- [x] Change all the naming schema to match.
- [x] Change the categories and setup reason-requirement for each
submission type.
- [x] Change the "reason" to "psionics" so it is more intuitive.

### Computer Setup
- [x] Setup computer to show UI.
- [x] Setup system to report to report to Epistemics (Science) radio
when anything is changed.
- [x] Setup the system to only accept Epistemics (Research) access.
- [x] Setup the computer board.
- [x] Setup the sprites for the computers.

### Equipment and Icons
- [x] Create the icons and ensure the ShowPsionicsRecordIcons prototype
works.
- [x] Create the entity prototypes for the glasses and HUD in the game
to show textures.
- [x] Set it up so the glasses and HUD show the user the icons when
they're wearing them (having hard time fixing this at 06:00 in the
morning).

### PDA App
- [x] Setup the PDA app to mimic the SecWatch app as its own (PsiWatch).
- [x] Add the PDA app cartridge to Chaplain, Mantis, Cataloguer, and
Mystagogue.
- [x] Add cartridge to the Mystagogue locker (so they can give others
it).

### Loadouts
- [x] Add the epi-HUD to the Chaplain, Mantis, Cataloguer and
Mystagogue.
- [x] Add the epi-glasses to the Mystagogue.
- [x] Add the epi-glasses to Chaplain, Mantis, and Cataloguer (for 3
points).

### Mapping
- [x] Add the Psionics Registry Computer to every map.

### Miscellaneous Fixes/Changes
- [x] Make the computer only work for Chaplain (Chapel), Cataloguer
(Library), Mantis (Mantis), and Mystagogue (ResearchDirector).
- [x] Fix Chaplain PDA (did not have any programs installed
automatically, now it does).

---

# Media
I will add more media when I finish the rest. For now, it's just us.

<details><summary><h3>Registry Working</h3></summary>
<p>

https://github.com/user-attachments/assets/f534a1b6-6873-4bcd-9fe5-c7138069ecc0

</p>
</details>
<details><summary><h3>Loadouts and PsiWatch</h3></summary>
<p>

Cataloguer

![image](https://github.com/user-attachments/assets/3a5c3b2c-13e8-470f-8ea7-cff828f03e8d)
Chaplain

![image](https://github.com/user-attachments/assets/35a1255c-9447-4aeb-b200-48f2d00782e1)
Mantis

![image](https://github.com/user-attachments/assets/155ac859-10fd-4233-a84d-31f8f32b2f71)
Mystagogue

![image](https://github.com/user-attachments/assets/ddfd178f-2d79-4e1f-9226-51352eb8c0c9)

---

No Users in PsiWatch

![image](https://github.com/user-attachments/assets/63186e30-8c04-409b-8478-eb6bc9006f5f)
Suspected in PsiWatch

![image](https://github.com/user-attachments/assets/e9009714-0ed5-496f-a836-04f01f9e13e8)
Registered in PsiWatch

![image](https://github.com/user-attachments/assets/5f565ec6-4f5f-4303-89cc-f9201de01568)
Abusing in PsiWatch

![image](https://github.com/user-attachments/assets/d2f623b4-f2fa-419b-9b3e-a77001aff8ae)
PsiWatch in PDA

![image](https://github.com/user-attachments/assets/262ffd2e-f798-41db-8e45-4b64613aac0d)
Picture of the PDAs and PsiWatch Cartridge

![image](https://github.com/user-attachments/assets/ed334e8d-6236-4252-82b8-327f59609751)

---

Mystagogue Lockers with PsiWatch Cartridge

![image](https://github.com/user-attachments/assets/e56cef9c-2d9e-46bb-87ca-3e6cd2c85240)

</p>
</details>
<details><summary><h3>Mapping Locations</h3></summary>
<p>

Arena

![image](https://github.com/user-attachments/assets/b24e997d-051d-4def-a28c-dc1029566f0d)
Asterisk

![image](https://github.com/user-attachments/assets/6e2faf02-350e-4608-b629-c402d8c2a0fc)
Core

![image](https://github.com/user-attachments/assets/0d43e3a0-36c2-4c51-9745-d2a4e1d70217)
Edge

![image](https://github.com/user-attachments/assets/478180e2-e63a-4d9a-bf13-365b2648778b)
Europa

![image](https://github.com/user-attachments/assets/a385fc48-016e-40bd-8dbc-dc3904b62f05)
Gaxstation

![image](https://github.com/user-attachments/assets/207c267b-bf01-4ba5-b829-034ad26d48ef)
Glacier

![image](https://github.com/user-attachments/assets/2432840a-2ecc-4957-b82e-ed8406453fbc)
Hive

![image](https://github.com/user-attachments/assets/d03ec8a0-de82-4f0f-af90-3bb3e76c1ff7)
Lighthouse

![image](https://github.com/user-attachments/assets/3a6b8cc0-5692-4e12-a90f-8d0427469cd5)
Meta

![image](https://github.com/user-attachments/assets/c8092fd1-a2cb-4b07-966c-c13a673f16ac)
Pebble

![image](https://github.com/user-attachments/assets/084d76a1-b458-4693-a22e-3787a00f69fd)
Radstation

![image](https://github.com/user-attachments/assets/a98b48dc-70e3-429c-b2f5-99ba2a5f194a)
Saltern

![image](https://github.com/user-attachments/assets/b7e52f6f-8d55-476f-9991-de72c559fc16)
Shoukou

![image](https://github.com/user-attachments/assets/2495e13f-f07a-414d-993e-7e29e48c7f9c)
Submarine

![image](https://github.com/user-attachments/assets/08a92a84-513f-40d2-8ed3-313189805838)
Tortuga

![image](https://github.com/user-attachments/assets/0009b512-ff07-4d17-8825-71a182cb67dc)

</p>
</details>

---

# Changelog
🆑
- add: Added Psionics Registry Computer. Now you can record Psionics
users in Epistemics.
- add: Added epi-glasses and epi-HUD to see Psionics Users icons.
(Chaplain, Cataloguer, Mantis, and Mystagogue have access in loadout).
- add: Added PsiWatch. Now you can see the Psionics Records data on your
PDA!
- fix: Fixed Chaplain not having any programs in their PDA on spawn.

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>

(cherry picked from commit fc7ecc44a748f8ef7a4cec613033f51acf238288)
2025-01-20 21:39:09 +03:00
Spatison
2e649fd74b Night And Thermal Vision (#1462)
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# Description

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Port from WWDP. Refactor from
[Goob](https://github.com/Goob-Station/Goob-Station/pull/1251)

---

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<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/ee60eb59-0432-477e-8aee-25a56032e58e)

Night vision goggles:

![image](https://github.com/user-attachments/assets/f9269e1a-97ed-456f-bd45-7015b723fb3e)

Zealot's blindfold:

![image](https://github.com/user-attachments/assets/7c60011e-1d0a-4fb2-92cb-fded8c747555)

Animal vision:

![image](https://github.com/user-attachments/assets/14f1153d-b771-4316-9faa-fee951d884ce)

Thermal vision goggles:

![image](https://github.com/user-attachments/assets/b167ef8b-e1b7-477e-a08d-b217fd2e38c5)

Deathsquad helmet:

![image](https://github.com/user-attachments/assets/2e15ab15-6d23-45c2-b51e-3c16dc3a135d)

Xeno vision:

![image](https://github.com/user-attachments/assets/1677b69e-013f-464a-baaf-af3b5f1b6488)

</p>
</details>

---

# Changelog

<!--
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🆑 @Aviu00, Spatison, @PuroSlavKing
- add: Added night vision goggle
- add: Added thermal vision goggle
- add: Deathsquad helmet now grants night and thermal vision.
- add: Ninja visor now grants night vision.
- tweak: Some animals have gained night vision.
- tweak: Xenos have gained night vision.

---------

Signed-off-by: Spatison <137375981+Spatison@users.noreply.github.com>
Co-authored-by: PuroSlavKing <103608145+puroslavking@users.noreply.github.com>

(cherry picked from commit 0f481422a54a197923f4bf03db1b5733e481965f)
2025-01-14 01:57:25 +03:00
sleepyyapril
885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com>
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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00
Spatison
afaceb8a42 Upstream 12.12-26.12 (#208)
* Pistol-Whipping (Guns as Melee Weapons) (#1335)

# Description

Adds the ability to use guns as melee weapons and throwing weapons.

The gun melee attack is a Light Attack done with a right click. The
attack rate is slower than average melee weapons.

The cooldown on melee attacks after shooting has been removed entirely,
so you can right-click immediately after shooting (like in hero shooters
😎). The cooldown on shooting after a melee attack has been set to a
constant 0.5 seconds.

## Balance

Technically speaking, weaving shooting and pistol-whipping lowers your
overall DPS in most cases, because you can't shoot for 0.5 seconds after
doing a melee attack. With _skillful_ usage, however, it provides some
key tactical advantages:
- Preserving ammo by dealing damage without firing a shot.
- Deal stamina damage as a natural effect of dealing melee Blunt damage.
- Most non-pistol guns have increased blunt stamina damage factors to
help with this.
- Bypassing Piercing resists of armors with a higher Piercing resist
than Blunt resist like plate carriers.
- Doing the combo of right-clicking immediately after shooting deals a
big burst of damage.

Pistol-whipping also helps as a last resort when you run out of ammo.
However, it's almost always better to use a proper melee weapon instead
of a gun as a pure melee weapon, because you can't power attack with
guns and the guns' melee attack rate are slower by design than most
melee weapons.

Shotguns benefit the most from pistol-whipping, because their ideal
range is close-range where a melee attack can be performed, and their
low fire rate means they're not affected too much by the 0.5s shooting
cooldown.

Guns have received throwing damage. You can throw guns at the enemy once
you're out of ammo to deal extra damage. I think this makes fights a
little more spectacular to watch.

Melee damage sorted by group (from least to greatest):

1. Revolver
2. Pistol (+ Energy Pistol)
3. Sniper rifle
4. Rifle  (+ Energy Rifle)
5. Sub Machine Gun
6. Shotgun
7. Light Machine Gun (L6 saw)
8. Heavy Machine Gun

## Media

**mk 58**

![image](https://github.com/user-attachments/assets/d17bc1c7-7ec5-4124-93c3-306026f7a23f)

**Kardashev-Mosin (Wielded)**

![image](https://github.com/user-attachments/assets/52132262-48ae-48fa-a72c-3df5ae6bfd17)

**Basic Combat**

https://github.com/user-attachments/assets/922998d1-0cd0-4fea-8f0b-365bcff3c12b

**Particle Decelerator Combo (80 damage)**

https://github.com/user-attachments/assets/ce62334a-13dd-46d9-9c0e-453e26bf1261

Combo: Shoot + Power Attack, wait 1.6s then Power Attack + Throw

This combo costs 90 stamina which almost depletes 100 stamina leaving
you vulnerable, so the Vigor trait can help you pull off this combo.

## Changelog

🆑 Skubman
- add: Pistol-whipping has been added. You can press right click with a
gun to perform a Light Attack. Most guns will deal Blunt damage, apart
from the Kardashev-Mosin dealing Piercing/Slash damage with its bayonet.
Weaving bullets and melee attacks correctly will give you the upper hand
in combat.
- add: Guns can now be thrown to deal the same damage as their melee
damage.

(cherry picked from commit 5899f4ea5a978ded0362bdf46185f8fbb1a2607c)

* local #1335

* Fix Interact Verb (#1346)

Finally fixed it.

Interact verbs weren't appearing because this is required in BaseMob.

(cherry picked from commit 3e3ca59850f1a21f2bb8e249455d655ec6b63d2c)

* Fix Ripley Hydraulic Clamp (#1344)

# Description

Fix a bug in `MechGrabberSystem` causing the hydraulic clamps in Ripley
to drop items far away.

---

<details><summary><h1>Media</h1></summary>
<p>

https://github.com/user-attachments/assets/d2c8e951-e391-42d7-b45d-78a275dc8bf2

</p>
</details>

---

# Changelog

🆑
- fix: Hydraulic clamps now drop entities correctly

(cherry picked from commit f0e4612612fe18a126cdf47d712b63bc083b5483)

* Automatic Changelog Update (#1344)

(cherry picked from commit 6dcb367adb769f51bcaf1a647a4ca6c886a10be7)

* Salvage Magnet UI and Character Switching Height/Width Bug Fix (#1347)

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# Description

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i fixed it

also added a button "Connect & Go to Lobby" for people testing lobby
stuff!

Resolves #1131

---

# Changelog

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🆑
- fix: Fixed the bug where switching characters made your width/height
change to incorrect values.
- fix: Fixed the salvage magnet opening ten times.

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>

(cherry picked from commit c4c3e4283ae077fd0f55e4cce31710f31de046f7)

* Automatic Changelog Update (#1347)

(cherry picked from commit 8ff70215d9f6e2a73150b55313333b9d5ca87749)

* Update Credits (#1350)

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 2a7a4719d39b51ffd232c667b1ca49dbce68dce6)

* Fix Bartender Mosin (#1337)

Bartender Mosin was replacing their duffel bag at roundstart.

(cherry picked from commit 3aa430f486dcdf40629468c715092aee0089187c)

* Trait Purchasable Mentalic Powers (#1343)

# Description

This PR adds a few of the "Mentalic" category of psionic abilities to
the Traits System, allowing them to be purchased by any character that
is also a Latent Psychic. These powers are:
- Dispel
- Metapsionic Pulse
- Xenoglossy (Also requires Natural Telepath)
- Psychognomy (Also requires Natural Telepath)

These are all quite expensive, so to help address the "Expensive trait
proliferation", I've increased the points granted by the Blindness trait
to 10. Have fun being a blind wizard. From this point on, we're going to
need to start adding more "High point value" negative traits.

# Changelog

🆑
- add: Dispel, Metapsionic Pulse, Xenoglossy, and Psychognomy can all be
purchased during character creation using trait points.
- tweak: Blindness now grants 10 trait points instead of 6.

(cherry picked from commit acec14d08879ebaf16e5425fccd26d8f066eda55)

* Automatic Changelog Update (#1343)

(cherry picked from commit adddc1df27184f74e5e48e5220e0cd4eeb57084c)

* Pointy Ears For Harpies And Arachne (#1348)

# Description

Like half the art references I have for Harpies have them with elf-like
pointed ears, another half have them with their feather tufts. We have
pointy ears markings, so this PR makes it so that Harpies can have them.
Actually it also gives them to Arachne, for similar reasons(It's an
oddly common thing on Arachne/Lamia art depictions).

# Changelog

🆑
- add: Added a variety of Pointy Ears markings for Harpy and Arachne
characters.

(cherry picked from commit 59a55c9d6ae6772d4ead0e73d5dab7b24c539e53)

* Automatic Changelog Update (#1348)

(cherry picked from commit 99d616953af89462d827fd8ca6e50a92e63e8203)

* Port Cosmatic Drift Arrivals (#1340)

# Description

Done after a lengthy discussion with @OldDanceJacket about mapping
issues, namely the existence of "Walk-In Closets" on maps that take up
an inordinate amount of space that would otherwise be usable for other
purposes. Seriously, Saltern has a 4x6 room that contains >200 medical
uniforms, and is on a map intended only for 15 people(And maximum of 6
medbay personnel). Every map in rotation is like this.

Ostensibly, Loadouts were created to provide a solution to this problem,
by making it so that players choose their DRIP before spawning in, so
that mappers don't need to put in a whole ass room dedicated to medical
uniforms. But Mappers ended up keeping the "Walk-in Closets" even after
Loadouts were introduced to serve as a "Sanity check" in case of events
such as people not choosing their loadouts, or getting hired during the
round by the HoP to work in the medbay, etc. To solve this, me and ODJ
agreed upon adopting Cosmatic Drift's solution to this, by making it so
that the Arrivals Terminal serves as the "Walk-in Closet Hotel" that
every map can just piggyback off of. Nobody needs to make the stupid
closet rooms, on ANY map, because every map is fully guaranteed to have
every closet the players could ever need in arrivals.

# Media
<details><summary><h1>Media</h1></summary>
<p>

Dock

![image](https://github.com/user-attachments/assets/af28d549-83ab-4da0-9a4f-a5ec4bb52c7c)

Dorms(Spawn points)

![image](https://github.com/user-attachments/assets/b3d57428-ea91-4c4d-ab99-28a46e647b17)

Medbay:

![image](https://github.com/user-attachments/assets/ebd47dce-5fb3-45fc-858d-39680d5c511a)

Security

![image](https://github.com/user-attachments/assets/0f26a112-eeff-48da-b916-15d69ede601d)

Captain/HOP

![image](https://github.com/user-attachments/assets/74ec295f-154e-4743-b36f-8161a966ee4e)

Cargo:

![image](https://github.com/user-attachments/assets/ae9f7ee1-c6c8-4c94-8dd1-13731eeb1036)

Epistemics:

![image](https://github.com/user-attachments/assets/68293436-9b69-4157-a8eb-8471c18d4f73)

</p>
</details>

# Changelog

🆑
- add: Ported Cosmatic Drift's version of the Arrivals Terminal.
Terminal now includes every version of department clothing and material
lockers that players could ever need, allowing them to try on their
chosen job equipment and drip before departing for the station.

(cherry picked from commit 4509a9d030efb7eb45378824559a3f88c4caf4b4)

* Automatic Changelog Update (#1340)

(cherry picked from commit 9a1cda889a085974f666adb99c753ba4e1392355)

* More Dangerous Mindbreaking (#1249)

# Description

Somehow people weren't getting the memo despite the **HORRIFYING** texts
associated with Mindbreaking, that doing so is an almost comically evil
act akin to murder. So this PR fixes that. By making it even more
obvious.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/cf3280a5-42b3-4137-9191-f1ad26773ced)

</p>
</details>

# Changelog

🆑
- add: Added a server option for "Scarier Mindbreaking". Mindbreaking
now irreversibly converts a player character into a non-sentient NPC.
- fix: Mindbreaking now only works on Psychics.

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 80f83484e9653f159581ea0dfc82d56256e4947c)

* Automatic Changelog Update (#1249)

(cherry picked from commit 4d87be6ea66356156cdac6e7e9cd70af36daae24)

* Redshirt And Brittle Bone Traits (#1352)

# Description

This PR adds two additional "High Value" physical negative traits, to
help address a growing need for more high point value negatives, since
there is also a very large number of high point positive traits. These
two traits are fairly simple, the first is Redshirt, which decreases
your Dead threshold by 100, and Brittle Bone Disease , which reduces
your Crit threshold by 50. Taking both on an ordinary human would give
+18 trait points to work with, but would in turn give a healthbar of
only 50/100, compared with the standard healthbar of 100/200.

# Changelog

🆑
- add: Added Redshirt and Brittle Bone Disease traits. These give
extremely large negative modifiers to your healthbar, but also grant a
large amount of trait points to work with.

(cherry picked from commit 88edcd05aef76acb10e3d0924dd874eef22c7f71)

* Automatic Changelog Update (#1352)

(cherry picked from commit ed0e56aa446ea9ad9ecae1a1a1685438378b1814)

* Jackboots Slowdown Mitigation (PORT) (#1342)

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# Description

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Ports jackboot slowdown mitigation from [space-wizards
github](https://github.com/space-wizards/space-station-14/pull/30586).
Adds fake version for civilian use.

---

# Changelog

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🆑
- add: Added slowdown mitigation to jackboots
- add: Added fake jackboots for style outside of sec

---------

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit f5d45d790d793acbba7d21258cd206568fe79f99)

* Automatic Changelog Update (#1342)

(cherry picked from commit 03dc85aa7071c70cd9f01392cabf7cb7fb2fa6ac)

* Fix Redshirt & Brittle Bone Traits (#1355)

These were supposed to be negative traits(They give you points), but I
accidentally made them positive traits(They cost points).

(cherry picked from commit ec60940fe5eae5d7d3e969bac132e1da2a659272)

* Example Hub Ad List (#1356)

# Description

this PR extends the list of default advertiser hubs to include every
existing hub except for SSMV(Which is mutually exclusive with the
others). If there are more hubs I have missed, please let me know. This
will allow our servers to appear on as many hubs as possible.

(cherry picked from commit 577126f987ff70ba213f2898ea9e5170b0dc5ea6)

* Saltern Update (#1357)

# Description

I would like to offer my thanks to the Singularity Network Mapping Team
for this update, they've done some great work! This PR launches Saltern
with a significant rework to everything on it except for arrivals.

<details><summary><h1>Media</h1></summary>
<p>

Sorry, Map Renderer is dead right now.

![image](https://github.com/user-attachments/assets/53ad601b-087e-4525-b6b6-74b16c5e4dbd)

![image](https://github.com/user-attachments/assets/25bbbed0-18c4-4757-a966-c919379dc5e1)

</p>
</details>

# Changelog
Death do NOT change the name given for the Changelog author, the mappers
here have requested that "SiN Mapping Team" be given as the name for
this PR.

🆑 SiN Mapping Team
- add: Saltern has been fully reworked!

(cherry picked from commit a06b4661b08abe6f64460655962b98f4ccb9db07)

* Automatic Changelog Update (#1357)

(cherry picked from commit aab36bfe65d82cff13bb6d8b6a55c2b70a031aa2)

* v237.3.0 (#1354)

the robust toolbox updater!!

https://github.com/space-wizards/RobustToolbox/blob/v237.3.0/RELEASE-NOTES.md
(cherry picked from commit bf1b0d03aede161d62aedfc9166589335a5d7c4c)

* Hotfix Saltern (#1359)

# Description

Small maintenance to do. Bridge needed FixGridAtmos done, and a single
light in dorms needed wiring.

# Changelog

🆑
- fix: Fixed the Saltern bridge being a hard vacuum at roundstart.

(cherry picked from commit 3c1ed56ed3122866b32249006496c37be825c82a)

* Automatic Changelog Update (#1359)

(cherry picked from commit 48413d6a435de700197a4f6ceb1290d61f5130b4)

* Loadouts Debloating (Colorable Items) (#1364)

# Description

This PR cuts down significantly on Loadouts bloat by removing all
specific color versions of colorable items from the loadouts. I left the
original items untouched for compatibility reasons since certain things
in the game still need to be able to spawn a "Blue jumpsuit" etc.

Additionally, to help aid in clarity for players, I've added
localizations for all the generic colorable items so that they have
(colorable) in the loadout names, so that players can tell which items
have the option without needing to click into the customize button on
every item.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/7ab30002-c7d4-4eeb-b018-45a9fda80ae6)

</p>
</details>

# Changelog

🆑
- add: Added labels to all generic colorable items in loadouts, so that
players can see which items have custom colors as customization options.
- remove: Removed all 'specific color' variants of colorable items from
Loadouts, such as "Blue Jumpsuit" when a colorable jumpsuit exists.

(cherry picked from commit 452b9113f61790e8258b95904361de5ed34a034f)

* Automatic Changelog Update (#1364)

(cherry picked from commit cd5a6f8b5743904dbecbf04e5d70614e4444d149)

* More Colorable Items (#1365)

# Description

This PR adds even more colorable items to loadouts, this time making
entirely new whitescale versions of existing items that did not have one
previously. This replaces several more options for items that had a
whole bunch of specific color entries with a single item that can take
any color.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/31438bf7-6ca3-45d2-bf10-af5db5f6e4c4)

</p>
</details>

# Changelog

🆑
- add: Added colorable variants of fingerless gloves, headbands, berets,
hairflowers, cloth masks, and the neck gaiter.

(cherry picked from commit 0674895a3b6a84c2761eb13c7b5f35bc826fe19c)

* Automatic Changelog Update (#1365)

(cherry picked from commit cc1e52c47c7b27b8da9be5da701580efe42590ca)

* Make the EE Logo Match the Banner (#1361)

# Description

Light mode logo

(cherry picked from commit 35c95a5da3ccb7d23620eaa1aad43022be3d6673)

* Loadout Modular Functions (And Loadout Pets) (#1366)

# Description

This PR implements a reflection based system for applying functions
directly to entities spawned by loadouts. In order to provide an
"Example" use of this system, I have created a "LoadoutMakeFollower"
function, which can be applied to a loadout entity that happens to be an
NPC with the Follower blackboard, making it follow the player who
purchased that loadout.

Basically. Pet mouse. The pet mouse will follow its owner.

Yes I actually have tested this ingame, and it works great. The longest
part about coding this was me spending almost 30 minutes straight
wondering why the mouse wasn't following my character, until I
remembered that I had to make a special "Pet" mouse variant that had the
right HTN root task.

This could be extended to other things. I happen to know that Nuclear14
wanted something like this for a Pet Dog.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/a18b026b-07a3-4ad7-8cce-4ea4dc4c3036)

</p>
</details>

# Changelog

🆑
- add: Loadouts can now apply modular functions to items upon spawning
in.
- add: A new LoadoutMakeFollower function, which lets you buy NPC
followers in loadouts.
- add: added Pet Mice, Cockroach, Mothroach, and Hamster to Loadouts.
All of which use the new LoadoutMakeFollower function.

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 311b86e012ac7d40363b5027ab51b09c9d2285e2)

* Automatic Changelog Update (#1366)

(cherry picked from commit 18a751d5c3d53cd4ff36728dd585ada37e9175b9)

* Plushies! (#1369)

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# Description

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Added two new plushies to the game! A harpy plushie and a plushie for
the beloved station pet Morty!

![image](https://github.com/user-attachments/assets/3e202da2-3571-4c67-82c9-54a6aaf3c91f)

![mortplush](https://github.com/user-attachments/assets/9f131eb9-ed89-4818-b54c-e9da949e8ce2)

![harpyplushie](https://github.com/user-attachments/assets/47aa5b91-0747-4a2c-8c5c-18c5429ab570)

---

# Changelog

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🆑
- add: two new cuddly friends to the station! (harpy and morty plush)

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: juniwoofs <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>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 6fb12233d48de476c2b06415031fa2e9c9a1d327)

* Automatic Changelog Update (#1369)

(cherry picked from commit 5293b92007f7ca81375d9806cccf9be38846c8d3)

* Traits System Anticheat (#1358)

# Description

It turns out that there was no system in place for serverside fact
checking of whether or not people have a legal traits list. Last night a
bug was reported whereby a player used Cheat Engine to give himself
every trait in the game, bypassing the points system entirely. It's not
actually possible to reduce a trait selection down to a legal list
without creating interesting race conditions, which limits my options on
how to deal with it.

So I made it a vote on the Einstein Engines discord, and the vote was
unanimous. PUNISH THE CHEATERS.

<details><summary><h1>Media</h1></summary>
<p>

https://www.youtube.com/watch?v=X2QMN0a_TrA

</p>
</details>

# Changelog

🆑
- add: Implemented Anti-cheat for Traits. Attempting to join a round
with an illegal traits list will result in hilarious consequences.

(cherry picked from commit 2fc1f25bc0daa29e2017490adbdf41f9db4f4927)

* Automatic Changelog Update (#1358)

(cherry picked from commit 9d738c8f36c0762e0ba3942fb26ef25735ade327)

* Make Prisoner Not Shitter Role (#1341)

# Description

Prisoner is consistently the most problematic role in this entire game,
being seen as "The Self Antagging Role", which produces endless amounts
of administrative burden. This is especially a problem with lowpop
servers, or servers that are understaffed with admins. Players just join
as Prisoner, *immediately* break out of the permabrig, and then go on a
self antagging spree. The solution to this was staring us in the face
the whole time. Just give them the same Pacified component that the
Thief antag has. Now it's impossible for them to smash the permabrig
windows, someone has to intentionally let them out, and even if they do,
they will be hard pressed to selfantag when they can't turn on harm
intent.

# Changelog

🆑
- add: Prisoners now spawn with a Pacifier Implant.

(cherry picked from commit 7f8d76ea6f63d334c894fc0f7ada6fd1359408f1)

* Automatic Changelog Update (#1341)

(cherry picked from commit 68cb9ea4888c16056c6cfe9fea17de1a78420374)

* Fix Jittering (#1334)

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# Description

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Title.
Ported from https://github.com/Fansana/floofstation1/pull/393
Resolves #1277

---

# Changelog

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🆑
- fix: Fixed jittering displacing your character when shaken.

(cherry picked from commit a13d9640ec77e07b532b729ac540dc95b689c557)

* Automatic Changelog Update (#1334)

(cherry picked from commit bfb32cf24eda47ff3dbd5d4b15b58e25ae597947)

* Basic Soft-Crit Implementation (#1370)

# Description

This PR adds a simple server configuration option for enabling basic
"Soft-Crit", and not much else because oh my god this system is horribly
complicated. When enabled, characters can crawl around very slowly while
in crit, and really not much else. This more or less mirrors how crit
affects character movement in SS13, where you can at least crawl to
relative safety while bleeding to death.

# Changelog

🆑
- add: Added server config options for basic "Soft-Crit". When enabled,
characters who are critically injured can still slowly crawl, but are
otherwise still helpless and dying.

(cherry picked from commit dff8c69f2afff6714b893a7c9572a84bd384ff89)

* Automatic Changelog Update (#1370)

(cherry picked from commit 9430b9046a9a40cc2f96bb3c66251aabbaf9e80a)

* local upstream

* Revert "Make Prisoner Not Shitter Role (#1341)"

This reverts commit c7d0eddc96.

* RobustToolbox 237.3.0

* fix: snowball testfailing fix

---------

Co-authored-by: Skubman <ba.fallaria@gmail.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: Kyoth25f <41803390+Kyoth25f@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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2024-12-31 08:58:44 +02:00
Spatison
615a4ca436 fix 2024-11-24 14:16:33 +03:00
Spatison
a2557f75a6 Upstream (#129) 2024-11-21 17:49:04 +07:00
Spatison
e774c3438c tweak 2024-11-01 01:45:41 +03:00
DEATHB4DEFEAT
47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: FungiFellow <151778459+FungiFellow@users.noreply.github.com>
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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00
username
55aa822a96 Stamina Damage Resistance Real (#679)
# Description
Added stamina damage resistance, acts the same way as armor does.
Call this shock resistance if you wish :trollface:
Just attach StaminaDamageResistance component to an entity with a set
multiplier and have fun.

Made all hardsuits 25% stun resistant by default.
With some variety, e.g. nukie, ERT, captain, HoS suits are 50%, DS are
90%, etc. etc.

This will not remove stuneta but it will make it more difficult to
stamcrit a traitor or such.

Some armor/batong ratios that you need to hit before the target is
stamcritted:
0% - 3 batong hits
25% - 4 batong hits
50% - 6 batong hits
75% - 12 batong hits
90% - 28 batong hits :trollface:
100% - 

![image](https://github.com/user-attachments/assets/da147676-520b-4e3c-b027-ef9dc6a7394b)


# Changelog

🆑
- add: Added different stamina damage resistance to hardsuits.

---------

Co-authored-by: whateverusername0 <whateveremail>
2024-08-06 15:08:47 -04:00
PrPleGoo
eec22b4b9d Add health bar overlays for eye equipment (#21980)
* PR 1

* fix an error with health bar overlay (#1292)

* Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566)

* [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662)

* fix build

* no crit entities from not updating

* cleanup

* namespace

* undu irrelevant changes

* undo icon change

* make health bar 1 px taller and icon 1 px shorter

* fix medibot

* fix comment

* don't show health bar ratio when in crit

* fix build

* put the crit bar back

* don't render healthbars for mobs that are in containers

* draw more boxes without the background sprite

* fine status icon for all bio mobs

* add wacky mandatory things

* attempt 2

* whoops wrong file

* cool, this works too

* move null check to top

* only 1 init

* security huds

* remove shader

* fix build after cleanup

* slight cleanup

* little more cleanup

* Remove clothing grant component system

* security HUD now shows a job icon on entities with a body

* remove sec stuff and do similar changes to split off PR + remove unused comp

* process comments

* don't return

* update to ComponentAddedOverlaySystemBase

* no cache

* colors and not rendering out of sight

* touch ups

* fix build & cleanup

* undo

* remove shader from icons

* process comments

* documentation

* fix licence

* validate prototype id

* just use args

* rename method and append in method

* type

* just fucken delete the command

* space

* undo

* remove

* don't use LocalPlayer

* re-add showhealthbars command, but working

* rename icon lists and conform health icon code to the others

* space

* undo

* update command

* oops

---------

Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

(cherry picked from commit eed663e8b4d91ee772ccb54fc8a55e4c4afdcd64)
2024-01-26 21:39:17 +01:00
Leon Friedrich
485d658bd1 Inventory slot enumerator rejig (#21788) 2023-12-16 19:30:03 +01:00
deltanedas
f78449cbec fix explosion resistance (#22224)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-12-16 19:28:58 +01:00
DrSmugleaf
9327ee587a Add public methods to relay inventory events (#22165) 2023-12-16 19:23:07 +01:00
IntegerTempest
4a8dc35b1d Nukeops hud (#21260)
* a

* a

* a2

* syndi visor

* left icon

* a3
2023-11-12 20:43:48 +01:00
Leon Friedrich
41a6d5dbd9 Fix inventory relay by-ref events (#20816)
* Fix inventory relay ref events

* this works too (avoid duplication)

---------

Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
2023-10-14 22:02:37 +02:00
PrPleGoo
76ef9906af Task/food hud (#19312)
* security HUD now shows a job icon on entities with a body

* thirst goggles

* set starting hud gear

* fix build

* remove from starting gear

* remove

* replace

* fix thirst and hunger icons

* update icons

* space

* space

* ]

* ]

* fix build

* fix comments

* fix

* spacing

* field

* move more namespaces

* use AutoGenerateComponentState

* comments

* fix build

* not all fields

* comments

* unpaused

* fix Dirty warning

---------

Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
2023-09-27 21:59:12 +02:00
metalgearsloth
11fafefedd Make GetExplosionResistance event a struct (#20274)
Also fixed a typo.
2023-09-27 21:59:12 +02:00
PrPleGoo
e083b33aae security HUD now shows a job icon on entities with a body (#18054) 2023-08-02 07:17:03 +10:00
MisterMecky
1b4d4f8c35 Add chemical scanning goggles (#18373)
* add chemical scanning goggles

* add prototype and textures

* .ftl stuff

* add lathe, recipe, research stuff

* missing description

* emo review

* remove static method + newlines

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2023-08-01 15:57:22 -04:00
Leon Friedrich
84299cae63 Blindness refactor (#15705)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2023-04-29 15:32:14 +10:00
Leon Friedrich
b148bebd60 Equipment verbs & admin inventory access. (#14315) 2023-03-06 04:12:08 +11:00
Leon Friedrich
75a559fa55 Update radio prefix parsing (#13777) 2023-02-19 04:27:56 +11:00
Visne
c6d3e4f3bd Fix warnings and code cleanup/fixes (#13570) 2023-01-19 13:56:45 +11:00
Leon Friedrich
92e92dceb0 Unrevert #10934 2022-10-25 11:06:00 +11:00
Emisse
80fd37041f Revert "Fix unintentional inventory relayed event handling " (#12182) 2022-10-24 17:06:04 +02:00
Leon Friedrich
145471be2d Fix unintentional inventory relayed event handling (#10934)
* Add InventoryRelayedEvent<TEvent>

* implement relays

* typos

* a
2022-10-24 01:04:49 -07:00
Kara
2d5ec7f85c Id[entity] 2.0 (real) (#9612)
* starter API

* network ID cards

* Port more stuff from old identity

* Re-implement identity representation + name updating

* move

* proper name returning for `IdentityName`

* move everything important to server, give in to  temptation

* shared / server / client split sadly. move ensure to shared and spawn to server

* identity update queueing + identityblocker

* fixes

* and just like that it's usable for admins

* huge identity pass

* pass dos

* jesus christ

* figs :D

* fuck u

* fix bad merge.

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
2022-07-10 20:36:53 -05:00
keronshb
206513c31b Thieving component and Thieving Gloves (#9158)
* Thieving component and gloves

* Fixes popup issue

* Forgot to add it for hands

* Adds a bool datafield

* Comments

* Requested changes
2022-06-27 19:14:51 -05:00
metalgearsloth
2b6c352aff Jetpacks (#9023)
* Movement acceleration

* tweaks

* Weightless refactor coz fuck it

* CCVars

* weightless movement tweaks

* Some cleanup while I'm here

* dorkpacks

* thanks fork

* fixes

* zoomies

* toggles

* hmm

* yamls

* b

* so true

* Effects refactor

* namespace

* review
2022-06-24 17:44:30 +10:00
Leon Friedrich
56168e592e Explosion refactor (#5230)
* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

* Use modified contains() checks

And remove IEnumerable

* Buff nuke, nerf meteors

* optimize the entity lookup stuff a bit

* fix tile (0,0) error

forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile.

* remove celebration

* byte -> int

* remove diag edge tile dict

* fix one bug

but there is another

* fix the other bug

turns out dividing a ushort leads to rounding errors.  Why TF is the grid tile size even a ushort in the first place.

* improve edge map

* fix minor bug

If the initial-explosion tile had an airtight entity on it, the tile was processed twice.

* some reviews (transform queries, eye.mapid, and tilesizes in overlays)

* Apply suggestions from code review

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* is map paused

* GetAllTiles ignores space by default

* WriteLine -> WriteError

* First -> FirstOrDefault()

* default prototype const string

* entity query

* misc review changes

* grid edge max distance

* fix fire texture defn

bad use of type serializer and ioc-resolves

* Remove ExplosionLaunched

And allow nukes to throw items towards the outer part of an explosion

* no hot-reload disclaimer

* replace prototype id string with int index

* optimise damage a tiiiiny bit.

* entity queries

* comments

* misc mirror comments

* cvars

* admin logs

* move intensity-per-state to prototype

* update tile event to ECS event

* git mv

* Tweak rpg & minibomb

also fix merge bug

* you don't exist anymore go away

* Fix build

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-03-31 21:39:26 -05:00
Leon Friedrich
c95516e5b2 Revert "Explosion refactor TEST MERG (#6995)" (#7005) 2022-03-06 04:02:34 +11:00
Moony
4a466f4927 Explosion refactor TEST MERG (#6995)
* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2022-03-04 13:48:01 -06:00
Leon Friedrich
013edcc545 Prevent inventory events from being relayed to pockets (#6074)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2022-01-10 15:37:20 +11:00
Paul Ritter
512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work

* equip: done
unequip: todo

* unequipping done & refactored events

* workin

* movin

* reee namespaces

* stun

* mobstate

* fixes

* some work on events

* removes serverside itemcomp & misc fixes

* work

* smol merge fix

* ports template to prototype & finishes ui

* moves relay & adds containerenumerator

* actions & cuffs

* my god what is actioncode

* more fixes

* im loosing my grasp on reality

* more fixes

* more work

* explosions

* yes

* more work

* more fixes

* merge master & misc fixed because i forgot to commit before merging master

* more fixes

* fixes

* moar

* more work

* moar fixes

* suffixmap

* more work on client

* motivation low

* no. no containers

* mirroring client to server

* fixes

* move serverinvcomp

* serverinventorycomponent is dead

* gaming

* only strippable & ai left...

* only ai and richtext left

* fixes ai

* fixes

* fixes sprite layers

* more fixes

* resolves optional

* yes

* stable™️

* fixes

* moar fixes

* moar

* fix some tests

* lmao

* no comment

* good to merge™️

* fixes build but for real

* adresses some reviews

* adresses some more reviews

* nullables, yo

* fixes lobbyscreen

* timid refactor to differentiate actor & target

* adresses more reviews

* more

* my god what a mess

* removed the rest of duplicates

* removed duplicate slotflags and renamed shoes to feet

* removes another unused one

* yes

* fixes lobby & makes tryunequip return unequipped item

* fixes

* some funny renames

* fixes

* misc improvements to attemptevents

* fixes

* merge fixes

Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00