* Remove client state from server AirAlarmComponent
Send information for all connected devices, not just the ones for the
current tab, as attempting to limit this breaks multiple users viewing
the same UI.
Fixes#12842
* Send device data as a list, rather than a dictionary
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
(cherry picked from commit b0375f115c17564ecec1e58bf6851644fee1b723)
* Replace EntityCoordiates.InRange() with TransformSystem.InRange()
* nullspace
* I figured it out
* man I have no clue how client side sutff works
* please have mercy
* remove RadiationPulseOverlay changes
* nullspace
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
(cherry picked from commit b7aa97e2030c0b01d07a76b4ee291fe2c8be95fa)
Significantly updates the Engineering guidebook (more explicitly the Atmos section) to have a lot more relevant and useful information.
Right now engineering has been getting update after update with no real change to the relevant guidebook entry. This has lead to a lot of out of date information and bad practices being prevalent in the guidebook, something that pains me to read.
(cherry picked from commit 98c606d76007865e93ebd438d0cf9219d14a4631)
Miners' prototype have been changed to reflect this (I read
somewhere that we have about 1 atmos tick/0.5s, my tests show more
like 1/0.53 but that looks close enough).
This also means that miner's spawnAmount is now expressed in mol/s.
See: #18781
(cherry picked from commit c38859b77a29e3534179bfdfe7ea562d69909444)
* Predicted gas pumps
I wanted to try out atmos and first thing I found.
* a
* Remove details range
(cherry picked from commit 9365e3a99bad75f7426fcc07fa6f406ba23e9620)
* builds
* doesn't crash
* seems to work
* distance cap was dumb
* Requested changes
* can't find any issues from making the changes
* Check for anchor and minor optimisation
* Removed unnecessary usings
* Code less verbose and cleanup
(cherry picked from commit d3ff4d54016d79b63512853b68c306a3a5fa240a)
* Make All Jetpacks Go on Suit Storage + Combat First Aid Kit Easier to Find (#2501)
make all jetpacks go on suit storage aswell
Signed-off-by: Ghost581 <85649313+Ghost581X@users.noreply.github.com>
(cherry picked from commit f3e58032028de79a9ede1171ec27b7b0dec6f087)
make combat FAK easier to find
Signed-off-by: Ghost581 <85649313+Ghost581X@users.noreply.github.com>
(cherry picked from commit d989dd1edb40837037e6eded435b66c0764bf1b3)
* Automatic Changelog Update (#2501)
(cherry picked from commit 3179e7d346aadf0735a1262d99db5c84373b4a14)
* Automatic Changelog Update (#2492)
(cherry picked from commit e113f7e9eb8d5b39b3457b9aee93e2a97505e2af)
* PDA Passport Slots (#2499)
# Description
By request from Ghost581 on behalf of Hullrot. I'll let the image speak
for itself. Your passport won't automatically spawn in the PDA, but to
be honest it's a space station 13 tradition that the ID shouldn't spawn
there either, so I don't wanna hear any complaints about it lol.

# Changelog
🆑
- add: Added a PDA slot for storing your character's passport.
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 016768d5e66b012d17c830c12b75e1cc18f6215a)
* Automatic Changelog Update (#2499)
(cherry picked from commit 9d5ddc78a360a4418f97c472fe55228338947683)
* Fix Traits Anticheat (#2502)
# Description
Traits Anticheat was not accounting for traits having variable slot
occupancy, and was treating the "0 slot traits" as if they always had a
slot cost of 1. This PR corrects this by making it count the actual slot
costs of traits for the purpose of checking for illegal totals.
# Changelog
🆑
- fix: Fixed a bug with Traits Anticheat incorrectly triggering if the
player had selected enough 0 slot traits.
(cherry picked from commit 13eb1351b81f16fe26dc3fa14c9b05a8da600a31)
* Automatic Changelog Update (#2502)
(cherry picked from commit 3620f0ae93dae51ca425ef51802273270993ccae)
* Update Credits (#2504)
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
(cherry picked from commit d1611704b5e69e66997e62d728e8a07c61a101b4)
* Fix SpaceWindv5 Wall Smoothing (#2506)
Update AtmosphereSystem.MAS.cs
(cherry picked from commit b4c3450331e4f2b8f4f5aabb6761d6ad13ad369f)
* Automatic Changelog Update (#2506)
(cherry picked from commit b3b26a48554cb528f5f4eb43cffafd8dd2dcbdb4)
* Fix Wizden's Division By Zero Error (#2507)
Update GunComponent.cs
(cherry picked from commit f36d91391b5c5a18c2f95da0ff3c2f1ea52b6914)
* Disable Contraband Examine (#2511)
Who fucking added this?
(cherry picked from commit ce2a85ccc1ca1d146f3ed627c4483d8b3db34d90)
* fix: emergency shuttle docked announcement
(cherry picked from commit 559b37d747e14698c2e4fcf4359f45dee0ad8aea)
* fix: non-functioning mining shuttle
(cherry picked from commit 4fc049036a1a8c6839d9bfc8c35f6a8374d79059)
* Disable shadows for observer pointlight (#36897)
no shadows
(cherry picked from commit b3b6d4731078950d3e3a8b1558ec0ab7d6cbbcb1)
(cherry picked from commit 470ded5b22e7a1a8d4296ba210cd05f5c217f138)
* Fix observer pointlights being broken (#37335)
(cherry picked from commit dfc8934782045106b07ccf1de6ee4e66d4aa4cb2)
(cherry picked from commit 11e0ed317b662f80ca7e4a754e183b18cde3506b)
* Automatic Changelog Update (#2512)
(cherry picked from commit 0cc861ac096ad5005f36528b7c02c8e612f5df37)
---------
Signed-off-by: Ghost581 <85649313+Ghost581X@users.noreply.github.com>
Co-authored-by: Ghost581 <85649313+Ghost581X@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
# 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.
Moves it from the atmos module to the temperature module where it is actually used.
(cherry picked from commit bea8c1a0b8b9c9915657ecaeafcac8b8eb31ebd7)
# Description
Gas Tile Overlay had a non-functional check for preventing it from
running on every frame. This PR fixes the frametime stopper, such that
it actually prevents the system from constantly running at all times.
# Changelog
🆑
- tweak: Made some performance improvements to the Gas Tile Overlay.
# Description
This was yet another system that had non-functional logic for preventing
it from running on every frame. I'm kind of shocked how often this
"Literally does nothing" boilerplate was.
# Changelog
🆑
- tweak: Made some server performance improvements to Atmos Alert
Computers.
# Description

I'm yeeting the server costs for the flammable system. This system will
no longer querry every entity that might be on fire to check if they're
on fire, and is instead querrying only entities that have a new
OnFireComponent, which is used to tell them that they're on fire. 99%
cost reductions are fun.
I have verified in testing that this works.
# Changelog
🆑
- fix: Dramatically improved performance of the flammable system.
Removed all unused variables i could find, built and tested on a simple
upstart and clicking trough most systems.
Change Loc references to localization.
<!--
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media
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to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
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<details><summary><h1>Media</h1></summary>
<p>
"using Robust.Shared.Prototypes;"
to
""
"[dependency] private readonly ISpriteComponent"
to
""
</p>
</details>
---
No CL this isn't player facing.
---------
Co-authored-by: ilmenwe <no@mail.com>
* PROJECT 0 WARNINGS: Resolve `'EntitySystem.Get<T>()' is obsolete` in content
* pass entman
* dog ass test
* webeditor
(cherry picked from commit 993eef1e7c22b2b79e528967ef5bb669f50236b1)
# 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)
# Description
This PR adds several new features for Space Wind to make it far less
annoying to players. Notably, it now includes the first new Space Wind
Visuals, whereby visual effects will periodically appear on top of space
wind sources. They also visually move in the same direction that the
wind is currently throwing at that source.
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/858a3433-607a-4513-9acf-b60b4eb6e745
</p>
</details>
# Changelog
🆑
- add: Added visual effects to Space Wind, allowing players to see motes
of dust being blown about by wind, which provides an early warning that
space winds are in effect.
- tweak: tweaked the default "aggression" values of space wind to make
it half as angry and sensitive.
- add: Added a new equation modeling character height and mass as a
means of resisting being knocked down by space wind. The taller and
heavier you are, the more resistant you are to being knocked down by air
currents. This also means that air currents no longer automatically
knock you down.
- add: Harpies and Moths can now use their wings to fly around in air
currents.
- tweak: Tweaked the mass of various items and objects so that they are
more or less resistant to space wind. Particularly tools, armor,
lockers, and air canisters.
- tweak: As a significant performance optimization, Space Wind no longer
applies on Lavaland.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
(cherry picked from commit 97ef05f574b7f2e7d58df999e9b1c15d0353e725)
# 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)
Problem I had on Parkstation, ported the fix here.
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 6061334d37f3bf89522da9703b607d86d7e67a5b)
* 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