* Fix End of Round messages looping forever and ever and ever
* Use the correct setting for round restart sounds
(cherry picked from commit 09daa534bd32d4784b6dd88ac6877607efec17b8)
* texture
* add the item
* add it to present and salv loot
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Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit 604748534ebd72efafa11344ee33d563c2ff93c3)
Update weapons.yml
Fixed incorrect path to the uranium spear image in the construction menu
(cherry picked from commit 8af1bea9371e77589fbe9c30ad531ffae1c382b3)
* Decoupled from gravity, constant animation time, manual networking, cubic interpolation
* Reduced overshoot
* Implemented PointAttemptEvent, reacts with mobstate & sleeping
* Brains can no longer point, PBs must be inside a chassis
* Removed chassis check, made callback more obvious
(cherry picked from commit d01d75073cc4179ca5e34cacccd2ca6387e2bf99)
* Pulling rework
Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.
* More pulling cleanup
* stats
* More cleanup
* First draft
* More pulling
* weh
* Fix puller
* Pulling working
* Fix merge
* Dunked
* Self-merge time
(cherry picked from commit 0d8254b2a2891f8d5623c9878bd0e567d0c7fe3c)
* Make scarfs craftable
Also sorted the lathe a bit because I like it when it looks nice.
* reverts sorting
(cherry picked from commit bff50de74617ac7ee4d4253377d92b26c293e761)
In which I'm a goober and don't clean up after
myself and accientally don't fix the issue I tried
to fix in my last round restart PR.
The audio is now maintained just like music during
restarts (yippee to ContentAudioSystem::OnRoundRestart)
This needs a refactor but at least the defect is fixed now.
(cherry picked from commit 2e7d23674ed315aa3cd36e5a744008900474c3fd)
* Added stonk pockets
* Give me a little credit
* Update Resources/Textures/Objects/Consumable/Food/Baked/donkpocket.rsi/meta.json
* Update Resources/Textures/Objects/Consumable/Food/Baked/donkpocket.rsi/meta.json
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit 765ea789cca4476af05871afd7d6e97a3e281e17)
* made hit sound logic potentially better
* Function already tries all fallbacks, no reason to return bool
* NoDamageSound execution path
(cherry picked from commit b98dc669741a3e5199e9fa03d82703821ab5284c)
This standardises it with audio and whatever. Me when I sprinkle nullchecks everywhere.
Was 50/50 on making new non-nullable methods but figured it would bloat too hard and you can't access strings by .Value anyway.
(cherry picked from commit 606c5a8c8b1005de62c33d5de888f67a8eae0ccc)
* refactor and add Department to PaintableAirlock, move it to server dir since its in namespace
* add departments to doors, cleanup
* add style -> departments mapping
* AirlockDepartmentsPrototype
* update shared spray stuff to have department
* name file the same as the class name
* department optional
* refactor spray painter system + send department
* fixy
* client
* no need to rewrite ActivateableUi
* pro ops
* the reckoning
* hiss
* .
* :trollface:
* add standard atmos colors to palette
* Update Content.Shared/SprayPainter/SharedSprayPainterSystem.cs
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit c49c78bafaddc3ed69714eaf41920e1565dbd292)