* wawa
* A LOT of changes, will write a proper commit
* Final tweaks for Submarine station.
* Finaler tweaks, fixed power on a few places etc etc.
* edits 4 map
* fix sln file
* woopsies, fix !
* removed mediborg from available jobs
* Fixed musician spawn point lacking
* tweaked submarine: fixed evac screens, added material reclaimer in disposals
* submarine update:
-resorted chemistry
-drippy closets up
-THE CRYO IS REAAAAAAL
-beacons, they're here
-stuff
* fixed shuttel, now it's hammurabi's because it's sick and I can't be bothered to build a whole ass evac shuttle meself
* oopsy woopsie wrong file directory uwu
* emergency fixes, weewoo now it's good
* last changes, on god:
-adjusted maints
-new 3R#0!/ beacon somewhere
-AME has enough cores to power station properly roundstart
* fix cryopod, FULLY READY NOW.
* Final commit, changes the shuttle, added perma cryopod, all clean and good to go.
---------
Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com>
* Give .props files 2-space indents.
* Move to Central Package Management.
Allows us to store NuGet package versions all in one place. Yay!
* Update NuGet packages and fix code for changes.
Notable:
Changes to ILVerify.
Npgsql doesn't need hacks for inet anymore, now we need hacks to make the old code work with this new reality.
NUnit's analyzers are already complaining and I didn't even update it to 4.x yet.
TerraFX changed to GetLastSystemError so error handling had to be changed.
Buncha APIs have more NRT annotations.
* Remove dotnet-eng NuGet package source.
I genuinely don't know what this was for, and Central Package Management starts throwing warnings about it, so YEET.
* Remove Robust.Physics project.
Never used.
* Remove erroneous NVorbis reference.
Should be VorbisPizza and otherwise wasn't used.
* Sandbox fixes
* Remove unused unit test package references.
Castle.Core and NUnit.ConsoleRunner.
* Update NUnit to 4.0.1
This requires replacing all the old assertion methods because they removed them 🥲
* Oh so that's what dotnet-eng was used for. Yeah ok that makes sense.
* Add Robust.Analyzers.Test
* Update submodule
* commit to re-run CI
(cherry picked from commit a6c9c36b688a1ba78ff4c12502e81661cf607b6c)
* Shoukou from Nyanotrasen.
Adds Shoko to the rebase.
TO-DO: Ensure that everything is actualy in order in the uh... (reads paper) 79.... thousand lines of yml.
Make it work.
* Updating it to the "acceptable state"
Incase i need to go back if i frick it up.
* Updated the map a bit.
* Changed Shoko further.
* Final changes to departments.
* Final changes to Shoukou, ready to be reviewed.
* Whoops, Now its done~
* Changed the requested things.
* Gave logistics working telecoms.
* Update shoukou.yml
* .
* Added finer details.
* Adjusted alot.
Adjusted pipes in new department places.
Adjusted fire alarms.
Adjusted mistakes of mine.
Fixed the the ingame map.
* Added shutters to lawyers office for private talks.
* Updates
* Adjustments (check desc)
Adjusted cables in salvage's room so they are not under the damn wall while also chaging normal wall for reinforced one.
Added tiles under cargo's substation, LO's office, CE's office.
Got rid of tiny fan in salvage's airlock and atmo's TEG burn chamber.
Added airlocks to cargo.
Made more room in cargo's loading bay.
Expanded doors and added blast doors for cargo shuttle's entrance.
Exchanged some windows in LO's office to reinforced walls and added shutters.
Changed switche's location of detective's office shutters
Added MV cables in security so prisoners have actual power.
Fire alarm has been moved 2 tiles to right and reconnected in command's meeting room.
Moved some engineering hardsuits to the back
The atmos fax should have been named.... hopefully.
Did the obligatory tilewindows, tilewalls, fixrotations,fixgridatmos commands
* Adjustments part 2
Added light at the end of extension of shuttle.
Repaired conveyor belts in cargo.
Exchanged corpsman locker filled to corpsman filled with hardsuit.
Added tiny fan and reversed airlocks in cargo to actualy be able to dock.
Changed the entire area which used to be a side kitchen with eating area and flipping it. Added a window where now resides eating area that looks upon cargo's shuttle.
Changed food in command to be more consistent
Adjusted arrival docks to be more closer aka 5 tiles between eachother instead of 7 so that shuttle can dock properly incase the evac gets destroyed.
* Added mystagogue hardsuit locker.
A quick fix.
* Adjustments to adjustments.
Shady cigs instead of vendomat in the new eating area.
Removed a light on a window.
Added a glass firelock in the new side kitchen and linked it.
Readjusted docking in cargo for cargo's shuttle.
Changed location of the salvage shuttle CONSOLE to be nearby of the magnet.
Got rid of the conveyor belt since there really is no point for it to be there anymore, replaced the airtight with an another door and firelock that was linked.
Adjusted LV cable so it doesnt go thro a wall and reaches the autolathe and airlock doors that have been placed for cargo shuttle
Changed location of the magnet.
(God im tired and depressed, not specificly from this. Hope you are having a fantastic day whoever is reading this)
* Updated SMES's and Substations names.
Updated name of substations near service, in engineering, nearby of epistemics., in command, both security substations, Camera's one, medicals, logistics, upper solars.
Updated SMES's name in engineering of AME, in TEG, on both solars.
Removed 6 MV cables in security because they were causin 2 substations to be connected to eachother
* Anchored the station
Any bump will be meaningless as the station holds still as the big station it is.
---------
Signed-off-by: Adrian16199 <144424013+Adrian16199@users.noreply.github.com>
Signed-off-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Adds Asterisk Station
The map renderer is a bitch ass motherfucker.
* Update default.yml
added Asterisk to pool, and alphabetized the list.
* Update PostMapInitTest.cs
forgot I had to do this shit
* Update asterisk.yml
I forgot the cool role
* Update asterisk.yml
Added station maps
* Update asterisk.yml
Added JobSpawns for salvage and made some other adjustments
* Update asterisk.yml
Changes made after Velcro's review
* Adds Edge
Also modifies the map pool file.
* Added Salvage arm
also corrected job prototypes in the map yaml.
* I accidentally the atmos
:trollface:
* adjusts test
also obligatory post-"I'm done mapping" map edits
* Update PostMapInitTest.cs
mfw I missed a comma 😱
* Update edge.yml
Say it with me: "It's never done"
* Update edge.yml
added roboisseur
* Basic TEG start.
Connects via node group.
* Basic TEG test map
* Sensor monitoring basics, TEG circulator flow
* Basic power generation (it doesn't work)
* More sensor monitoring work
* Battery (SMES) monitoring system.
* Sensor monitoring fixes
Make it work properly when mapped.
* Test map improvements
* Revise TEG power output mechanism.
Now uses a fixed supplier with a custom ramping system.
* TEG test map fixes
* Make air alarms and pumps open UI on activate.
* Clean up thermo machines power switch.
Removed separate Enabled bool from the component that always matched the power receiver's state.
This enables adding a PowerSwitch component to give us alt click/verb menu.
* TEG but now fancy
* Make sensor monitoring console obviously WiP to mappers.
* Vending machine sound, because of course.
* Terrible, terrible graph background color
* Examine improvements for the TEG.
* Account for electrical power when equalizing gas mixtures.
* Get rid of the TegCirculatorArrow logic.
Use TimedDespawn instead. The "no show in right-click menuu" goes into a new general-purpose component.
Thanks Julian.
* Put big notice of "not ready, here's why" on the sensor monitoring console.
* TryGetComponent -> TryComp
* Lol there's a HideContextMenu tag
* Test fixes
* Guidebook for TEG
Fixed rotation on GuideEntityEmbed not working correctly.
Added Margin property to GuideEntityEmbed
* Make TEG power bar default to invisible.
So it doesn't appear in the guidebook and spawn menu.
* Update StationSpawningSystem.cs
Web-edit to allow feeding in an existing entity.
* Update StationSpawningSystem.cs
value type moment
* Update StationSpawningSystem.cs
* Oh goddamnit this is a refactor now.
* awawawa
* aaaaaaaaaaa
* ee
* forgot records.
* no records? no records.
* What's in a name?
* Sloth forcing me to do the refactor properly smh.
* e
* optional evac in test.
* tests pls work
* awa
---------
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
* Add "Syndicate Puddle-Jumper" blueprint for admins to spawn in
Serves as a way to let admins cause nukies.
* Unit test to make sure that maps remain loadable
* Add test pooling
* WIP test pooling changes
* Fix Destructible tests
* Don't pool unpooled or dummy ticker instances
* Change ServerPathfindingDebugSystem to replace existing entries
* Fix SaveLoadSaveTest comment
* Don't pool StartTest
* Comment out global setup
* Fix puddle tests
* Move SolarPanelComponent initialize to PowerSolarSystem OnMapInit
* Update RobustToolbox
* Finish fixing tests, make test threads background threads
* Bring back pooling
* Fix nullable
* Update RobustToolbox
* Set cvars on server return
* Un-pool tests with custom cvars
* Update RobustToolbox
* Update RobustToolbox
* Change where the main tile coordinates are
* Remove DisposalUnitTest grid check
* Fix test pooling being a fickle bitch
* Fix EntitySystemExtensionsTest
* Update RobustToolbox
* Update RobustToolbox
* Make nullable pool settings true
* Update RobustToolbox
* Wait other way around
* We are unitystation now
* Update RobustToolbox
* Create global setup
* Pool some more tests
* Fix not properly disconnecting clients before restarting the round
* Give more info on ran tests
* Standardize default test cvars
* Update RobustToolbox
* Update RobustToolbox
* Pool clients
* Fix test order issue
* Fix cvars in character creation test not being set properly
* Update RobustToolbox
* Update RobustToolbox
* Rider shut
* Update RobustToolbox
* Format tests ran better
* Update RobustToolbox
* Reset RobustToolbox
* Reset RobustToolbox harder
* Fix one instance of test order causing destructible tests to fail
* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2