* Fixes construction graphs proccing while being microwaved
* git those indents in line
* We knew we were missing something!
(cherry picked from commit f5c40c362306f0c2437f39b6968ae637112aaf4e)
* Initial prediction
* new group handling
* groups for all examines that use multiple rn
* compile
* why was it doing this??
* handle newlines with sorting properly
(cherry picked from commit 0ae3858b69b695697ea9300609460f8ddb70ebbf)
* moved ComputerBoardComponent to Content.Shared
* made flatpacker accept computer boards
* made flatpack system and ui function with computer boards
* fixed it so that flatpacks of computers are correctly coloured to fit their computer board colour
* unhardcoded the computer flatpack assembly cost
* Combined GetFlatpackCreationCost(...) with GetflatpackCreationCostForComputer(...)
* removed code duplication in SharedFlatpackSystem
* removed code duplication from FlatpackCreatorMenu.xaml.cs
* remove code duplication from FlatpackSystem (on the server)
* fixed indentation error
(cherry picked from commit 082bde40ca3fd39fff5daea26de4311cf2001f85)
* Flatpacker and flatpacks
* ok that's good enough
* convert solars/AME to flatpacks
* mats, mats, we are the mats
* basic mechanics are DONE
* thing
* final UI
* sloth
* rped jumpscare
* rename
(cherry picked from commit 1c11332fa4b77d556e7f3db17f391dbd2664cda5)
* Laws
* positronic brain and PAI rewrite
* MMI
* MMI pt. 2
* borg brain transfer
* Roleban support, Borg job (WIP), the end of mind shenaniganry
* battery drain, item slot cleanup, alerts
* visuals
* fix this pt1
* fix this pt2
* Modules, Lingering Stacks, Better borg flashlight
* Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power.
* sprotes
* no zombie borgs
* oh fuck yeah i love a good relay
* charger
* fix the tiniest of sprite issues
* adjustable names
* a functional UI????
* foobar
* more modules
* this shit for some reason
* upstream
* genericize selectable borg modules
* upstream again
* holy fucking shit
* i love christ
* proper construction
* da job
* AA borgs
* and boom more shit
* admin logs
* laws redux
* ok just do this rq
* oh boy that looks like modules
* oh shit research
* testos passo
* so much shit holy fuck
* fuckit we SHIP
* last minute snags
* should've gotten me on a better day
* Adds the ability to better protect to the internal wiring of airlocks
- Achieved by opening the maintenance panel, adding either steel or plasteel to the airlock, then welding the plate in place
- To access the wiring, the plating must be cut with a welder and then pried out with a crowbar
* Code revisions
- Cleaned up the code
- Cutting the security grille can now shock you
- Atmospherics and Security dept airlocks start with a medium level of protection (a welded steel plate)
- Command dept airlocks start with a high level of protection (a welded plasteel plate and electrified security grille)
* Code revision
- Accounted for a potentially null string
* Update Content.Server/Construction/Completions/AttemptElectrocute.cs
Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>
* Update ChangeWiresPanelSecurityLevel.cs
Adjusted scope
* Update Content.Shared/Wires/SharedWiresSystem.cs
Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>
* Update Content.Shared/Wires/SharedWiresSystem.cs
Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>
* Update ChangeWiresPanelSecurityLevel.cs
Removed get / setter and added [ValidatePrototypeId] attribute
* Update ChangeWiresPanelSecurityLevel.cs
Set security level to "Level0" as the default
* Update airlock.yml
Removed 'super max' level of security
* Update WiresPanelSecurityLevelPrototype.cs
* Update WiresSystem.cs
Added check for WiresAccessible to OnInteractUsing
* Update AttemptElectrocute.cs
File scoped namespace
* Update ChangeWiresPanelSecurityLevel.cs
File scoped namespace
* Update AirlockSystem.cs
File scoped namespace
* Update SharedWiresSystem.cs
Removed boiler plate 'OnGetState' and 'OnHandleState'
* Update WiresPanelComponent.cs
Implemented AutoGenerateComponentState
* Removed unnecessary usage references
* use TryCloseAll when wires not accessible
* minor changes to AttemmptElectrocute
* lets try all 7 levels
* fix indent in airlock graph
* fix indent 2
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Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>
Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
Resolves issue #10852. If a storage container is a reagent for crafting, items stored inside of it are dropped.
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Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
* Cannot stack binary and trinary Atmos pumps and devices
- Filters now have a 5x max volume to compensate for no more stacking
- Add flipped versions of mixers and filters to the list of constructables
* Oi! No anchoring unstackables together!
* Use EntityLookupSystem in Unstackable and Window lookup
- Use static method for AnyUnstackableTiles