Commit Graph

56 Commits

Author SHA1 Message Date
Leon Friedrich
2df51c76ec Optimize & clean up RadiationSystem (#34459)
* Optimize & clean up RadiationSystem

* comments

* Update Content.Server/Radiation/Systems/RadiationSystem.GridCast.cs

Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>

---------

Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
(cherry picked from commit 9d4e60068ba3bc68303a742cd993827ff20315f6)
2026-02-11 19:50:59 +03:00
pathetic meowmeow
6589eee86c Refactor audio system to send collection IDs over the network (#33610)
(cherry picked from commit fabfdd06736ad54093c60d3114b083ebc7ae49fd)
2025-09-27 12:25:30 +03:00
sleepyyapril
885ee5a831 Wizmerge for Station AI (#1351)
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# 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>
Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com>
Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>
Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com>
Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Intoxicating-Innocence <188202277+Intoxicating-Innocence@users.noreply.github.com>
Co-authored-by: Saphire <lattice@saphi.re>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: CaasGit <87243814+CaasGit@users.noreply.github.com>
Co-authored-by: BramvanZijp <56019239+BramvanZijp@users.noreply.github.com>
Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com>
Co-authored-by: NakataRin <45946146+NakataRin@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: Doomsdrayk <robotdoughnut@comcast.net>
Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com>
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Julian Giebel <juliangiebel@live.de>
Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: no <165581243+pissdemon@users.noreply.github.com>
Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com>
Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com>
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
Co-authored-by: TGRCDev <tgrc@tgrc.dev>
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: chavonadelal <156101927+chavonadelal@users.noreply.github.com>
Co-authored-by: SolStar <44028047+ewokswagger@users.noreply.github.com>
Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com>
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: ArchRBX <5040911+ArchRBX@users.noreply.github.com>
Co-authored-by: archrbx <punk.gear5260@fastmail.com>
Co-authored-by: Radezolid <snappednexus@gmail.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com>
Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com>
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
Co-authored-by: neuPanda <chriseparton@gmail.com>
Co-authored-by: neuPanda <spainman0@yahoo.com>
Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com>
Co-authored-by: Whatstone <whatston3@gmail.com>
Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com>

(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00
Spatison
0e0ffb6d14 Upstream (#142)
* Fix Power Attacks Being Faster Than Left Clicks (#1252)

# Description

This fixes some stupid math. Power attacks are now correctly slower than
left clicks. Previously they were faster.

# Changelog

🆑
- fix: Power Attacks now correctly apply a penalty on swing speed, and
are no longer faster than left clicking.

(cherry picked from commit 049a995f64c42734e5286229b524161a730aaea9)

* Automatic Changelog Update (#1252)

(cherry picked from commit 8a88bfd11f1384fa2fb01fd7ace6477202a68499)

* Tweak Wizden Trait Descriptions (#1260)

# Description
Converted the descriptions of most wizden traits to a more formal and
roleplay-oriented style, also clarifying some aspects of other traits in
the process.

---

TODO:
- [ ] Test this

---

# Changelog
🆑
- tweak: Tweaked the descriptions of most Wizden traits to be more vivid
and descriptive.

---------

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
(cherry picked from commit 411cb213ac9ab2e6a0b790e72b25a142a4945217)

* More Trait Functions (PushMarkup & AddArmor) (#1253)

# Description

This PR effectively "Reworks" several of the Bionic Traits through use
of new modular TraitFunctions. These being,

**TraitPushDescription**: Ensures that an entity has the new
ExtendDescriptionComponent, then writes to said component.
ExtendDescriptionComponent serves as a new highly modular "One stop
shop" for any system wanting to add text to the shift-click examine
window. It even accepts arguments for text color, font size, and whether
or not a person must be standing within touching distance to "See" the
provided texts. It accepts arbitrarily any number of descriptions.

**TraitAddArmor**: This takes advantage of a new functionality for the
DamageableSystem, whereby entities are able to have more than one
DamageModifierSet. This allows arbitrarily any number of traits to add
as many modifier sets as desired, without fear of any compatibility
issues. These can be both negative and positive, and as Skubman has
pointed out, this can also be used to create negative traits that make a
character more vulnerable to a given damage type!

Additionally, most of the Bionics Traits have been reworked. CyberEyes
has been split into two modules, one for the base implant, and one for
the Flash Protection. Dermal Armor has been reworked using
TraitAddArmor, so that it no longer replaces your original modifier set,
and instead stacks multiplicatively with whatever your original species
modifier set was. Thus, it can now be taken by any species.

# TODO

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

TraitPushDescription

![image](https://github.com/user-attachments/assets/4661671a-6f20-4cb1-9fad-41c36f7ad79e)

TraitAddArmor

![image](https://github.com/user-attachments/assets/bbc823e1-73bf-471d-b5f6-ef8cdf35c746)

</p>
</details>

# Changelog

🆑
- add: Five new functions for the Trait System, AddArmor,
PushDescription, ModifyMobThresholds, AddSolutionContainer, and
ModifyStamina.
- tweak: CyberEyes Basic System has been split, now Flash Protection is
a separate module.
- add: Dermal Armor no longer replaces your original species damage
resistances. It now stacks multiplicatively with your original
resistances.
- tweak: Dermal Armor can now be taken by any species, not just Humans.
- add: Dermal Armor, and Bionic Arms can now be revealed by a close
examination. Shift click on someone within touching distance will reveal
if they have these "Obvious" cyberware.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Remuchi <72476615+Remuchi@users.noreply.github.com>
(cherry picked from commit 29d2cb1ed85ab089d83c702f7405e938a0d9374c)

* Automatic Changelog Update (#1260)

(cherry picked from commit 8d54aa2fffdd3726e948d6d228287b01c0a81413)

* Feat: Anomaly Scanner Data Copying (#1250)

# Description
Makes it so that using one anomaly scanner on another transfers the
anomaly data onto the used scanner.

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

![image](https://github.com/user-attachments/assets/b212e6e8-58a3-4a64-a216-3ba496a81d4a)

</p>
</details>

# Changelog
🆑
- add: You can now touch one anomaly scanner with another to copy the
anomaly scan data from it.

(cherry picked from commit 0574be444b90137808c07f85e10b59c464f054cf)

* Automatic Changelog Update (#1253)

(cherry picked from commit 6fa8d6817fa81e6d6d20b61f5ec4b7b96fdb185b)

* Automatic Changelog Update (#1250)

(cherry picked from commit 1b5704535ce42041c068d201cdb447af42004c20)

* Rename "Pierce" Typo to "Piercing" (#1267)

# Description

Oops. Some files refer to the non-existent **Pierce** damage type when
the proper name is **Piercing**.

# Changelog

🆑 Skubman
- fix: Piercing damage can now dismember body parts, just like Blunt and
Slash damage.

(cherry picked from commit 992b2e486855cea6646cf5d4af51ca8cbf61b29d)

* Buff Medical Due to Shitmed Changes Cherry-Pick (#1259)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

+ Buffed applicable medication heal values.
+ Buffed applicable medication stack sizes.
+ Slightly buffed dylovene, burn, and brute chems.
+ Buffed applicable medication doAfter delay from 3s to 2s.

---

## Why / Balance
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
This change was made with the advent of the new Limb Damage system. This
PR seeks to achieve making SS14 Medical more equivalent to SS13 Medical
when it comes to healing damage values.

This was done as Bruise Packs and Ointment only heal 5 Brute or 5 Burn
respectively when applied to a limb. When each limb has a 100 Crit
threshold, this can make it extremely hard even with surgery to heal
limbs in the absence of Chemicals.

Furthermore on higher pop, this will lead to people burning through
applicable meds even faster than before Limb Damage was implemented. It
would take 34 bruise packs to heal someone with 170 Blunt spread out
across their limbs, with this change it would reduce that to 12 bruise
packs.

Full list of numerical val changes:
 - Healing component doAfter Delay reduced. was 3s, now its 2s.
 - Applicable medical items now have a max stack size of 15 (was 10).
- Ointment heals 15 of each burn type, 10 caustic (was 5 of each burn
type, 1.5 caustic)
 - Mesh now heals 20 of each burn type (was 10 of each burn type).
- Bruise Packs now heal 15 of each brute type (was 5 of each brute type)
 - Sutures now heal 20 of each brute type (was 10 of each brute type)
- Bloodpacks now heal 2.5 Bloodloss & restore 10% bloodlevel (was .5
Bloodloss and 5%)
 - Gauzes now heal 15 Slash and 20 Pierce (was 5 Slash and 10 Pierce)
 - Dylovene now heals 1.5 Poison per .5u (was 1 Poison per .5u)
 - Bicaridine now heals 2.5 Brute per .5u (Was 2 Brute per .5u)
 - Dermaline now heals 2 Burn per .5u (was 1.5 Burn per .5u)
- Epinephrine now heals 1 Burn & 1 Brute per .5u (was .5 for each per
.5u)
 - Kelotane now heals .5 Burn per .5u (was .33 Burn per .5u)
- Omnizine now heals 3 Burn, Toxin, Airloss, and Brute per .5u (was 2
per .5u)
- Lacerinol now heals 4 Slash per .5u (was 3 per .5u)
- Bruizine now heals 4 Blunt per .5u (was 3.5 per .5u)

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->

- [x] Cherry-pick Medical changes merged in Goobstation

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
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
-->
---

 ## Breaking changes
<!-- List any breaking changes, including namespaces, public
class/method/field changes, prototype renames; and provide instructions
for fixing them.
This will be posted in #codebase-changes. -->
Should values be overtuned, they can be reduced in a future PR or before
this PR is merged.

**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
changes that could affect gameplay.
Make sure to read the guidelines and take this Changelog template out of
the comment block in order for it to show up.
Changelog must have a 🆑 symbol, so the bot recognizes the changes and
adds them to the game's changelog. -->
🆑
- tweak: Increased applicable medication heal values.
- tweak: Increased stack size of applicable medications.
- tweak: Slightly increased dylovene, burn, and brute chemicals heal
values.
- tweak: Decreased Medical item application time from 3s to 2s

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Signed-off-by: Tmanzxd <164098915+Tmanzxd@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit b431d24f86f94433ea0c53982db83e40ef1d3f2c)

* Automatic Changelog Update (#1267)

(cherry picked from commit 02dd8ab06333a5b2dabe03845bfd6719ca09ef48)

* Automatic Changelog Update (#1259)

(cherry picked from commit 09d59007d4c55ee9f7daa0f56cae672c51951843)

* The Blood Cult (#1001)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description
Adds a new game mode - The Blood Cult.
Hail to Nar'Sie!

---

# TODO

- [x] Gamemode
- [x] Roles
- [x] Runes
- [x] Constructs
- [x] Structures
  - [x] Forge
  - [x] Archives
  - [x] Altar
  - [x] Pylon
    - [x] Structure
    - [x] Placement System
  - [x] Airlocks
    - [x] Repulsor system
  - [x] Construction system
- [x] Items
  - [x] Eldritch Whetstone
  - [x] Construct Shell
  - [x] Mirror Shield
  - [x] True Nar'sian Hardened Armor
  - [x] Flagellant's Robe
  - [x] Eldritch Longsword
  - [x] Zealot's Blindfold
    - [ ] Night vision system
  - [x] Shuttle Curse
  - [x] Veil Shifter
  - [x] Void Torch
 - [x] Reagents
   - [x] Holy Water
- [ ] Actions
  - [x] Cult Magic
    - [x] Stun
    - [x] Teleport
    - [x] Electromagnetic Pulse
    - [x] Shadow Shackles
    - [x] Twisted Construction
    - [x] Summon Combat Equipment
    - [x] Summon Ritual Dagger
    - [x] Blood Rites
  - [ ] Cult Leader Magic
    - [ ] Final Reckoning
    - [ ] Mark Target
    - [ ] Eldritch Pulse
  - [ ] Construct's Magic
    - [ ] Artificer
      - [ ] Summon Cult Floor
      - [ ] Summon Cult Wall
      - [ ] Greater Conjuration
      - [ ] Summon Soulstone
    - [ ] Wraith
      - [ ] Phase Shift
    - [ ] Juggernaut
      - [ ] Shield
      - [ ] Gauntlet Echo
- [x] Cult leader selection system
- [ ] Rending/Apocalypse rune placement markers
EXTRA:
- [ ] Spirit Realm rune
- [x] Eldritch language
- [ ] Conceal magic
- [ ] Ru locale
---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
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
-->

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

![Example Media Embed](https://example.com/thisimageisntreal.png)

</p>
</details>

---

# Changelog

🆑
- add: Added Blood Cult Gamemode.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 150020866ddd383f297dfccd7717017c23222d82)

* fix

* Automatic Changelog Update (#1001)

(cherry picked from commit a179e186fa812e5dbce34983e11ef7af56ccdcf4)

* Engine Update v237.2.0 (#1270)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

Updates to engine version v237.2.0.
Fixes disposals systems breaking and not using the proper direction.

---------

Co-authored-by: sleepyyapril <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>
(cherry picked from commit dcc1c38fb729b00fdb15b79b38372f3e1e8bc951)

* [QoL] Show Oni Damage Bonus In Damage Examine (#1268)

# Description

Examining an item's damage values as an Oni now calculates your bonus
damage, and it also works with all of the Oni combat traits.

## Technical details

`OniSystem`, instead of adding melee damage through `MeleeHitEvent`, now
adds damage through `GetMeleeDamageEvent`, the same event that examining
melee weapon damage raises through `GetDamage`.

## Media

**Normal damage values**

<img
src="https://github.com/user-attachments/assets/9de255ef-29e6-4119-93cc-356349812a6f"
width=300px>

**Oni damage values**

<img
src="https://github.com/user-attachments/assets/18d44aaf-5a70-4ba9-a8c8-be29e92d7267"
width=300px>

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑 Skubman
- tweak: As an Oni, examining the damage values of weapons now takes
into account the melee damage bonus from your species or trait.

(cherry picked from commit 613e7937392d5d4fd9bf906f571adc237c706367)

* Automatic Changelog Update (#1268)

(cherry picked from commit 5fe4b1e94b987f787807cc10df06f667b87d124e)

* Loadouts V4 (#1164)

# Description

# TODO

- [x] Custom name/desc/color tint, toggleable individually per-loadout
	- [x] Fix them not changing correctly between profiles in-editor
	- [x] Preview colors in the lobby
- [x] Allow the users to null the color themselves (and default it to
such)
	- [x] Pick what should be allowed to be recolored
- [x] Guidebook links
	- [x] Make an example
- [x] Special components for loadouts
- [x] Heirlooms
	- [x] Pick what should have heirlooms
- [x] Decimate lag
- [x] Fix live character preview
- Maybe do characters per job
  - Rethink unusable

---

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

<!--
![image](https://github.com/user-attachments/assets/cce7dcf3-eeb6-4998-ae88-6373db8cb93f)
-->

https://github.com/user-attachments/assets/bcf61517-6b64-40d2-b299-7462e2469fe2

</p>
</details>

---

# Changelog

🆑
- add: Players can set custom names, descriptions, and color tints for
their loadout items
- add: Certain loadouts may have Guidebook pages shown in the editor
- add: Players can pick a list of loadout items to have one randomly be
their family heirloom for a mood bonus or deficit if they are carrying
it
- fix: Loadouts have almost as little lag as possible (hopefully none)
- fix: Everything properly updates your character editor's live preview

---------

Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com>

(cherry picked from commit f0463062812428625da9e8adad60c8a567fdacbe)

* Automatic Changelog Update (#1164)

(cherry picked from commit 57917a746f514aba3f142d870a9280c9b1eb9a4f)

* [Fix] Added Robust.Xaml to the Project Solution (#1266)

Mirrors https://github.com/space-wizards/space-station-14/pull/31573

Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>
(cherry picked from commit 1d65d548e69862295926fb08aee962d8fbd0b5c4)

* Update Credits (#1274)

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 39f4ad8a8884bc5bb9e64530b1a708ea41b4de32)

* Fixes Make Cultist Admin Verb to Act on Target Not Self (#1289)

There's a small error on the admin verb for blood cultists which made
the verb only work on self. This fixes it.

(cherry picked from commit 6c2b2a8a4ab7c7b0c5e18d796ccd94d09b087509)

* IPC Instrument Menu Fix (#1287)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

Fixes IPCs being unable to use the midi menu.

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑
- fix: Fixed IPCs being unable to use the midi menu.

(cherry picked from commit f133b9b7cf175815a3c6de59d541e12f0fc60790)

* Automatic Changelog Update (#1287)

(cherry picked from commit 92a6e099fca1581ea8a0cfd16bf7f13ae8d1108a)

* Change Target Doll Icon For Ashen Theme (#1282)

# Description

![target_doll](https://github.com/user-attachments/assets/1fdcd665-251f-4a3f-b80e-e11b77f13eef)

(cherry picked from commit 327247585612d9d65e20b8b856864701ceb1c933)

* Fix Applicable Medication Stack Bug (#1278)

<!-- Guidelines:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->

## About the PR
<!-- What did you change? -->
- Fixed a bug where applicable medication stacks would revert back to 10
after 1 use.

## Why / Balance
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
- Did you know maxstacks were stored in a separate YML? Me neither,
until now.

**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
changes that could affect gameplay.
Make sure to read the guidelines and take this Changelog template out of
the comment block in order for it to show up.
Changelog must have a 🆑 symbol, so the bot recognizes the changes and
adds them to the game's changelog. -->
<!--
-->
🆑
- fix: Fixed a bug where applicable medication stacks would revert back
to 10 after 1 use from full.

Signed-off-by: Tmanzxd <164098915+Tmanzxd@users.noreply.github.com>
(cherry picked from commit d4879f9129ae484f24f57eb642cc7d600f2323e0)

* Automatic Changelog Update (#1278)

(cherry picked from commit 8d485e8c0d4e3932835aeed210388e85988a0213)

* Re-Enable Language Color and Font (#1294)

# Description

Re-enables language font and colors showing up in chat messages. The
language font/colors were bugged after adding language names in chat
(https://github.com/Simple-Station/Einstein-Engines/pull/1165)

I also overhauled the format for chat messages to be more aesthetically
pleasing, and made sure chat bubbles use the language color/font.

## Media

**Nekomimetic**

![image](https://github.com/user-attachments/assets/4cb88d7b-7466-42ed-bf2d-b68c68edb62c)

![image](https://github.com/user-attachments/assets/adec7fd7-0a84-4e21-9eff-c1a387e2d529)

**Bubblish**

![image](https://github.com/user-attachments/assets/c49f5573-ac96-4375-a584-e8b2cc6f5fee)

![image](https://github.com/user-attachments/assets/c739c249-9d1e-453e-9e92-3f7ef24a4d61)

**Tau-Ceti Basic (Default Language)**

![image](https://github.com/user-attachments/assets/e6660039-ac2f-449b-96e0-44e0142d3715)

![image](https://github.com/user-attachments/assets/2baec2ca-975d-4111-85b0-3b2056fdd7f7)

**Rootspeak**

![image](https://github.com/user-attachments/assets/99d94f8d-9a1c-4be9-8c98-b42c9c7cffd7)

![image](https://github.com/user-attachments/assets/c20b4621-1ca7-42f5-a22a-82c9a4d1dddf)

## Changelog

🆑 Skubman
- fix: Language colors and fonts will show up in text messages again,
both on in-person messages and on the radio.
- tweak: The text on chat bubbles now uses the color and font of the
language being spoken.
- tweak: The language prefix before the name on chat messages now uses
the language's color.

(cherry picked from commit 1a9763528a9b15f11f474a2fa7ecfdde98aa9a15)

* Automatic Changelog Update (#1294)

(cherry picked from commit 7d802e35dc45c37016681c3a009bdaebe2707178)

* Shitmed Update 2 - [Insert Snarky Remark] (#1271)

# Description

![image](https://github.com/user-attachments/assets/b10f1e33-94fb-4ded-a644-b9945b58dbc5)

Honey wake up, another shitmed PR with 5 features and a trillion bugs! I
love bloat.

---

# Known Bugs
- A lot of shit with changelings lol
- Markings suddenly disappear from your entity apparently at random.
Wizden exclusive issue as of now.
- Fire heretics explode when ascending due to part damage shitcode
(sorry)
- Some exceptions/null point references at round end, tentatively
related to salvage corpses.
- Slots having wonky behavior due to not being networked. More of a
broad issue with how I implemented them initially.
- Arachne are FUCKED with surgery, I was incredibly tempted to set them
to roundstart: false, but I'll try to hotfix it this week.

---

# Changelog

🆑 Mocho, Deltanedas
- add: Ported Ghetto Surgery from Deltanedas!
- add: Ported fishops organs from Deltanedas!
- add: Added different step durations to each surgery step.
- add: Added a T2 research for advanced surgical tools
- add: Added a T3 research for an omnitool for surgery.
- add: Added Surgical and Advanced Surgical modules for Mediborgs
- add: Mediborgs can now perform surgery!
- add: Added lobotomies as an operation. Godspeed you psychopaths.
- add: Added cybernetic arms, legs and eyes.
- add: Added EMP weaknesses to all cybernetic parts (the day of
reckoning will come for IPCs soon)
- add: Losing your eyes now blinds you.
- fix: Fixed a few species that did not inherit from BasePart's, thus
taking damage types they shouldn't on their limbs.
- fix: Fixed harpy lungs not being usable in surgeries.
- fix: Fixed biosynthetic and other printable parts not allowing you to
attach body parts to them.
- fix: Fixed fire being able to destroy your chest.
- fix: Fixed entities being able to take over your body by just
inserting a brain or another head on top of you.
- fix: Fixed some shitcode that didnt let rejuvenate or godmode work
properly.
- fix: Fixed bionic arm, and cybernetic eyes traits not working properly
due to shitty networking.
- tweak: Increased tend wounds's speed by double, and bumped up the
values on its calculations. DEATH TO TOPICALS, LEAVE THOSE TO TIDERS.
- tweak: Beheading an entity now doesnt let it move, speak, and forces
it to the ground immediately (literally 1984!!11!!)
- tweak: Changed sprites on most surgical tools to now use /tg/ sprites.
- tweak: Unbound shitmed targeting doll keybinds by default (did you
know we have those).

---------

Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
Co-authored-by: goet <6637097+goet@users.noreply.github.com>
Co-authored-by: Saphire Lattice <lattice@saphi.re>

(cherry picked from commit 2eafa0d47e7b9a3270ae797f82dd7b1772dffb15)

* Admin Tooling Cherry Picks (#1290)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

Link to every PR I cherry-picked:
1. https://github.com/new-frontiers-14/frontier-station-14/pull/2283
2. https://github.com/space-wizards/space-station-14/pull/29219
3. https://github.com/space-wizards/space-station-14/pull/30075
4. https://github.com/space-wizards/space-station-14/pull/28639
5. https://github.com/space-wizards/space-station-14/pull/32527
6. https://github.com/space-wizards/space-station-14/pull/28030
7. https://github.com/space-wizards/space-station-14/pull/28178

The main purpose of this PR is the first cherry-picked PR. It adds the
ability for admins to reply to ahelps via discord using an HTTP POST
request. See all relevant details in the initial PR by Myzumi.

---------

Co-authored-by: Myzumi <34660019+Myzumi@users.noreply.github.com>
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: Whatstone <whatston3@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: to4no_fix <156101927+chavonadelal@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

(cherry picked from commit b8e75dae0e25301da4ffdd1f6ca5b4aebdf5a2b8)

* Automatic Changelog Update (#1271)

(cherry picked from commit d58d397a69fc2bb5b2bbce9280a978d5d899bba0)

* More Loadout Equipment (#1281)

# Description

This PR adds a bunch more equipment selections for Engineering loadouts,
plus Suit/Skirt selections for the jobs that were missing it.

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

![image](https://github.com/user-attachments/assets/031224b4-e348-4030-9ea4-7f2dbc64c87d)

</p>
</details>

# Changelog

🆑
- add: All engineering roles have had their equipment loadouts
significantly expanded upon. Engineers can now buy construction
materials with their loadout points.
- fix: All engineering jobs now have their Suit/Skirt selection via
loadouts.
- add: Salvage techs can now select from a variety of knife options to
start their spess adventures with.
- add: Epistemics staff now have *some* equipment selection options that
they share. More to come when I finish making the Potentiometer.

(cherry picked from commit 0bd9a9ea81c2e6e9ef775a131b547b8b861548b1)

* Automatic Changelog Update (#1281)

(cherry picked from commit c7f1b4fa3c57f3650154150e1c30ce28e3302230)

* Dynamic Hostname System (#1296)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

Change your hostname whenever map, preset, or runlevel changes!

Variables given on all hostname locale strings:
- {$mapName} - The name of the current map.
- {$preset} - The name of the current preset.
- {$originalHostname} - What you originally had game.hostname set to,
before updating.

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
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
-->

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

![image](https://github.com/user-attachments/assets/97cba40b-5ceb-40f8-91e4-93450cd22b78)

![image](https://github.com/user-attachments/assets/2cf27e65-b493-4916-bedd-aa69eaa0135b)

![image](https://github.com/user-attachments/assets/234f5be0-7a8c-41e1-abdf-10e9c6700a90)

![image](https://github.com/user-attachments/assets/522525d6-fb23-45b9-b559-deffb3f37a58)

</p>
</details>

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->
nah

(cherry picked from commit de98c2aec2c072abeb6c81c74b830d72e29ba0c8)

* Religious Headgear For Character Customization (#1297)

# Description

This PR adds a few articles of various kinds of religious headgear to
loadouts, namely a Hijab, Turban, and Kippah. All 3 are whitescale items
that are set as colorable, allowing players to make them whatever color
is desired.

Farida can finally have the pink Hijab she was always supposed to have.

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

![image](https://github.com/user-attachments/assets/35fca330-98ba-439b-8e23-eec917b0d30c)

</p>
</details>

# Changelog

🆑
- add: Added various articles of religious headgear to loadouts, such as
Hijab, Kippah, and Turban. All of these are set to allow custom colors.

(cherry picked from commit e46a8636eb235e627023cdd3d42428b34c134353)

* Automatic Changelog Update (#1297)

(cherry picked from commit 56be69053045a2d2184c975c2325889df69838e0)

* Don't Require Running in Release to Test Mood (#1257)

(cherry picked from commit f2871885b6dd13b418dfd7ff55ffe0559a4f7044)

* Update Credits (#1300)

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 9ef825252a0dc0054b1ba9626e7283d296150f3b)

* Start of Lore Documents

(cherry picked from commit dfb12e53abf1ef5d767240a19b28ba12dd35ef9b)

* Finally Done

(cherry picked from commit 2a8bf58dfc61f24796a55940e4a7ab6be3ced3ec)

* Automatic Changelog Update (#1298)

(cherry picked from commit 8a368bbdce5dd05adae998ec55f15fd5ff04b52f)

* Fashion Update: Earrings & Makeup (#1299)

# Description

Adds **38** new earrings, **31** new face markings, and **16**
bracelet/watch markings, based from Aurorastation cosmetics. Each
earring, bracelet, and watch marking is applied to just one side of the
body, allowing for greater customizability and mixing-and-matching
markings.

Most notably, the new face markings unlock **full customization of every
pixel** in the 5x4 pixel space of the face. Examples of this are shown
below.

Arachne now have access to **more than a hundred** markings above the
leg, after not having any markings in their 2 years of existence.

## Media

### Pauline

<img height=270px
src="https://github.com/user-attachments/assets/8316effb-34b3-4fa1-a80f-af2a3cd670c2">
<img height=270px
src="https://github.com/user-attachments/assets/be75770a-c5bb-46a7-afb4-2ec54bd5a5e5">

**Head (Side):** Drop Earrings (Left), Drop Earrings (Right)
**Left Hand:** Left Bracelet

### Red and Blue

<img height=270px
src="https://github.com/user-attachments/assets/8c1356fc-6eaa-484f-afb6-5ace7f45d895">

**Head:** Cheek Spot (Left), Eye Corner (Left), Cheek Spot (Right), Eye
Corner (Right)
**Head (Side):** Double Gemstone Earrings (Left), Double Gemstone
Earrings (Right)
**Left Hand:** Left Watch (Colorable)
**Left Arm:** Left Arm Bracelet
**Right Hand:** Right Watch (Colorable)
**Right Arm:** Right Arm Bracelet

### Pink

<img height=270px
src="https://github.com/user-attachments/assets/ae376cc3-7cd5-4e91-a3a0-ebe48202f5e6">

**Head (Side):** Hoop Earrings (Left), Double Gemstone Earrings (Right)
**Left Hand:** Left Bracelet
**Left Arm:** Left Arm Bracelet
**Right Hand:** Right Bracelet
**Right Arm:** Right Arm Bracelet

### Psychic

<img height=270px
src="https://github.com/user-attachments/assets/eaa8069a-2e51-4456-a315-414aa64cd41a">

**Head:** Bindi, Full Blush
**Head (Side):** Long Crystal Earrings (Left), Long Crystal Earrings
(Right)
**Left Hand:** Left Bracelet
**Right Hand:** Right Bracelet
**Right Arm:** Right Arm Bracelet

### Cyclops

<img height=270px
src="https://github.com/user-attachments/assets/55e67db9-0aa4-488d-a25b-32e8fd92044b">

**Head [Eyes]:** Bindi, Glabella, Nose Tape
**Head [Cover for mouth area]:** Lip Corner (Left), Lip Corner (Right),
Cheek Spot (Left), Cheek Spot (Right), Lips
**Head (Side):** Cross Earrings (Left), Cross Earrings (Right)

### 😂

<img height=270px
src="https://github.com/user-attachments/assets/4001b95a-60e1-431c-8463-1e2904cf767a">

### Arachne

![image](https://github.com/user-attachments/assets/b9935347-8977-4424-9b9b-b08aecb458b2)

**Head:** Left Arachne Eye, Right Arachne Eye, Lips, Neck Cover (Slim
Thick)
**Head (Side):** Long Crystal Earrings (Left), Long Crystal Earrings
(Right)
**Left Arm:** Left Robotic Arm from Hesphiastos Industries
**Left Hand:** Left Robotic Arm from Bishop Cybernetics
**Right Arm:** Right Arm Bracelet
**Right Hand:** Right Watch (Colorable), Right Nail Polish

## Technical Details

I did a quick fix in
[MarkingsSet.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fashion-update-markings?expand=1#diff-54373833c74b35579f9b3293d5bb0c17eda0d214c11f27dcb40c334ef8c6b513)
to handle a list index out of bounds error where the number of default
markings was lower than the maximum allowed markings, like with Onis who
have a default horn but can wear 2 earrings.

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑 Skubman
- add: 80+ new markings have arrived, including earrings, makeup,
bracelets, and watches. Sashay over to Character Setup to personalize
your character like never before!
- add: The Arachne species can now select markings above the leg,
including cybernetics, makeup, tattoos, noses, earrings, heterochromia,
bracelets, gauze, and more!
- tweak: The available points for Head (Side), Left Hand, and Right Hand
markings have been increased for most species to support the new
markings.
- tweak: The Nail Polish markings have been moved from the Overlay
category to the Left Hand and Right Hand categories.

(cherry picked from commit 932f9e31eab9b2c11c4429b7c9c36effc327e733)

* Automatic Changelog Update (#1299)

(cherry picked from commit b05ab8e0d1e8aa043a60ca96843061f4778136e6)

* ♂️ Add Male Arachne (#1301)

# Description

Adds the ability for Arachne to be male.

Also in this I added chest/arm Arachnid markings for Arachne to use. I
enabled footstep sounds for Arachne since it doesn't seem that they were
intended to have silent footsteps.

## Media

<img height=160px
src="https://github.com/user-attachments/assets/04e3b066-e75c-4ee7-bfd6-762c2defcaf8">

<img height=160px
src="https://github.com/user-attachments/assets/d4582c12-72d8-413f-92e6-145cb90c76c3">

## Changelog

🆑 Skubman
- add: Arachne can now be Male instead of only being Female. They can
now also wear Facial Hair.
- add: Arachne can use Arachnid chest and arm markings.
- fix: Arachne will now have footstep sounds instead of being quiet when
moving.

(cherry picked from commit 1bab6b8844c679897b3a695b363620589292d783)

* Automatic Changelog Update (#1301)

(cherry picked from commit 5476ee090bd735d7791b4ae7f1e8aeea674cd55a)

* Add Localization for Senior Physician and Senior Engineer (#1302)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

Adds localization for the Senior Engineer and Senior Physician roles
that were recently enabled.

---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->

n/a

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
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
-->

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

![Snímka obrazovky 2024-12-01
164702](https://github.com/user-attachments/assets/ca69e08d-5adb-4e71-aeda-5969d595e429)
![Snímka obrazovky 2024-12-01
165626](https://github.com/user-attachments/assets/18289899-2314-4d21-9b09-9e3e3415a6e0)

</p>
</details>

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑 zelezniciar
- fix: Fixed Senior Engineer and Physician names not appearing correctly

(cherry picked from commit 4bf762411e866952c0257ce7d255b2610d7a3a21)

* Automatic Changelog Update (#1302)

(cherry picked from commit 9169818f60ef0cf156bb1b095d66e5e9d0b4575b)

* Make Cultist Constructs Speak Eldritch (#1303)

# Description

Fixes cultist constructs only speaking Universal and not being able to
understand anyone else due to a missing `LanguageKnowledgeComponent`.

## Changelog

🆑 Skubman
- tweak: Cultist constructs and soul shards now speak Tau-Ceti Basic and
Eldritch.

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 8573914e8b6183197abc250d3e8f3c186194b0a6)

* Automatic Changelog Update (#1303)

(cherry picked from commit 114ecde8384ae3d98350aa80d38b96766dc49cfa)

* Fix Lobotomy (#1306)

# Description

Fixes several bugs in the lobotomy procedure.

The lobotomy effect is now stored in the brain instead of the body, so
transferring a lobotomized brain will still give the lobotomy effects,
and a brain transplant to a body where a lobotomy occurred no longer
applies the lobotomy effects. The "Mend brain tissue" procedure to
reverse a lobotomy has been unlocked after a bug prevented it from
showing in the surgery UI.

Lobotomies now add the `ClumsyComponent`, which makes the lobotomized
target as clumsy as clowns.

## Technical Details

This deletes
[SurgeryComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-3786e2be1879fd877a8b501352bbd92baa3a17aecfa4a62827ad41497deb0fd7)
which was only used for the lobotomy procedures (incorrectly, it was
checking for `OhioAccentComponent` in the body part) in favor of
[SurgeryPartComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-7e180742b3a6f00b9f867d3ee4e8891dd00587dc4a2da8ad5e199180a387d18d)
and
[SurgeryBodyComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-249e5a937ba929ffc76f85e8a43f17918afc9ba866e81f4ea4eba2c90fd0c408).

These two components are currently unused as the lobotomy procedures use
a new condition component checking for the brain's
`OrganComponent.OnAdd` field, but they provide a way to check for
components on the body part and on the body, respectively.

## Media

**Lobotomy**

![image](https://github.com/user-attachments/assets/4deb80a8-30d1-4a01-9caa-bc288a88ba95)

**Mend brain tissue**

![image](https://github.com/user-attachments/assets/44403092-cac1-4d12-bd25-ebb7f3f1bc53)

**Remove organ step picture**

![image](https://github.com/user-attachments/assets/85d6960a-1f54-4525-ad53-84b039c91fda)

## Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑 Skubman
- add: The lobotomy procedure makes the target clumsy like the clown.
This makes them bonk when climbing tables and makes guns they're
shooting blow up on their face.
- tweak: The lobotomy step now requires a scalpel instead of a drill.
- fix: Enabled the "Mend brain tissue" surgical procedure on a
lobotomized target.
- fix: The lobotomized effect is now stored in the brain instead of the
body. The same brain stays lobotomized throughout brain transplants, and
transferring a normal brain to a body where a lobotomy occurred no
longer applies the lobotomized effect.
- fix: The lobotomy procedure now shows the proper popup during the
lobotomization step.
- fix: Removed the ability to perform lobotomies on bodies without a
brain.
- fix: The "Remove organ" surgery step on the UI now properly shows the
retractor sprite instead of the hemostat.

---------

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 1895f3addc871e3ad18845c22c61f422f9807107)

* Automatic Changelog Update (#1306)

(cherry picked from commit 71c641283a13fc79c68f8ad23fa1397052b7e74b)

* You Can Now Drag People Into Deep Friers (#1279)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

You can now drag entities like people into deep fryers. Yes, this will
cook them. Yes, you can cannibalize your own dead crew.

---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->

- [ ] Add a doafter
- [ ] Add a popup warning everyone of what you've done

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
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
-->

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

obs is broken part 295

</p>
</details>

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑
- add: You can now shove people into deep fryers by drag-dropping them
onto it.

---------

Signed-off-by: Eris <erisfiregamer1@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 82b2b28f3ee0f534b7f32fe54a70ba58d9ebbe1c)

* Automatic Changelog Update (#1279)

(cherry picked from commit cbc76ef649396a827a6c3b38b83c4a20f1affc7b)

* Revert "Emp Flashlight (#5)"

This reverts commit 932f1f6c

* Emp Flashlight (#5) (#1189)

# Description

Ports https://github.com/WWhiteDreamProject/wwdpublic/pull/5

# Changelog

🆑
- add: Added the EMP Flashlight to Syndicate Uplinks.

---------

Co-authored-by: Ivan <126400932+HellCatten@users.noreply.github.com>

(cherry picked from commit 7c0c16e3f2c07bad045c09e13a95855c356024ac)

* Automatic Changelog Update (#1189)

(cherry picked from commit 7beea8901ceea287918f35bd33f8d9445582427a)

* Add Europa Map to Rotation (#1152)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

This PR adds an old map to rotation called "Europa", originally a
planetary map, but due to several problems it was not able to be played,
I updated a good part of the map adding things necessary to be able to
be played in the EE code, using the same idea To make the Glacier map a
"planet", I created a parallax using the desert texture for the map and
set the atmosphere on the outer side to a temperature of 356.2 K (83 C)
with a high presence of CO2

---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->

- [x] Rework eng
   - [x] add Super Matter engine
   - [x] better layout

- [x] Rework Epi
  - [x] Better layout
  - [x] missing content

- [x] Minor fixes on the map

- [x] test the map
- [x] add image

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
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
-->

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

![Europa-0](https://github.com/user-attachments/assets/12839795-60cd-44a2-adab-00d4f68b7ce3)

</p>
</details>

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑
- add: added a new map called "Europa" to rotation

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 831a7b3092aaab0ef130072a8dfde5354d7809df)

* Automatic Changelog Update (#1152)

(cherry picked from commit b1c3703cdec223ba10aa8e46d28c88694f97450c)

* Update medicine.yml (#1210)

Merges the med doc by floof.
At least one original change by XavierSomething (will update when other
PRs are found)

https://github.com/Fansana/floofstation1/pull/222

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
(cherry picked from commit c22325983ecd0a90b8a042585d20568030d69aaf)

* Atmospheric Alerts Computer Upgrades (#1313)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

This PR upgrades the capabilities of the Atmospheric Alerts Computer by
displaying colored zones on the station map corresponding to air alarm
status.

Additionally, it makes the Atmospheric Alerts Computer board obtainable
in a Circuit Imprinter once Epi has researched "Atmospheric
Technologies".

This is a port of [Wizden
#31910](https://github.com/space-wizards/space-station-14/pull/31910) by
@chromiumboy

---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->

n/a

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
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
-->

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

![Snímka obrazovky 2024-12-04
131829](https://github.com/user-attachments/assets/598fcfb4-2983-431e-8192-248880cba1b2)
![Snímka obrazovky 2024-12-04
134819](https://github.com/user-attachments/assets/2eb39995-f9fe-4f11-a01e-a457d3487231)

</p>
</details>

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑 zelezniciar
- tweak: Atmospheric Alerts Computer now displays colored zones
corresponding to air alarm status on the station map
- fix: Atmospheric Alerts Computer board is printable in a circuit
imprinter

---------

Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
(cherry picked from commit e2ee77db5c7dd20958fa246c893d44b767826868)

* Automatic Changelog Update (#1313)

(cherry picked from commit 6c9270d0cf4526bd632d9d975eaa98c9d6767513)

* More Bug Fixes (#1311)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

[Mice pickup
fixed!](https://github.com/space-wizards/space-station-14/pull/33602)
[Mobs can no longer spill
jugs](https://github.com/space-wizards/space-station-14/pull/33602)
Rest in changelog.

# Changelog
🆑
- fix: You can pick up mobs again with left click.
- fix: No more mob jug spill, including you revenants.
- fix: Set the Gloves of the North Star to the proper attack speed.
- fix: Medibots will no longer try to heal borgs.

---------

Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

(cherry picked from commit 978173efd5f6e7a7cd9f5a52234291e29ed862dc)

* Automatic Changelog Update (#1311)

(cherry picked from commit 1b156683af55eb6e4fef1f1be46f69ff6b258856)

* ChemMaster Sorting (#1310)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

[Ports this Frontier
PR.](https://github.com/new-frontiers-14/frontier-station-14/pull/2498#issuecomment-2513268858)

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑 DmitriTheDemon
- tweak: The ChemMaster is now sorted.

---------

Signed-off-by: Remuchi <72476615+Remuchi@users.noreply.github.com>
Co-authored-by: Dmitri <reznoriam@gmail.com>
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: Remuchi <72476615+Remuchi@users.noreply.github.com>
(cherry picked from commit 32e17a621bc78ba70b330036bb5ba2fd371286e0)

* Automatic Changelog Update (#1310)

(cherry picked from commit 01a13e3c9f0beaa595b03acd0e50af4cb6de40bf)

* Port Shipyards (#1314)

# Description

I needed this extremely badly.

# TODO

- [x] Move all of this out of the DeltaV folders.

# Changelog

🆑
- add: Added Shipyards.

---------

Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Null <56081759+NullWanderer@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: Plykiya <58439124+plykiya@users.noreply.github.com>
Co-authored-by: plykiya <plykiya@protonmail.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Radezolid <snappednexus@gmail.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>

(cherry picked from commit d69b516ce2fe3f8da65db745f1157ae259f60e96)

* Automatic Changelog Update (#1314)

(cherry picked from commit 36cd6ca4706196e9c3097efcff3443bc30896c19)

* Port UserActivateInWorldEvent and BypassInteractionChecksComponent (#1295)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

See https://github.com/space-wizards/space-station-14/pull/28393 and
https://github.com/space-wizards/space-station-14/pull/28236 for
breaking changes and extra information
Works perfectly on a downstream of EE. Changes in third commit have been
tested with doors.

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->
nuh uh

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>

(cherry picked from commit 1016a0809c6636147647347e9736846cf0536e68)

* Inverts the Check for Material Whitelist in CanChangeMaterialAmount (#1320)

This change was actually suggested by April, I'm not the author.

It fixes Pacman generators and god knows what else.

Prior to the change you could insert steel in it, or just the wrong kind
of fuel.

Since you could only load the wrong kind of fuel the generators were not
working at all.

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

Description.

---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
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
-->

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

Ejecting steel from a pacman gen

![image](https://github.com/user-attachments/assets/28771e24-4c46-48f1-94dc-c3db03b059a6)

Them working after the fix.

![image](https://github.com/user-attachments/assets/cce907b2-097c-4d4a-837a-606e3c19b5b9)

</p>
</details>

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 54d15c03617c5c33b3804ad233e6dc6d7444080d)

* Build Your Own TEG! (#1316)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

This PR adds the option of constructing a Thermoelectric Generator (TEG)
from scratch, by adding flatpacks for the TEG Center and TEG Circulator,
as well as a crate that can be ordered from logistics that contains the
flatpacks.

The aim is to give engineering crews the ability to add a TEG to
stations that might lack one, as a "fun" engineering project that can be
pursued on shift. This capability already exists for the Singularity
Engine and Tesla Engines.

The cost of the TEG Construction Kit is set at 8000 spesos, but this can
be changed for balance reasons.

Note: Kit may contain small parts not suitable for children under 3
years old. Some assembly required.

---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->

n/a

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
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
-->

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

![Snímka obrazovky 2024-12-05
202816](https://github.com/user-attachments/assets/6c6c9f0d-89b2-4558-aa13-ca1c5bbca58d)
![Snímka obrazovky 2024-12-05
203211](https://github.com/user-attachments/assets/69227645-1382-45f0-848b-96b45e6da92f)

</p>
</details>

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑 zelezniciar
- add: TEG components now be ordered from Logistics and assembled on
station.

(cherry picked from commit f1b8f960f7aa9f29e638cb794d6f2639b63225e8)

* Automatic Changelog Update (#1316)

(cherry picked from commit 3d2cdd73bfd52e89ae9c11d60cba5c801bf68c8e)

* Several Small Map Fixes to Europa (#1319)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

Description.

---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->
- [x] Lack of radiator underneath the SM crystal
- [x] Wrong kind of vent and lack of connectors at the gas chambers
- [x] Inverts one of the connector pumps in the SM's closed loop
- [x] Adds a decal to this inverted pump which was missing
- [x] Lack of Mv wire under a APC on a hallway at the north side
- [x] Lack of Hv wire connection to a substation in the bridge which
powers the bridge and the bar area
- [x] Switches a medical records computer in medbay to a crew monitoring
one
- [x] Adds an autolathe to cargo
- [x] Protrudes the cargo dock which was too tight to fit the shuttle

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
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
-->

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

Previous docking issue:

![image](https://github.com/user-attachments/assets/30ce4994-8294-40ff-8919-47fa28224dea)

Change in cargo dock design

![2024-12-06_09-25](https://github.com/user-attachments/assets/f968d153-28fe-4007-9b47-d8e36522cfc2)

Crew monitoring replacing medical records

![image](https://github.com/user-attachments/assets/719df986-fe72-4e6b-9263-9aa18b8c2237)

Autolathe added to cargo

![2024-12-06_09-19](https://github.com/user-attachments/assets/4d527179-2242-4d05-a229-d0fcc0aed360)

<h2>Atmos/SM/Wiring changes:</h2>

Added missing Hv connection to a substation in the bridge

![image](https://github.com/user-attachments/assets/0449cf0a-83f4-4ae5-a7cf-49e2f55a5197)

Added one missing Mv wire to this APC

![image](https://github.com/user-attachments/assets/79e939ed-1082-46e2-b572-2f5a31affa7c)

Changed regular vents into passive vents, added connector slot and
attached canisters to it

![image](https://github.com/user-attachments/assets/e8a9c686-f97e-46c3-a9e9-6b1da6776ba3)

Radiator added to SM

![2024-12-06_08-51](https://github.com/user-attachments/assets/e30549dc-1ea3-40d3-b12e-168497e9f19b)

These two pumps in the SM which were redundant, also one of them were
missing decal to the same tile

![image](https://github.com/user-attachments/assets/66e4dcdf-6b8c-4778-910e-288dcc8168ef)

Showing the changed pump after being inverted

![image](https://github.com/user-attachments/assets/ea571ad3-c6aa-4424-ae74-11319ac0f551)

---

Recenter changes:

There were three APC in cargo and north of in which one was connected
with cargo's APC for no apparent reason and the other was missing wires
entirely. I've put the one missing wires to work in the Lv wiring around
it and cut the Lv wires were it seemed appropriate to prevent connecting
multiple APCs with Lv for no reason.

![image](https://github.com/user-attachments/assets/b7a3f1e4-5d1e-48a8-8d54-31efecb9c691)

![image](https://github.com/user-attachments/assets/669d6827-510c-475a-9039-878fbc221faf)
Excess lamps not included in the change

![image](https://github.com/user-attachments/assets/6f1bb7fc-3b5c-4f76-96da-1e362a0c3921)

![image](https://github.com/user-attachments/assets/3e25bd5b-02ff-438a-89da-91310ca3e473)

![image](https://github.com/user-attachments/assets/f2a7990d-f09f-4c44-b68b-830305743c8f)

![image](https://github.com/user-attachments/assets/953948fe-6b3b-48fb-a18f-4a1b2541ccaf)

</p>
</details>

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑
- fix: Several small fixes to Europa map, namely to cargo dock, SM and
atmos piping and wires, adds autolathe to cargo and crew monitor to med

(cherry picked from commit 50eb2173c25073d8bed2aaf3dc5a8e4db44a261d)

* Automatic Changelog Update (#1319)

(cherry picked from commit f4152a5597156c58731308e0ef0869862035dce2)

* Fix Rules (#1321)

# Description

The latest update killed our generic rules, and made them not work
anymore. This PR brings them back.

![image](https://github.com/user-attachments/assets/2c7c7a64-3f06-4635-afe4-e6e941a374b7)

# Changelog

🆑
- fix: Server rules work again.

(cherry picked from commit 06a8cee785e74db4c820d072aa3fdafcf2e4c403)

* Automatic Changelog Update (#1321)

(cherry picked from commit 9989c4d3d2214b22f90045c15e32b04f93adb3b0)

* fix

* 237.2.0

* fix

* 237.2.0

* Uplink: Remove Deception Category (#1309)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

[Ports this downstream
PR.](https://github.com/Fansana/floofstation1/pull/315)

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑 fenndragon
- tweak: Moved the uplink deception category into utility.

---------

Co-authored-by: fenndragon <fenndragon@gmail.com>
(cherry picked from commit ec650c49cf9aa00ef94a8ef6fd122e9f2906f98b)

* Automatic Changelog Update (#1309)

(cherry picked from commit 5d64873978b40fc03108674d9554e0cf11e4b454)

* [Feat] Bring Back Die Glorious Death, Hijack And Ian's Meat Traitor Objectives (#1323)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

Title

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑
- add: Reintroduced 3 traitors objectives: steal Ian's meat, Die
Glorious Death and Hijack Evacuation Shuttle

Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>
(cherry picked from commit 0c60671d98a565cbc81daed2df438853fc03c5bb)

* Automatic Changelog Update (#1307)

(cherry picked from commit 33f80d679da22d870fb5e7d0beddfd67366b77a4)

* Automatic Changelog Update (#1323)

(cherry picked from commit 3ae43708cadfc9e1ab1b3ef1b4f8bc7144017065)

* The Throwing Update (#1307)

# Description

Turns a plethora of items into throwing weapons that deal damage when
thrown. Throwing weapons cost stamina to throw.

## Technical/Balance Details

To make a melee weapon also a throwing weapon, just add `- type:
DamageOtherOnHit`, and it will automatically inherit the damage from a
light melee attack and the melee sound effect as the thrown hit sound
effect. You can set a custom damage value with the `damage` field
(necessary when the item is not a `MeleeWeapon`) and stamina cost with
`staminaCost`.

To make the throwing weapon embed and deal damage over time when
embedded, add `- type: EmbeddableProjectile` and `- type:
EmbedPassiveDamage`. By default, the embed damage per second is 5% of
the throwing damage, but it can be modified on `EmbedPassiveDamage` with
`throwingDamageMultiplier`.

The default stamina cost for throwing is 3.5 stamina. The baseline cost
for almost all DoT embeddables is 5 stamina, because of the extra damage
the DoT brings.

When a thrown item hits a target with body parts, it will randomly
select a body part and only deal throwing damage to that body part. It
will also embed to the same body part and only deal passive embed damage
to it.

## TODO

The unchecked checkmarks are best addressed in another PR but they will
stay here for now.

<details><summary>Show Todo</summary>

- [ ] Deal with prediction issue on embeddable projectile removal
- [ ] This happens even before this PR so not really a big issue, maybe
in a separate PR
- [x] Add embeddable damage numbers to embeddables
- [x] Fix throwing angle for surgery tools after the surgical tools
sprite update
- [ ] Try to make the throw knockback function as if it hit a wall
- [x] Esword/desword/e-dagger toggle embed damage
- [x] Don't start passive embed damage if EmbedPassiveDamageComponent
has no damage
- [x] Make DamageOtherOnHit.Damage not nullable
- [x] Throwing damage only to a specific body part

### Traits

- [ ] **Enraged Throw** (Oni)
  - [ ] Oni/trait damage bonus applied to throwing weapon too
- [ ] Can throw carried bodies, which will do a MassContest between the
thrown body and the hit body to determine blunt damage, and stun
duration for each party
  - [ ] 15% resistance to thrown/embed damage
- This helps when their enemy uses the items they throw against them.

- [ ] **Sharpthrower** (Human)
  - [ ] 10% more Brute thrown damage
  - [ ] 50% chance of throw hitting targetted body part
  - [ ] 40% throwing stamina cost reduction
  - [ ] 15% resistance to thrown/embed damage

### Embeds

- [x] Adjust embed damage per second to be like /tg/ (in /tg/ spear has
around ~1.2 embed DPS, adjust for ~45% embed chance since we're not
implementing embed chance and its 0.54)
- [ ] Merge EmbeddableProjectileComponent and
EmbeddablePassiveDamageComponent
- [ ] Split SharedProjectileSystem into EmbeddableProjectileSystem
- [x] Embed to a specific body part and deal damage only to that part,
for now can randomly select body parts on embed
- [ ] ~~Normal passive damage becomes x0.2 when lying down~~
- [ ] Increased damage when moving, more bonus damage for running
(Jostle DPS on /tg/ is 0.2 running and 0.1 when walking/crawling)
- [x] All embeddables have a fall out time (30 or 45 secs)
- [ ] - [x] On damage examine, can see that an object is embeddable "It
can embed on a target if thrown."
- [ ] Negative moodlet for attached harmful embeddables
- [ ] On health examine target with embeds, can see embedded objects "He
has a spear embedded in his left arm."
- [x] On examine item that is embedded, can see to which body part the
item is embedded "The spear is embedded on Urist McHands's left arm."
- [ ] An embeddable removed outside of surgery deals a lot of damage (x2
thrown damage)
- [ ] Lying down prevents natural falling out and thus the damage with
non-surgical removal
- [ ] Surgical procedure on a body part to remove all embeds on it,
using hemostat for removal
- [x] Allow anyone to remove embedded cultist weapons even if they're
not a cultist

</details>

## Media

**Throwing Toolbox Tools**

https://github.com/user-attachments/assets/4e20568f-adf0-4be8-ac38-fc6b21fed03c

**Examine**

![image](https://github.com/user-attachments/assets/ef95e653-1491-4d9b-8f84-785c3df22763)

**Examine After Embedding**

![image](https://github.com/user-attachments/assets/edc79c8f-db23-4bd3-9fa7-3b47f79c5881)

## Changelog

🆑 Skubman
- add: The Throwing Update is here. You can throw most melee weapons at
the cost of stamina to deal damage from afar.
- add: Dozens of throwable weapons, mainly sharp weapons will now embed
on throw and deal damage every second until they're manually removed or
naturally fall off after some time.
- add: Examining the damage values of an item now shows its throwing
damage, throwing stamina cost, whether or not it embeds on a throw, and
if the embed deals damage over time.
- add: Examining an embedded item now shows what body part it's embedded
in.
- tweak: The traits High Adrenaline, Adrenal Dysfunction, Masochism and
Low Pain Tolerance now affect throwing attacks just like melee attacks.
- tweak: The default time to remove embedded items has been increased
from 3 to 5 seconds, and both the remover and the target with the
embedded item need to stand still during the removal.
- tweak: The time to pry up a floor tile with a crowbar and other tools
has been decreased from 1 second to 0.5 seconds. The throwing damage of
floor tiles has been increased. Go figure.
- fix: Attempting to throw a Blood Cultist item without being a cultist
will stun you and drop the item you're holding properly.

---------

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

(cherry picked from commit c40af73e43c394edb1e96f2bfcc278ca0d54f94e)

* fix

* Automatic Changelog Update (#1307)

(cherry picked from commit 33f80d679da22d870fb5e7d0beddfd67366b77a4)

* Replace Direct Uses of GameTicker Dictionary with `TryGetValue` (#33222) (#1329)

Cherry picks "Fix station events schedulers, antag selection and
possibly other systems acting weird in a rare scenario."
# Description

This is being PRed mostly as a fix to an issue which caused the round to
fail to start due to an error in antag selection, which did happen in
Thief antags and may also happen with Bloodcult gamemode.

Double posting from discord:
> It fixed issues caused with antag selection at roundstart which
affected roundstart Thief selection.
>
> Since cultists are also selected exactly at roundstart - unlike
traitors for instance, I think this might help with cultists too.
>
> I tried to force start bloodcult gamemode in the past and it failed to
start but I since I had tracebacks disabled trying to improve
performance I'm not sure this was the cause.
>

Credits to April for pointing this out for me after I commented on the
issue.

----

This cherry picks 79ff990ddf7c7af40f70bcc7ba2d3220730852ab removing
changes which change methods which do not exist yet on our side.

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
(cherry picked from commit 8216a6e60b114a65fb4662587e6e6f2e38dd242f)

* Fix Debug Assert. (#1325)

nothin' crazy, just annoying.

(cherry picked from commit ca7e5768be4350d13a0541005ad795b9fb17c2a7)

* Fix Melee Weapon Attack Speed (#1330)

Description.

Melee weapons got swapped from attacks/second to second/attack but the
actual attack rate value didn't get changed so weapons got all jumbled.
I'm pretty sure I got them all but I might've missed a few in weird
folders

🆑
- fix: Fixed melee weapons.

---------

Signed-off-by: dge21 <129136517+dge21@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit f9133933e72bb9c3f7b5d130fc3c3ceb4358b9cd)

* Automatic Changelog Update (#1330)

(cherry picked from commit 1592c0e225593707d03626f24e009ad089631e49)

* CVar CharacterRequirement (#1322)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

This takes in one CVar and one required value and simply checks if the
CVar's value as a string is equal to the required value. I could make it
use a list of them, but I really didn't think it was needed considering
CharacterAndLogic.

I also cleaned up CharacterRequirements.Profile.cs a bit.

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
(cherry picked from commit 34209e69c0251e279a7090bbd097825ffae70fde)

* Update Credits (#1326)

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>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 49b9c34f66528c92303fb3bf6dd8f8db55c435b6)

* Back Out "Flash Now Flashes Black Instead of White. (#14642)" (#1331)

Original commit changeset: c3dcc7a124

# Description

Dark flash is cowardly. Billions must be flashbanged irl

# Changelog

🆑
- tweak: Flashes are bright again!

(cherry picked from commit 6b1feac3b12fecb33cfb7e30354347e8443b9c41)

* Automatic Changelog Update (#1331)

(cherry picked from commit 48951ffc83393b6d0d007283206efc8af678c92a)

* Nix housekeeping

(cherry picked from commit 142ff101a3e7794250bd91422db7c3dbabcf1161)

* Port N14 Mapper Assets (#1315)

# Description

By request from Old Dance Jacket, who wanted to be able to use N14
Mapping Assets in SS14. We should probably trim this list down for what
assets aren't actually needed (Any asset that is 100% unique to Fallout
for instance)

# Changelog

🆑
- add: Added a large number of mapping assets from Nuclear14

(cherry picked from commit 3e9387686105cc7a0928e65682b8075f7e7737f4)

* Automatic Changelog Update (#1315)

(cherry picked from commit b4e9e44b0e2641fc5ea7936d9cdb5c156d3a2d39)

* Billions Must Flip (#1318)

# Description

Billions must flip.

https://github.com/Goob-Station/Goob-Station/pull/828
https://github.com/Goob-Station/Goob-Station/pull/832

# Changelog

🆑
- add: Spin, flip, and jump emotes have been added.

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: username <113782077+whateverusername0@users.noreply.github.com>
Co-authored-by: router <messagebus@vk.com>
(cherry picked from commit 0ed26cebf3e82c3aeb3d5d5096a3be6750cf1e77)

* Automatic Changelog Update (#1318)

(cherry picked from commit 39d250fb74e5da7d87fae08c662cd88f914d2df6)

* Re-Enable Clown/Mime Hardsuit and Clown Snoring (#1324)

# Description

Reverses one of the countless content removals from the old codebase EE
was based on by adding back the Clown hardsuit and Mime hardsuit as
craftable items. Also re-enables the unique clown snoring sound.

## Media

**Hardsuits (renamed to Vacsuit)**

<img width=400px
src="https://github.com/user-attachments/assets/92f77ef3-3380-4b98-a099-7ed28e260de2">

<br>

<img width=400px
src="https://github.com/user-attachments/assets/7940d34c-0e7c-4979-bd95-3992e3d79e98">

**Honk Mimimimi**

https://github.com/user-attachments/assets/2d8af9a6-d17d-4a94-9f59-7b3aafd987a2

## Changelog

🆑 Skubman
- fix: Fixed an issue where players could not craft clown hardsuits and
mime hardsuits on the crafting menu.
- fix: Fixed an issue where clowns did not have their signature silly
snore sound when sleeping.

---------

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 946b7664763b8b823215a710743d74b4b0dd6a79)

* Automatic Changelog Update (#1324)

(cherry picked from commit 48d63bacf6bd665c8ff98e33d5da3a0e1e4ffb52)

* Blood Cult DLC 1: Make It an Actually Playable Game (Mode) (#1276)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

You don't actually have to pay for it, y'know?
---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->

- [x] Fix bugs from discord thread.

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
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
-->

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

![Example Media Embed](https://example.com/thisimageisntreal.png)

</p>
</details>

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑
- add: In-game guide book to kickstart your sinister activities.
- add: Constructs now have abilities.
- add: Rending rune and apocalypse rune now should only be placed in the
specific spots on maps. Needs to be mapped.
- add: Veil Shifter now displays how much charges it has when examining.
- add: Cult runes now have descriptions. Also stating how much invokers
required for each rune.
- add: Blood rites can now be dropped&deleted.
- add: Blood rites now suck... blood in 0.5 tiles radius.
- remove: Non-cultists can no longer examine runes.
- fix: Fixed Cult Objective Target selection. You can (and should)
sacrifice your own people now.
- fix: Non cultists can no longer use veil shifter.
- fix: Teleport spell is no more a cheap rip-off and now actually
teleports.
- fix: Timed Factories can't no more produce infinite number of
entities.
- fix: Offering rune should now properly convert someone.
- fix: Sacrificing body with mind now properly transfers their mind to
soul shard.
- fix: Shadow Shackles now cuffs the target instead of the caster
(lmao).

---------

Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>
Signed-off-by: Remuchi <72476615+Remuchi@users.noreply.github.com>
Co-authored-by: Raphael Bertoche <bertocheraphael@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 975c673d41f7379975e3d9bed07d29a33371b39a)

* Automatic Changelog Update (#1276)

(cherry picked from commit 149afb608d2f84f4bd8c48443374ba7b9d72ff34)

* Automatic Changelog Update (#1335)

(cherry picked from commit 478e159fb76c497423e370bd583958295bbbb443)

* RobustToolbox

* fix: stun

* fix: stun

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: Skubman <ba.fallaria@gmail.com>
Co-authored-by: Tmanzxd <164098915+Tmanzxd@users.noreply.github.com>
Co-authored-by: Remuchi <72476615+remuchi@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+deathb4defeat@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Raphael Bertoche <rbertoche@cpti.cetuc.puc-rio.br>
Co-authored-by: DocNITE <docnite0530@gmail.com>
Co-authored-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: zelezniciar1 <39102800+zelezniciar1@users.noreply.github.com>
Co-authored-by: Eris <erisfiregamer1@gmail.com>
Co-authored-by: Ichaie <167008606+ichaie@users.noreply.github.com>
Co-authored-by: Emily Smith <41290202+Suraru@users.noreply.github.com>
Co-authored-by: Raphael Bertoche <bertocheraphael@gmail.com>
Co-authored-by: dge21 <129136517+dge21@users.noreply.github.com>
Co-authored-by: stellar-novas <stellar_novas@riseup.net>
2024-12-14 10:41:27 +02:00
Spatison
a2557f75a6 Upstream (#129) 2024-11-21 17:49:04 +07:00
VMSolidus
7d92c3e69f Soft-Refactor Geiger Counters (#615)
# Description

This refactors Geiger Counters so that their behavior of "Only making
sound to a person holding them" is no longer hardcoded. The
GeigerCounterComponent now can define how loud it ticks, how far away
people can hear the ticks, and whether it plays only for the person
holding it or for anyone nearby. This PR partially fulfills one of the
"Nice To Have" features requested for
https://github.com/Simple-Station/Einstein-Engines/pull/341 by making it
possible to create stationary radiation alarm objects. It also serves as
a substantial quality of life improvement for Engineering and Science
crew, since it's now possible to place an active Geiger counter in the
artifact lab, and then be able to audibly hear if the lab becomes
radioactive due to an artifact.

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



https://github.com/user-attachments/assets/74122135-7345-4995-bb0e-d1216e1d53b6



https://github.com/user-attachments/assets/de79db6f-e1c1-471f-88b5-0a47ff4bfa16


</p>
</details>

# Changelog

🆑
- add: Geiger Counters other than ones installed in Hardsuits now
generate an audible sound when active and exposed to radiation.
- add: Wall mounted geiger counters have been added to the game.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2024-08-09 12:13:13 +01:00
Pieter-Jan Briers
ccea85136b Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
(cherry picked from commit 68ce53ae17985876d6d112b764b2144964a9f42e)
2024-02-18 23:02:29 +01:00
LordCarve
ad35a2fda3 Obsolete refactor - ConnectedClient to Channel (#24409)
(cherry picked from commit 05a2e6b3a21e5fb3198432d885bbe28506d85b9c)
2024-01-27 23:44:02 +01:00
Nemanja
f2c9f4042d Experimental Anomaly Vessel (#22233)
* experimental anomaly vessel

* sprote changes
2023-12-16 19:34:18 +01:00
metalgearsloth
b1ee2d48ff Unrevert audio (#21330)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2023-12-02 20:16:36 +01:00
Leon Friedrich
e66c0b5035 Un-revert IPlayerManager refactor (#21244) 2023-10-31 19:00:44 +01:00
DrSmugleaf
9cc8a7fc81 Remove 700 usages of Component.Owner (#21100) 2023-10-20 15:31:13 +02:00
Debug
fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>
Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com>
Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com>
Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com>
Co-authored-by: Miro Kavaliou <miraslauk@gmail.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com>
Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com>
Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com>
Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com>
Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com>
Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com>
Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com>
Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
2023-10-03 14:15:46 -05:00
chromiumboy
5cc8c81707 Artifact containers can safely store radioactive objects (version 2) (#19652)
* Artifact containers suppress the radioactive of artifacts inside them

* Updated to reflect changes to RobustToolbox

* Made necessary changes after updating RT

* Removed test code

* Made requested change

* Updated due to changes to RobustToolbox

* Renamed function

* Updated to accommodate changes to RobustToolbox

* Actually resolve merge conflict?

* Removed unnecessary change

* Made requested changes

* retrigger checks

* Retrigger checks

---------

Co-authored-by: root <root@DESKTOP-HJPF29C>
2023-09-27 21:59:12 +02:00
metalgearsloth
c9648da984 Content update for NetEntities (#18935) 2023-09-27 21:59:12 +02:00
deltanedas
7e77720f01 Scale radiation intensity with stack size (#19869) 2023-09-07 13:59:08 -08:00
DrSmugleaf
a88e747a0b Refactor serialization copying to use source generators (#19412) 2023-08-22 18:14:33 -07:00
c4llv07e
1b4373d567 Fix radiation sound not working (#18282)
* Fix radiation sound not working

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Make Geiger sound local

Signed-off-by: c4llv07e <kseandi@gmail.com>

---------

Signed-off-by: c4llv07e <kseandi@gmail.com>
2023-07-25 18:35:19 -06:00
metalgearsloth
68480af109 Update content vectors to numerics (#17759) 2023-07-08 14:08:32 +10:00
metalgearsloth
67d7be9978 Minor radiation thing (#17768) 2023-07-01 23:22:45 +10:00
metalgearsloth
3b3963083b Replace GridEntityId with Owner (#12743) 2022-12-12 14:59:02 +11:00
Alex Evgrashin
04db7d0fdd Geiger counter (#12082) 2022-12-06 17:56:52 -08:00
metalgearsloth
6c76061887 Content changes for mapgrid kill (#12567) 2022-11-22 13:12:04 +11:00
metalgearsloth
c0abea8047 Content side for removing IMap / IMapGrid comps (#12357) 2022-11-04 10:12:25 +11:00
Leon Friedrich
1468ae785b Slight radiation performance improvements. (#11839) 2022-10-11 16:33:13 +11:00
Alex Evgrashin
7d882f22c9 Radiation rework (#10970) 2022-10-11 14:09:10 +11:00
Alex Evgrashin
cad6c760ad Radiation pulse ECS (#10641) 2022-08-31 03:24:21 -07:00
Leon Friedrich
c7ad6b709e Audio System Rejig (#9635) 2022-07-29 12:13:12 +10:00
metalgearsloth
8905996cfc Make raiselocalevent not broadcast by default (#8998) 2022-06-22 09:53:41 +10:00
keronshb
f7b1bda3e5 Reorders Sound Systems signatures to match Popup Systems. (#8728) 2022-06-13 09:45:47 +10:00
wrexbe
bc68ac96dd Cleanup the namespaces (#8132) 2022-05-13 17:59:03 +10:00
Alex Evgrashin
4aa45dc695 Remove IRadiationAct (#7757)
* Move radiation collector to ECS

* Damagable system

* Remove IRadiationAct

* Add small helper field

* Update Content.Server/Radiation/Systems/RadiationSystem.cs

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* Delete comment

* Fixed total rads

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
2022-04-28 22:36:25 +10:00
metalgearsloth
836930e733 EntityLookup as a system for content (#6931) 2022-03-03 21:18:35 +11:00
Pancake
61da69ee74 Singulo/Radiation Tweaks (#6045)
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2022-01-11 17:30:17 +11:00
Vera Aguilera Puerto
8b09d55b10 Fix weird lifestage autorefactors. 2021-12-09 12:39:51 +01:00
Vera Aguilera Puerto
cdc8336695 Even more resolve removals. 2021-12-08 17:41:14 +01:00
DrSmugleaf
2a3b7d809d Fix 3000 errors 2021-12-05 18:09:01 +01:00
Vera Aguilera Puerto
5cd42c9ad6 Inline UID 2021-12-03 15:53:09 +01:00
Vera Aguilera Puerto
a5b57c8e10 Inline Transform 2021-12-03 14:20:34 +01:00
Vera Aguilera Puerto
c2e6da1e54 Inline QueueDelete 2021-12-03 11:43:22 +01:00
Vera Aguilera Puerto
f10ed6c0c3 Inline GetAllComponents 2021-12-03 11:42:24 +01:00
Vera Aguilera Puerto
b2035543e2 Inline Deleted 2021-12-03 11:30:03 +01:00
E F R
9216d279af Events/RadiationStorm: Fancy radiation shader & SFX (#5612) 2021-12-01 13:21:17 -07:00
Paul Ritter
fbcb53dcc0 pvs content (#5484)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2021-11-30 15:20:38 +01:00
Vera Aguilera Puerto
b904efb942 Makes many thing that update on paused *not* do that. (#4938) 2021-10-18 23:58:34 +11:00
20kdc
41256cc84e Radiation pulse damage reduction (#4872) 2021-10-14 18:02:07 +00:00
20kdc
201b1bec89 Fix time management bugs in RadiationPulseSystem (#4743) 2021-10-02 10:53:09 -07:00
Vera Aguilera Puerto
0be5ff829b Gets rid of all ComponentManager usages. (#4707) 2021-09-28 13:35:29 +02:00
Silver
e708091518 Revert "Refactor Damage to use Protoypes (#4262)"
This reverts commit 20bf5739a9.
2021-08-24 01:06:32 -06:00
Silver
20bf5739a9 Refactor Damage to use Protoypes (#4262)
* Add DamageType And DamageGroup Prototypes

* Remove DamageTypePrototype Field "name" as its redundant

* Change I/DamageableComponent to use prototypes

* Update DamageContainer, ReisistanceSet and DamageChangeData

* Change Barotrauma Component to use DamageType from DamageSystem

* Update AsteroidRockComponent

* update some more components

* update some more components

* Fix m o r e c o m p o n e n t s and their damageType

* all thats left is bug/missing node hunting then verification.

* push changes

* update submodule

* Merge fixes

* Revert "#3935 implemented suggestions from PR"

This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.

* #4219 revert of single sound removal in EmitSoundSystem

* #4219 single sounds in EmitSoundSystem should work now

* #4219 some small project tweaks

* push DGP for example

* update damagecomponent across shared and server

* fix a few bugs

* #4219 upgraded EmitSoundSystem to use SoundSpecifier

* replacing sound (collection) names with SoundSpecifier - part 1

* #4219 pr tweaks

* #4219 pr tweak

(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)

* emitsoundsystem tweak

* first windoor commit

* finished yaml

* windoors work #Dab

* sound + locked prototypes

* Inserted SoundSpecifier where appropiate

* added comment

* removed TryGetSound + made some SoundSpecifier datafields required

* changed some prototypes' sound paths

* test fixes

* Fix Merge issues

* Made plasma grindable (#4334)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>

* Automatic changelog update

* Fixes invalid yaml line (#4408)

* Fix potential timer exception

* SetTile during extensions test (#4409)

Mainly so it can actually account for accurate grid bounds when doing the test

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>

* Update submodule

* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.

* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)

* Refactor IDoorCheck into entity events (#4366)

* IDoorCheck refactored to events

# Conflicts:
#	Content.Server/Atmos/TileAtmosphere.cs
#	Content.Server/Doors/Components/AirlockComponent.cs
#	Content.Server/Doors/Components/FirelockComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Doors/IDoorCheck.cs

* namespaces

* Fix mapinit bug with refreshautoclose

* ok i guess these just didnt feel like staging today

* Automatic changelog update

* AtmosDevices can optionally process in space. (#4405)

Refactors some misc atmos things, too.

* Fix gravity generator yeeting

* Enables nullables for atmos internals

* Meth (#4186)

* adds an overdose metabolism with sensible default settings

* adds the compoenents for the run fast part of meth

* not sure what I changed here but I trust my past self to not fuck up for once

* adds basic meth recipe

* correctly names comething

* I really should've checked my spelling before making this pr

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

* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast

* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"

This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.

* tweak

* tweak

* git's gitting on my nerves

* some small tweaks

* don't need these anymore

* makes some stuff required

* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit

* extremely minor change

* removes overdose, because however it's gonna be done, it's definitely not my way

* i should really double check every key I press

* hm

* sigh, I should be more thorough with looking at error messages.

* beenus

* gay sex is gay

* this one goes out to bingo

* reviews

* not sure why status lifetime description wasn't being commited

* Update MovespeedModifierMetabolism.cs

Co-authored-by: mirrorcult <notzombiedude@gmail.com>

* adds VV to component variables

* rebalances meth, and makes the completely unrealistic recipe properly work now

* meth effects should go away now or something do you think I test these changes before pushing??

* ah yes, orginization

* adds proper recipe and prequisite chemicals

* fixes linter hopefully

* Update chemicals.yml

* a

* starts working on prediction

* thing

* predmiction??

* changes thing

* does it properly

* uses timespan instead of timer

* uses dif timers and adds a system

* updates robust and tweaks a small thing

* Fixes

* "Fix" prediction

* starts changing the timer to timespans to avoid icky on timer end

* okay fixes the check thing but now meth is broken and I don't know why

* fixes predicition (partially)

* Delete ContentNetIDs.cs

whoops

* some changes advised by sloth

* certified scalycode fix right here

* moves resettimer to the metabolism to make it less oop stinky

* moves resettimer to the metabolism to make it less oop stinky

* gamin

* when the  is

* updates mth colour to be accurate because I forgot

* abc hard ok

* everything should be up to date now

* makes MovespeedModifierMetabolism ECS and cleans up some other stuff

* does a fixy wixy

* fix thing

* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"

This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.

* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""

This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.

* fix hopefully

* updates metabolism to works with mirror's fancy new system

* updates yaml + tweaks

* bruh

* yaml moment

* :yaml moment

* Revert " :yaml moment"

This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.

* 99th commit yay, also I need to not do this

* removes something that I don't need

* makes system work with this and gets rid of unnesescary check

* make the update only work on active components

* oops

* Cleanup

* alphabetise this shit

* Touchup

* Woops stupid alloc by me

* Nerf nyoom for now

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Random offset for DefaultGrid every round (#4411)

* Random offset for DefaultGrid every round

This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.

* Fix clickable test

* Fix entitysystemextensions

* Automatic changelog update

* Document a few atmos classes.

* Update submodule

We do a little bit of debugging

* Make pulling feel less crap (#4414)

Something something pulling refactor someday

* Automatic changelog update

* Comment joint prediction

* Add CVar for random grid offset, disable it by default.

* Fixes not taking pressure damage in space.
Fixes #4415

* Automatic changelog update

* Adds an alternate jumpsuit for botany (#4419)

* Adds an alternate botanists jumpsuit

* Updated license information

* Automatic changelog update

* Added two new small areas to maintenence (#4359)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Updated meta.json to standard

* Update meta.json to standard

* a

* Revert "Update meta.json to standard"

This reverts commit 4c6702f17b.

* Revert "Updated meta.json to standard"

This reverts commit 8ea7a3ad1f.

* fix rsi

* proper sprites + visualizes nicely

* Removes broken new-line markers from a few desc.

* Fixes a localization error with solution container descriptions

* construction

* reviews + test

* remove SetLayerVisibility, doesnt work for some reason

* swept moment

* leftover

* Automatic changelog update

* Fix can't return to body bug (#4424)

* Automatic changelog update

* Update submodule

* Fix gas tile overlays on shuttles

* Offset station on roundstart again

* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...

* Automatic changelog update

* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.

* Automatic changelog update

* Pointing coordinate fixes.

* Automatic changelog update

* Further pickup animation improvements.

* Adds Science Windoors (#4433)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Gave CMO a Hardsuit (#4434)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fixed station engineer table spawn (#4436)

* Maps in windoors (#4432)

* Automatic changelog update

* Losing a head doesn't mean you lose your eyes #3956 #4061 (#4225)

Co-authored-by: Michael Will <will_m@outlook.de>

* Automatic changelog update

* Adds windoors for security and the brig. (#4441)

* Automatic changelog update

* Remaps Chemistry and Security, and some Mapping Fixes (#4442)

* Automatic changelog update

* Made the cloning pod and medical scanner constructible (#4439)

* Made the cloning machine pod constructable

* Added everything like I did but with the Medical Scanner

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fix fixed-point format specifier in PowerCellComponent

* Update submodule

* Actually update submodule

The last one was a test to check if you were paying attention.

* Update maps for grid collisions (#4450)

* Update submodule

* Fixes the windoor in science. (#4444)

* Automatic changelog update

* Remove IActionBlocker.CanMove (#4449)

* Remove IActionBlocker.CanMove

Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.

* Make that check faster

* Added restrictions for what can be inserted into most belts (#4367)

* Belts now restrict what can be inserted into them

* Bandolier now only holds shotgun shells

* Tiny typo

* Another tiny typo

* Automatic changelog update

* Fix indentation

* Fix stuff

* Fix gas canister

* Organize gas canister prototype

* Fix audio occlusion

This was previously being done on every SoundComponent.

* Call SoundSystem instead

* Parents crowbar-red and merges RSIs

* Deletes old crowbar_red.rsi

* Abstracts BasePlushie and ReagentContainerBase

* Adds missing suffixes to debug items and tags them all

* Crematorium now makes a noise on start and during cremation (#4459)

* Automatic changelog update

* Refactor disposals to ECS (#4418)

* ECS up disposals

Also significantly reduced its CPU usage.

* Make update significantly less S L O W

* Start units pressurised

* Client-side flush lerping

* Fix powered not toggling UI

* Fix flush button

* InteractUsing

* Minor optimisations

* Fix collisions

* Make visual state ECS

* Almost done with shared

* Most stuff moved

* Optimise item sleeping

* Automatic changelog update

* Fix door sound dampening (#4453)

* Completely fix NPC pathfinding

Through rigorous investigation and hard work.

* Implement Entity List Display and rework StorageComponent window (#4140)

* Create EntityListDisplay

* Rework ClientStorage window

* Add styling

* Remove unnecessary colors

* Rename list

* Make scrollbar push content

* Change children update a bit

* Add old index

* Localize ClientStorageComponent

* Add size return

* Remove spaces

* Fix usings

* Fix tool sounds.
Fixes #4465

* Automatic changelog update

* Fix missing sounds (#4466)

* Fix missing sounds

* Make SoundHitSpecies fallback to SoundHit

* Fix crayon YAML

* Update PlaySoundBehavior YAML

* Fix required

* Update README.md

* Fix taser physics (#4470)

* Increase MoverController performance (#4448)

Should be a decent amount; rest will come from removing IActionBlocker.

* Remove throwing fixture error

* Update submodule

* Fix sound crash when making foam (#4476)

* Automatic changelog update

* Centers some sprites

* Fix showatmos

* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly

* Remove pillcomponent (#4469)

* Remove PillComponent

* Make food without any solution left delete and create trash

* Replace PillComponent references with a Pill tag

* Clean up

* Add swallow message to food

* Change to eatMessage override

* Change FoodComponent transferAmount to nullable

* Change properties to private

* ItemCabinetVisualizer uses layers (#4445)

* ItemCabinetVisualizer uses layers

* Reviews applied

* Fixes the fireaxe cabinet as well

* I'm dumb

* Fixes bedsheets being unpickupable (#4479)

* Automatic changelog update

* Adds inhands for crayons and the crayon box (#4481)

* Automatic changelog update

* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)

* Automatic changelog update

* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)

* Adds plant clippers

* Updates sycthe, hoe and spade sprites

* Adds inhands for radio/walkietalkie (#4483)

* Adds inhands for radio/walkietalkie and separates layers

* License thingy

* Fixes test

* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)

* Can equip spears and claymores on your back now

* Adds fireaxe and baseball bat back equip

* Automatic changelog update

* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma

* am big dumdum pls no shed

* Owner Transform to Owner in SoundSystem calls (#4460)

* Owner Transform to Owner

* Owner Transform to Owner minor fixes

* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!

* Update submodule

* Version v0.5.11 does not exist

* Update submodule

We don't talk about v0.5.12 either.

* Update submodule

For the last time

* Adds duck-related content and a seclite (#4489)

* Added rubber ducky

* Adds ducky slippers

* Adds seclite

* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* The duck slippers now quack as you walk

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Automatic changelog update

* Adds the ability to assign equip sounds in ClothingComponent (#4485)

* Initial

* Works (Kinda)

* Polish

* Reviews

* Removes vending inventory desc and adds missing vending machine descriptions (#4493)

* Removes inventory descriptions

* Adds missing vending machine descriptions using inventory descriptions

* Woops missed a file

* Automatic changelog update

* Adds a ton more inhands (#4488)

* Removed useless loc and added inhands for some lamps

* Adds a ton of inhands to the game

* Actually adds the pill inhand

* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Added open/close/stacklayers for Matchbox and inhands (#4496)

* Added open/close/stacklayers for Matchbox

* Added inhands for matchbox

* What am I a clown not gonna leave no indent spaces

* Adds sound to fire extinguisher safety (#4494)

* Automatic changelog update

* Adds a 6pack of Cola (#4499)

* Adds a 6pack of Cola

* Revert "Adds a 6pack of Cola"

This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.

* Revert "Revert "Adds a 6pack of Cola""

This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.

* Automatic changelog update

* Fix H-pulling? (#4425)

In retrospect the answer is easy, but man this took a while.

* Automatic changelog update

* Makes DiceComponent ECS

* Makes PlaceableSurface ECS

* Added classic announcement sound to announcements (#4504)

* Automatic changelog update

* Refactors throw events, makes cream pies ECS (#4500)

* Automatic changelog update

* Port the tumbler from Box2D (#4486)

* Subscribe TransformComponent events by-ref (#4478)

* Refactor damageablecomponent update (#4406)

* Fixing merge.

I messed up part of the merge. this should fix it?

* Barotrauma now uses prototypeManager

As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]

* FlammableComponent now uses prototypeManager

* SuicideCommands now use prototypeManager

* Changed  many files to use prototypeManager to resolve damaege prototypes

Yeah.... prototype references would be very nice. maybe this was all a waste of time.

* Grouping prototypeManager.Index with datafield definitions

This will make it easier to eventually add prototype references

* removed unused variable

* Moved lines around.

Lines now consistent with other TODO PROTOTYPE blocks

* Grouping more prototypeManager.Index with datafield definitions

* Removed unnecessary code

* Added more prototypeManager indexing

These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.

* Remove redundant _damage field

* Remove redundant _currentTemperature

* Moved variables down

* Added prototypeManager indexing to TemperatureComponent

* WeaponComponent/System now use ProtptypeManager

And as far as I can tell damageType is required, and therefore should never have been null anyway?

* Make ranged weapon clumsy fire effects datafields

And yes, the order in which the clumsy effects occur is very important.

* Made damage on vital body part loss a datafield

* Renamed several damageGroup variables to group

* Capitalised DamageListToDamageGroup

* Make radiation and explosion damage types datafields

* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs

* Fixed mistakes

Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent

* Added necessary code

Is something tragically wrong?

* MeleeWeapon damageType is not actually required

* Fixing someone else's mistakes

A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?

* Changed and renamed damageTypeToDamageGroup

Previously would incorrectly return the total container damage for each group, not the total in the group

* renaming varitables

* Renamed variable DamageClasses

* Added dictionary converting functions

* Added ID-keyed dictionaries

* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries

Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.

* Fix Medical Scanner

* Summary (required)

The joke here is that this fixes the empty summary.

* Removed DamageableComponent.GetDamageGroup/Type

* Renamed "damage classes" to groups.

* Update ChangeDamage description

* Replaced Heal() with SettAllDamage()

Heal() was just a confusing name,

* More Class -> Group renaming

* Replace Class with Group in yaml files

DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml

Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?

* Fix _prototypeManager being null errors.

* Changing comments

Where are the prototype references

* MetabolismComponent doesn't give free heals anymore.

* Changes HungerComponent healing.

Previously I think it would actually damage you.  Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.

* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype

previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.

* modified DamageableComponent.ChangeDamage()

ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.

Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.

Also made some general changes to ignoreResistances()

* Changed class->group and added missing damage type functionality to DamageContainerPrototypes

* Added Comments to damage.yml

* Misc Changes to DamageableComponent

* Differentiated between group support and group applicability

So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.

* Added proposed alternative to ChangeDamage()

* fixed error in DamageGroupPrototype

* Changes to DamageableComponent

Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)

Some minor logic changes, mostly for incorrect descirptions of boolean return values.

Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter

* Generalised MedicalScannerComponent

If needed, can print miscellaneous damage types now

* Fixed HealthChangeMetabolism bug

* Changing Comments around

* More questions

* Made Barotrauma default to blunt

* Fix RejuvenateTest.cs

* Comments

* Coments and variable names

* fix some master-merge issues

* Removed redundant fields

* Misc changes for readbility of PR diff

* Consistent naming

* Fixed atmos damage bug

* Removed Ranting

* Fixed Hunger after I broke it

* Fixing Bugs

* Removed stupid question

* Removed more stupid questions

* Fix potential null errors.

* Made boolean return values consistent

Also renamed several functions, to make it clear they return a bool. Docs were also updated.

* Removed IoCManager.InjectDependencies()

* Removed unnecessary 'suffocation' prefix

* Fixed Spelling

Also removed accidentally left in logger call

* Fixed Medical Scanner

* Apply suggestions from code review

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Changing comments and whitespaces

* Made damage thresholds trigger  datafields required

* So many typos

* Changes to DamageableComponents

Changed documentation in IDamageableComponent

Made testing code more readable.

Relabelled groups as 'Applicable' either 'Fully Supported'

* Removed function and degeneralised

* Update DamageableComponent.cs

Removed unused parameters
Fixed Networking

* Added IoCManager.Resolve

* Now using alternative TryChangeDamage()

* Removed function from DamageGroupPrototype

* Removing comments

* Remove bad if statement?

* Fix damageChanged ordering

* Fix hurt server command

* Changed //TODO PROTOTYPE blocks

Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.

Also added default damage types to some more datafields

* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs

* Another class-> group

* Fix bug in generalisation of damage container prototypes

* Addes Tests to make sure I dont keep adding bugs to my own code.

* Changed Return values when setting

* Removed unused class

* Added more tests, split tests into three files

* Made damage types public and VV read-write-able

* Minor changes to DamageableComponent

Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields

* Fix Suicide, by adding IoC Resolve()

* Fix DamageGroupTrigger bug

* Fix typos in tests

* Change comments./docstrings & spacing

* Merge tests, use test prototypes

Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Add Alt-click functionality (#4497)

* Fix ItemSlot Bug

* Add Alt-use Key

* Fix TransferAmount window bug

* Alt-click functionality

* Added AltInteract verbs

* Add new verbs

* verb icons

* Changed Comments

* Change Comments

* Fix disposal verbs

* Changed Get...() to Get...OrNull()

* Changed alt-interact combat behaviour

* Update verb icons

* Inventory interact event

* Add Alt+E secondary binding

* Add alt-z keybinding

* Rename AltUse -> AltActivateItemInWorld

* Automatic changelog update

* Fixes chocolate/energy bar (#4503)

* Bring refactor-damageablecomponent branch up-to-date with master (#4510)

* Revert "#3935 implemented suggestions from PR"

This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.

* #4219 revert of single sound removal in EmitSoundSystem

* #4219 single sounds in EmitSoundSystem should work now

* #4219 some small project tweaks

* #4219 upgraded EmitSoundSystem to use SoundSpecifier

* replacing sound (collection) names with SoundSpecifier - part 1

* #4219 pr tweaks

* #4219 pr tweak

(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)

* emitsoundsystem tweak

* first windoor commit

* finished yaml

* windoors work #Dab

* sound + locked prototypes

* Inserted SoundSpecifier where appropiate

* added comment

* removed TryGetSound + made some SoundSpecifier datafields required

* changed some prototypes' sound paths

* test fixes

* Made plasma grindable (#4334)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>

* Automatic changelog update

* Fixes invalid yaml line (#4408)

* Fix potential timer exception

* SetTile during extensions test (#4409)

Mainly so it can actually account for accurate grid bounds when doing the test

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>

* Update submodule

* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.

* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)

* Refactor IDoorCheck into entity events (#4366)

* IDoorCheck refactored to events

# Conflicts:
#	Content.Server/Atmos/TileAtmosphere.cs
#	Content.Server/Doors/Components/AirlockComponent.cs
#	Content.Server/Doors/Components/FirelockComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Doors/IDoorCheck.cs

* namespaces

* Fix mapinit bug with refreshautoclose

* ok i guess these just didnt feel like staging today

* Automatic changelog update

* AtmosDevices can optionally process in space. (#4405)

Refactors some misc atmos things, too.

* Fix gravity generator yeeting

* Enables nullables for atmos internals

* Meth (#4186)

* adds an overdose metabolism with sensible default settings

* adds the compoenents for the run fast part of meth

* not sure what I changed here but I trust my past self to not fuck up for once

* adds basic meth recipe

* correctly names comething

* I really should've checked my spelling before making this pr

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

* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast

* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"

This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.

* tweak

* tweak

* git's gitting on my nerves

* some small tweaks

* don't need these anymore

* makes some stuff required

* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit

* extremely minor change

* removes overdose, because however it's gonna be done, it's definitely not my way

* i should really double check every key I press

* hm

* sigh, I should be more thorough with looking at error messages.

* beenus

* gay sex is gay

* this one goes out to bingo

* reviews

* not sure why status lifetime description wasn't being commited

* Update MovespeedModifierMetabolism.cs

Co-authored-by: mirrorcult <notzombiedude@gmail.com>

* adds VV to component variables

* rebalances meth, and makes the completely unrealistic recipe properly work now

* meth effects should go away now or something do you think I test these changes before pushing??

* ah yes, orginization

* adds proper recipe and prequisite chemicals

* fixes linter hopefully

* Update chemicals.yml

* a

* starts working on prediction

* thing

* predmiction??

* changes thing

* does it properly

* uses timespan instead of timer

* uses dif timers and adds a system

* updates robust and tweaks a small thing

* Fixes

* "Fix" prediction

* starts changing the timer to timespans to avoid icky on timer end

* okay fixes the check thing but now meth is broken and I don't know why

* fixes predicition (partially)

* Delete ContentNetIDs.cs

whoops

* some changes advised by sloth

* certified scalycode fix right here

* moves resettimer to the metabolism to make it less oop stinky

* moves resettimer to the metabolism to make it less oop stinky

* gamin

* when the  is

* updates mth colour to be accurate because I forgot

* abc hard ok

* everything should be up to date now

* makes MovespeedModifierMetabolism ECS and cleans up some other stuff

* does a fixy wixy

* fix thing

* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"

This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.

* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""

This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.

* fix hopefully

* updates metabolism to works with mirror's fancy new system

* updates yaml + tweaks

* bruh

* yaml moment

* :yaml moment

* Revert " :yaml moment"

This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.

* 99th commit yay, also I need to not do this

* removes something that I don't need

* makes system work with this and gets rid of unnesescary check

* make the update only work on active components

* oops

* Cleanup

* alphabetise this shit

* Touchup

* Woops stupid alloc by me

* Nerf nyoom for now

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Random offset for DefaultGrid every round (#4411)

* Random offset for DefaultGrid every round

This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.

* Fix clickable test

* Fix entitysystemextensions

* Automatic changelog update

* Document a few atmos classes.

* Update submodule

We do a little bit of debugging

* Make pulling feel less crap (#4414)

Something something pulling refactor someday

* Automatic changelog update

* Comment joint prediction

* Add CVar for random grid offset, disable it by default.

* Fixes not taking pressure damage in space.
Fixes #4415

* Automatic changelog update

* Adds an alternate jumpsuit for botany (#4419)

* Adds an alternate botanists jumpsuit

* Updated license information

* Automatic changelog update

* Added two new small areas to maintenence (#4359)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Updated meta.json to standard

* Update meta.json to standard

* a

* Revert "Update meta.json to standard"

This reverts commit 4c6702f17b.

* Revert "Updated meta.json to standard"

This reverts commit 8ea7a3ad1f.

* fix rsi

* proper sprites + visualizes nicely

* Removes broken new-line markers from a few desc.

* Fixes a localization error with solution container descriptions

* construction

* reviews + test

* remove SetLayerVisibility, doesnt work for some reason

* swept moment

* leftover

* Automatic changelog update

* Fix can't return to body bug (#4424)

* Automatic changelog update

* Update submodule

* Fix gas tile overlays on shuttles

* Offset station on roundstart again

* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...

* Automatic changelog update

* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.

* Automatic changelog update

* Pointing coordinate fixes.

* Automatic changelog update

* Further pickup animation improvements.

* Adds Science Windoors (#4433)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Gave CMO a Hardsuit (#4434)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fixed station engineer table spawn (#4436)

* Maps in windoors (#4432)

* Automatic changelog update

* Losing a head doesn't mean you lose your eyes #3956 #4061 (#4225)

Co-authored-by: Michael Will <will_m@outlook.de>

* Automatic changelog update

* Adds windoors for security and the brig. (#4441)

* Automatic changelog update

* Remaps Chemistry and Security, and some Mapping Fixes (#4442)

* Automatic changelog update

* Made the cloning pod and medical scanner constructible (#4439)

* Made the cloning machine pod constructable

* Added everything like I did but with the Medical Scanner

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fix fixed-point format specifier in PowerCellComponent

* Update submodule

* Actually update submodule

The last one was a test to check if you were paying attention.

* Update maps for grid collisions (#4450)

* Update submodule

* Fixes the windoor in science. (#4444)

* Automatic changelog update

* Remove IActionBlocker.CanMove (#4449)

* Remove IActionBlocker.CanMove

Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.

* Make that check faster

* Added restrictions for what can be inserted into most belts (#4367)

* Belts now restrict what can be inserted into them

* Bandolier now only holds shotgun shells

* Tiny typo

* Another tiny typo

* Automatic changelog update

* Fix indentation

* Fix stuff

* Fix gas canister

* Organize gas canister prototype

* Fix audio occlusion

This was previously being done on every SoundComponent.

* Call SoundSystem instead

* Parents crowbar-red and merges RSIs

* Deletes old crowbar_red.rsi

* Abstracts BasePlushie and ReagentContainerBase

* Adds missing suffixes to debug items and tags them all

* Crematorium now makes a noise on start and during cremation (#4459)

* Automatic changelog update

* Refactor disposals to ECS (#4418)

* ECS up disposals

Also significantly reduced its CPU usage.

* Make update significantly less S L O W

* Start units pressurised

* Client-side flush lerping

* Fix powered not toggling UI

* Fix flush button

* InteractUsing

* Minor optimisations

* Fix collisions

* Make visual state ECS

* Almost done with shared

* Most stuff moved

* Optimise item sleeping

* Automatic changelog update

* Fix door sound dampening (#4453)

* Completely fix NPC pathfinding

Through rigorous investigation and hard work.

* Implement Entity List Display and rework StorageComponent window (#4140)

* Create EntityListDisplay

* Rework ClientStorage window

* Add styling

* Remove unnecessary colors

* Rename list

* Make scrollbar push content

* Change children update a bit

* Add old index

* Localize ClientStorageComponent

* Add size return

* Remove spaces

* Fix usings

* Fix tool sounds.
Fixes #4465

* Automatic changelog update

* Fix missing sounds (#4466)

* Fix missing sounds

* Make SoundHitSpecies fallback to SoundHit

* Fix crayon YAML

* Update PlaySoundBehavior YAML

* Fix required

* Update README.md

* Fix taser physics (#4470)

* Increase MoverController performance (#4448)

Should be a decent amount; rest will come from removing IActionBlocker.

* Remove throwing fixture error

* Update submodule

* Fix sound crash when making foam (#4476)

* Automatic changelog update

* Centers some sprites

* Fix showatmos

* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly

* Remove pillcomponent (#4469)

* Remove PillComponent

* Make food without any solution left delete and create trash

* Replace PillComponent references with a Pill tag

* Clean up

* Add swallow message to food

* Change to eatMessage override

* Change FoodComponent transferAmount to nullable

* Change properties to private

* ItemCabinetVisualizer uses layers (#4445)

* ItemCabinetVisualizer uses layers

* Reviews applied

* Fixes the fireaxe cabinet as well

* I'm dumb

* Fixes bedsheets being unpickupable (#4479)

* Automatic changelog update

* Adds inhands for crayons and the crayon box (#4481)

* Automatic changelog update

* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)

* Automatic changelog update

* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)

* Adds plant clippers

* Updates sycthe, hoe and spade sprites

* Adds inhands for radio/walkietalkie (#4483)

* Adds inhands for radio/walkietalkie and separates layers

* License thingy

* Fixes test

* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)

* Can equip spears and claymores on your back now

* Adds fireaxe and baseball bat back equip

* Automatic changelog update

* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma

* am big dumdum pls no shed

* Owner Transform to Owner in SoundSystem calls (#4460)

* Owner Transform to Owner

* Owner Transform to Owner minor fixes

* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!

* Update submodule

* Version v0.5.11 does not exist

* Update submodule

We don't talk about v0.5.12 either.

* Update submodule

For the last time

* Adds duck-related content and a seclite (#4489)

* Added rubber ducky

* Adds ducky slippers

* Adds seclite

* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* The duck slippers now quack as you walk

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Automatic changelog update

* Adds the ability to assign equip sounds in ClothingComponent (#4485)

* Initial

* Works (Kinda)

* Polish

* Reviews

* Removes vending inventory desc and adds missing vending machine descriptions (#4493)

* Removes inventory descriptions

* Adds missing vending machine descriptions using inventory descriptions

* Woops missed a file

* Automatic changelog update

* Adds a ton more inhands (#4488)

* Removed useless loc and added inhands for some lamps

* Adds a ton of inhands to the game

* Actually adds the pill inhand

* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Added open/close/stacklayers for Matchbox and inhands (#4496)

* Added open/close/stacklayers for Matchbox

* Added inhands for matchbox

* What am I a clown not gonna leave no indent spaces

* Adds sound to fire extinguisher safety (#4494)

* Automatic changelog update

* Adds a 6pack of Cola (#4499)

* Adds a 6pack of Cola

* Revert "Adds a 6pack of Cola"

This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.

* Revert "Revert "Adds a 6pack of Cola""

This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.

* Automatic changelog update

* Fix H-pulling? (#4425)

In retrospect the answer is easy, but man this took a while.

* Automatic changelog update

* Makes DiceComponent ECS

* Makes PlaceableSurface ECS

* Added classic announcement sound to announcements (#4504)

* Automatic changelog update

* Refactors throw events, makes cream pies ECS (#4500)

* Automatic changelog update

* Port the tumbler from Box2D (#4486)

* Subscribe TransformComponent events by-ref (#4478)

* Add Alt-click functionality (#4497)

* Fix ItemSlot Bug

* Add Alt-use Key

* Fix TransferAmount window bug

* Alt-click functionality

* Added AltInteract verbs

* Add new verbs

* verb icons

* Changed Comments

* Change Comments

* Fix disposal verbs

* Changed Get...() to Get...OrNull()

* Changed alt-interact combat behaviour

* Update verb icons

* Inventory interact event

* Add Alt+E secondary binding

* Add alt-z keybinding

* Rename AltUse -> AltActivateItemInWorld

* Automatic changelog update

* Fixes chocolate/energy bar (#4503)

* Fix merge issues

Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Singularity fixes (#4383)

* Singularity fixes

* Fix the rest

* Woops

* ahh

* Nerf singulo for now

* Final touchups for now

* Review

* Automatic changelog update

* Fix PA construction crash, make it clear that PA construction needs LV cables (#4506)

* Automatic changelog update

* Add security barriers (#4458)

* Add sprites

* Lock system now raises lock toggle events

* Add prototype and barrier system

* Toggle lock on click

* Barrier blocks bullets (like a real wall)

* Barrier now destroyable

* Fancy visualzer and lighting. Also unlock by default

* Deleted comma

* Ignored components?

* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml

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

* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml

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

* Toggle Lock no longer handled

* Made it much easier to move through airlocks

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

* Automatic changelog update

* Updates name of LV cable coil

* Admin ghosts can now interact with stuff (#4178)

* Ghosts now have a bool for interacting with stuff

* Wrong ghost

* Simping for Swept

* Merge cleanup

* IT'S ODNE

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Added Basic Parts Technology (#4440)

* Added parts Technology

* is something they're something

bad grammar

* Update Parts.yml

* Update technologies.yml

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>

* Add basic meteor swarm (#4420)

* Add basic meteor swarm

* Map fixes

* Dependency cache

* Fix projectile crash

* Last of the reviews

* Automatic changelog update

* Update content for PhysicsMapComponent (#4462)

* Update content for PhysicsMapComponent

* Fix command

* Cache broadphasesystem

* Update submodule

* Update SS14 for grid contraction (#4452)

* Update SS14 for grid contraction

* Remove more dummy chunks

* Update submodule

* ratio's rects

* Add DamageType And DamageGroup Prototypes

* Remove DamageTypePrototype Field "name" as its redundant

* Change I/DamageableComponent to use prototypes

* Update DamageContainer, ReisistanceSet and DamageChangeData

* Change Barotrauma Component to use DamageType from DamageSystem

* Update AsteroidRockComponent

* update some more components

* update some more components

* Fix m o r e c o m p o n e n t s and their damageType

* all thats left is bug/missing node hunting then verification.

* push changes

* update submodule

* Merge fixes

* push DGP for example

* update damagecomponent across shared and server

* fix a few bugs

* Fix Merge issues

* Refactor damageablecomponent update (#4406)

* Fixing merge.

I messed up part of the merge. this should fix it?

* Barotrauma now uses prototypeManager

As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]

* FlammableComponent now uses prototypeManager

* SuicideCommands now use prototypeManager

* Changed  many files to use prototypeManager to resolve damaege prototypes

Yeah.... prototype references would be very nice. maybe this was all a waste of time.

* Grouping prototypeManager.Index with datafield definitions

This will make it easier to eventually add prototype references

* removed unused variable

* Moved lines around.

Lines now consistent with other TODO PROTOTYPE blocks

* Grouping more prototypeManager.Index with datafield definitions

* Removed unnecessary code

* Added more prototypeManager indexing

These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.

* Remove redundant _damage field

* Remove redundant _currentTemperature

* Moved variables down

* Added prototypeManager indexing to TemperatureComponent

* WeaponComponent/System now use ProtptypeManager

And as far as I can tell damageType is required, and therefore should never have been null anyway?

* Make ranged weapon clumsy fire effects datafields

And yes, the order in which the clumsy effects occur is very important.

* Made damage on vital body part loss a datafield

* Renamed several damageGroup variables to group

* Capitalised DamageListToDamageGroup

* Make radiation and explosion damage types datafields

* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs

* Fixed mistakes

Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent

* Added necessary code

Is something tragically wrong?

* MeleeWeapon damageType is not actually required

* Fixing someone else's mistakes

A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?

* Changed and renamed damageTypeToDamageGroup

Previously would incorrectly return the total container damage for each group, not the total in the group

* renaming varitables

* Renamed variable DamageClasses

* Added dictionary converting functions

* Added ID-keyed dictionaries

* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries

Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.

* Fix Medical Scanner

* Summary (required)

The joke here is that this fixes the empty summary.

* Removed DamageableComponent.GetDamageGroup/Type

* Renamed "damage classes" to groups.

* Update ChangeDamage description

* Replaced Heal() with SettAllDamage()

Heal() was just a confusing name,

* More Class -> Group renaming

* Replace Class with Group in yaml files

DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml

Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?

* Fix _prototypeManager being null errors.

* Changing comments

Where are the prototype references

* MetabolismComponent doesn't give free heals anymore.

* Changes HungerComponent healing.

Previously I think it would actually damage you.  Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.

* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype

previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.

* modified DamageableComponent.ChangeDamage()

ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.

Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.

Also made some general changes to ignoreResistances()

* Changed class->group and added missing damage type functionality to DamageContainerPrototypes

* Added Comments to damage.yml

* Misc Changes to DamageableComponent

* Differentiated between group support and group applicability

So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.

* Added proposed alternative to ChangeDamage()

* fixed error in DamageGroupPrototype

* Changes to DamageableComponent

Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)

Some minor logic changes, mostly for incorrect descirptions of boolean return values.

Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter

* Generalised MedicalScannerComponent

If needed, can print miscellaneous damage types now

* Fixed HealthChangeMetabolism bug

* Changing Comments around

* More questions

* Made Barotrauma default to blunt

* Fix RejuvenateTest.cs

* Comments

* Coments and variable names

* fix some master-merge issues

* Removed redundant fields

* Misc changes for readbility of PR diff

* Consistent naming

* Fixed atmos damage bug

* Removed Ranting

* Fixed Hunger after I broke it

* Fixing Bugs

* Removed stupid question

* Removed more stupid questions

* Fix potential null errors.

* Made boolean return values consistent

Also renamed several functions, to make it clear they return a bool. Docs were also updated.

* Removed IoCManager.InjectDependencies()

* Removed unnecessary 'suffocation' prefix

* Fixed Spelling

Also removed accidentally left in logger call

* Fixed Medical Scanner

* Apply suggestions from code review

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Changing comments and whitespaces

* Made damage thresholds trigger  datafields required

* So many typos

* Changes to DamageableComponents

Changed documentation in IDamageableComponent

Made testing code more readable.

Relabelled groups as 'Applicable' either 'Fully Supported'

* Removed function and degeneralised

* Update DamageableComponent.cs

Removed unused parameters
Fixed Networking

* Added IoCManager.Resolve

* Now using alternative TryChangeDamage()

* Removed function from DamageGroupPrototype

* Removing comments

* Remove bad if statement?

* Fix damageChanged ordering

* Fix hurt server command

* Changed //TODO PROTOTYPE blocks

Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.

Also added default damage types to some more datafields

* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs

* Another class-> group

* Fix bug in generalisation of damage container prototypes

* Addes Tests to make sure I dont keep adding bugs to my own code.

* Changed Return values when setting

* Removed unused class

* Added more tests, split tests into three files

* Made damage types public and VV read-write-able

* Minor changes to DamageableComponent

Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields

* Fix Suicide, by adding IoC Resolve()

* Fix DamageGroupTrigger bug

* Fix typos in tests

* Change comments./docstrings & spacing

* Merge tests, use test prototypes

Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Bring refactor-damageablecomponent branch up-to-date with master (#4510)

* Revert "#3935 implemented suggestions from PR"

This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.

* #4219 revert of single sound removal in EmitSoundSystem

* #4219 single sounds in EmitSoundSystem should work now

* #4219 some small project tweaks

* #4219 upgraded EmitSoundSystem to use SoundSpecifier

* replacing sound (collection) names with SoundSpecifier - part 1

* #4219 pr tweaks

* #4219 pr tweak

(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)

* emitsoundsystem tweak

* first windoor commit

* finished yaml

* windoors work #Dab

* sound + locked prototypes

* Inserted SoundSpecifier where appropiate

* added comment

* removed TryGetSound + made some SoundSpecifier datafields required

* changed some prototypes' sound paths

* test fixes

* Made plasma grindable (#4334)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>

* Automatic changelog update

* Fixes invalid yaml line (#4408)

* Fix potential timer exception

* SetTile during extensions test (#4409)

Mainly so it can actually account for accurate grid bounds when doing the test

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>

* Update submodule

* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.

* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)

* Refactor IDoorCheck into entity events (#4366)

* IDoorCheck refactored to events

# Conflicts:
#	Content.Server/Atmos/TileAtmosphere.cs
#	Content.Server/Doors/Components/AirlockComponent.cs
#	Content.Server/Doors/Components/FirelockComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Doors/IDoorCheck.cs

* namespaces

* Fix mapinit bug with refreshautoclose

* ok i guess these just didnt feel like staging today

* Automatic changelog update

* AtmosDevices can optionally process in space. (#4405)

Refactors some misc atmos things, too.

* Fix gravity generator yeeting

* Enables nullables for atmos internals

* Meth (#4186)

* adds an overdose metabolism with sensible default settings

* adds the compoenents for the run fast part of meth

* not sure what I changed here but I trust my past self to not fuck up for once

* adds basic meth recipe

* correctly names comething

* I really should've checked my spelling before making this pr

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

* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast

* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"

This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.

* tweak

* tweak

* git's gitting on my nerves

* some small tweaks

* don't need these anymore

* makes some stuff required

* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit

* extremely minor change

* removes overdose, because however it's gonna be done, it's definitely not my way

* i should really double check every key I press

* hm

* sigh, I should be more thorough with looking at error messages.

* beenus

* gay sex is gay

* this one goes out to bingo

* reviews

* not sure why status lifetime description wasn't being commited

* Update MovespeedModifierMetabolism.cs

Co-authored-by: mirrorcult <notzombiedude@gmail.com>

* adds VV to component variables

* rebalances meth, and makes the completely unrealistic recipe properly work now

* meth effects should go away now or something do you think I test these changes before pushing??

* ah yes, orginization

* adds proper recipe and prequisite chemicals

* fixes linter hopefully

* Update chemicals.yml

* a

* starts working on prediction

* thing

* predmiction??

* changes thing

* does it properly

* uses timespan instead of timer

* uses dif timers and adds a system

* updates robust and tweaks a small thing

* Fixes

* "Fix" prediction

* starts changing the timer to timespans to avoid icky on timer end

* okay fixes the check thing but now meth is broken and I don't know why

* fixes predicition (partially)

* Delete ContentNetIDs.cs

whoops

* some changes advised by sloth

* certified scalycode fix right here

* moves resettimer to the metabolism to make it less oop stinky

* moves resettimer to the metabolism to make it less oop stinky

* gamin

* when the  is

* updates mth colour to be accurate because I forgot

* abc hard ok

* everything should be up to date now

* makes MovespeedModifierMetabolism ECS and cleans up some other stuff

* does a fixy wixy

* fix thing

* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"

This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.

* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""

This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.

* fix hopefully

* updates metabolism to works with mirror's fancy new system

* updates yaml + tweaks

* bruh

* yaml moment

* :yaml moment

* Revert " :yaml moment"

This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.

* 99th commit yay, also I need to not do this

* removes something that I don't need

* makes system work with this and gets rid of unnesescary check

* make the update only work on active components

* oops

* Cleanup

* alphabetise this shit

* Touchup

* Woops stupid alloc by me

* Nerf nyoom for now

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Random offset for DefaultGrid every round (#4411)

* Random offset for DefaultGrid every round

This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.

* Fix clickable test

* Fix entitysystemextensions

* Automatic changelog update

* Document a few atmos classes.

* Update submodule

We do a little bit of debugging

* Make pulling feel less crap (#4414)

Something something pulling refactor someday

* Automatic changelog update

* Comment joint prediction

* Add CVar for random grid offset, disable it by default.

* Fixes not taking pressure damage in space.
Fixes #4415

* Automatic changelog update

* Adds an alternate jumpsuit for botany (#4419)

* Adds an alternate botanists jumpsuit

* Updated license information

* Automatic changelog update

* Added two new small areas to maintenence (#4359)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Updated meta.json to standard

* Update meta.json to standard

* a

* Revert "Update meta.json to standard"

This reverts commit 4c6702f17b.

* Revert "Updated meta.json to standard"

This reverts commit 8ea7a3ad1f.

* fix rsi

* proper sprites + visualizes nicely

* Removes broken new-line markers from a few desc.

* Fixes a localization error with solution container descriptions

* construction

* reviews + test

* remove SetLayerVisibility, doesnt work for some reason

* swept moment

* leftover

* Automatic changelog update

* Fix can't return to body bug (#4424)

* Automatic changelog update

* Update submodule

* Fix gas tile overlays on shuttles

* Offset station on roundstart again

* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...

* Automatic changelog update

* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.

* Automatic changelog update

* Pointing coordinate fixes.

* Automatic changelog update

* Further pickup animation improvements.

* Adds Science Windoors (#4433)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Gave CMO a Hardsuit (#4434)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fixed station engineer table spawn (#4436)

* Maps in windoors (#4432)

* Automatic changelog update

* Losing a head doesn't mean you lose your eyes #3956 #4061 (#4225)

Co-authored-by: Michael Will <will_m@outlook.de>

* Automatic changelog update

* Adds windoors for security and the brig. (#4441)

* Automatic changelog update

* Remaps Chemistry and Security, and some Mapping Fixes (#4442)

* Automatic changelog update

* Made the cloning pod and medical scanner constructible (#4439)

* Made the cloning machine pod constructable

* Added everything like I did but with the Medical Scanner

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fix fixed-point format specifier in PowerCellComponent

* Update submodule

* Actually update submodule

The last one was a test to check if you were paying attention.

* Update maps for grid collisions (#4450)

* Update submodule

* Fixes the windoor in science. (#4444)

* Automatic changelog update

* Remove IActionBlocker.CanMove (#4449)

* Remove IActionBlocker.CanMove

Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.

* Make that check faster

* Added restrictions for what can be inserted into most belts (#4367)

* Belts now restrict what can be inserted into them

* Bandolier now only holds shotgun shells

* Tiny typo

* Another tiny typo

* Automatic changelog update

* Fix indentation

* Fix stuff

* Fix gas canister

* Organize gas canister prototype

* Fix audio occlusion

This was previously being done on every SoundComponent.

* Call SoundSystem instead

* Parents crowbar-red and merges RSIs

* Deletes old crowbar_red.rsi

* Abstracts BasePlushie and ReagentContainerBase

* Adds missing suffixes to debug items and tags them all

* Crematorium now makes a noise on start and during cremation (#4459)

* Automatic changelog update

* Refactor disposals to ECS (#4418)

* ECS up disposals

Also significantly reduced its CPU usage.

* Make update significantly less S L O W

* Start units pressurised

* Client-side flush lerping

* Fix powered not toggling UI

* Fix flush button

* InteractUsing

* Minor optimisations

* Fix collisions

* Make visual state ECS

* Almost done with shared

* Most stuff moved

* Optimise item sleeping

* Automatic changelog update

* Fix door sound dampening (#4453)

* Completely fix NPC pathfinding

Through rigorous investigation and hard work.

* Implement Entity List Display and rework StorageComponent window (#4140)

* Create EntityListDisplay

* Rework ClientStorage window

* Add styling

* Remove unnecessary colors

* Rename list

* Make scrollbar push content

* Change children update a bit

* Add old index

* Localize ClientStorageComponent

* Add size return

* Remove spaces

* Fix usings

* Fix tool sounds.
Fixes #4465

* Automatic changelog update

* Fix missing sounds (#4466)

* Fix missing sounds

* Make SoundHitSpecies fallback to SoundHit

* Fix crayon YAML

* Update PlaySoundBehavior YAML

* Fix required

* Update README.md

* Fix taser physics (#4470)

* Increase MoverController performance (#4448)

Should be a decent amount; rest will come from removing IActionBlocker.

* Remove throwing fixture error

* Update submodule

* Fix sound crash when making foam (#4476)

* Automatic changelog update

* Centers some sprites

* Fix showatmos

* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly

* Remove pillcomponent (#4469)

* Remove PillComponent

* Make food without any solution left delete and create trash

* Replace PillComponent references with a Pill tag

* Clean up

* Add swallow message to food

* Change to eatMessage override

* Change FoodComponent transferAmount to nullable

* Change properties to private

* ItemCabinetVisualizer uses layers (#4445)

* ItemCabinetVisualizer uses layers

* Reviews applied

* Fixes the fireaxe cabinet as well

* I'm dumb

* Fixes bedsheets being unpickupable (#4479)

* Automatic changelog update

* Adds inhands for crayons and the crayon box (#4481)

* Automatic changelog update

* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)

* Automatic changelog update

* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)

* Adds plant clippers

* Updates sycthe, hoe and spade sprites

* Adds inhands for radio/walkietalkie (#4483)

* Adds inhands for radio/walkietalkie and separates layers

* License thingy

* Fixes test

* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)

* Can equip spears and claymores on your back now

* Adds fireaxe and baseball bat back equip

* Automatic changelog update

* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma

* am big dumdum pls no shed

* Owner Transform to Owner in SoundSystem calls (#4460)

* Owner Transform to Owner

* Owner Transform to Owner minor fixes

* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!

* Update submodule

* Version v0.5.11 does not exist

* Update submodule

We don't talk about v0.5.12 either.

* Update submodule

For the last time

* Adds duck-related content and a seclite (#4489)

* Added rubber ducky

* Adds ducky slippers

* Adds seclite

* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* The duck slippers now quack as you walk

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Automatic changelog update

* Adds the ability to assign equip sounds in ClothingComponent (#4485)

* Initial

* Works (Kinda)

* Polish

* Reviews

* Removes vending inventory desc and adds missing vending machine descriptions (#4493)

* Removes inventory descriptions

* Adds missing vending machine descriptions using inventory descriptions

* Woops missed a file

* Automatic changelog update

* Adds a ton more inhands (#4488)

* Removed useless loc and added inhands for some lamps

* Adds a ton of inhands to the game

* Actually adds the pill inhand

* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Added open/close/stacklayers for Matchbox and inhands (#4496)

* Added open/close/stacklayers for Matchbox

* Added inhands for matchbox

* What am I a clown not gonna leave no indent spaces

* Adds sound to fire extinguisher safety (#4494)

* Automatic changelog update

* Adds a 6pack of Cola (#4499)

* Adds a 6pack of Cola

* Revert "Adds a 6pack of Cola"

This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.

* Revert "Revert "Adds a 6pack of Cola""

This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.

* Automatic changelog update

* Fix H-pulling? (#4425)

In retrospect the answer is easy, but man this took a while.

* Automatic changelog update

* Makes DiceComponent ECS

* Makes PlaceableSurface ECS

* Added classic announcement sound to announcements (#4504)

* Automatic changelog update

* Refactors throw events, makes cream pies ECS (#4500)

* Automatic changelog update

* Port the tumbler from Box2D (#4486)

* Subscribe TransformComponent events by-ref (#4478)

* Add Alt-click functionality (#4497)

* Fix ItemSlot Bug

* Add Alt-use Key

* Fix TransferAmount window bug

* Alt-click functionality

* Added AltInteract verbs

* Add new verbs

* verb icons

* Changed Comments

* Change Comments

* Fix disposal verbs

* Changed Get...() to Get...OrNull()

* Changed alt-interact combat behaviour

* Update verb icons

* Inventory interact event

* Add Alt+E secondary binding

* Add alt-z keybinding

* Rename AltUse -> AltActivateItemInWorld

* Automatic changelog update

* Fixes chocolate/energy bar (#4503)

* Fix merge issues

Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: Leon Friedrich <leonsfriedrich@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: 20kdc <asdd2808@gmail.com>
Co-authored-by: Alex Evgrashin <aevgrashin@yandex.ru>
2021-08-24 00:50:39 -06:00