Fildrance
a840c6eeb9
Fixup playerspawn stuff ( #31546 )
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* Fixup playerspawn stuff
- Also removed arrivals forcing, this should just turn containerspawnpoint off.
* fix this one
* test fix
* really fix
(cherry picked from commit 1a6bd6f3f14ef1446801c90a3b78c84ab0398eb2)
2025-01-14 02:09:30 +03:00
DEATHB4DEFEAT
47b10a01b0
Catch-Up Cherry Pick 2 ( #944 )
...
# Description
Picked 400 commits (and skipped many, many more) from WizDen since #540 .
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).
---
# TODO
- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything
---
# Changelog
🆑
- add: Merged 400 WizDen PRs. Happy testing!
---------
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com >
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# Conflicts:
# Content.Client/Input/ContentContexts.cs
# Content.Client/Lobby/LobbyState.cs
# Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
# Content.Client/Lobby/UI/LobbyGui.xaml
# Content.Client/Lobby/UI/LobbyGui.xaml.cs
# Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
# Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
# Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
# Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
# Content.Server/GameTicking/GameTicker.Spawning.cs
# Content.Shared/Alert/AlertType.cs
# Content.Shared/Input/ContentKeyFunctions.cs
# Content.Shared/Preferences/HumanoidCharacterProfile.cs
# Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
# Resources/ConfigPresets/EinsteinEngines/default.toml
# Resources/Prototypes/Alerts/alerts.yml
# Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
# Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
# Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
# Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
# Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
# Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
# Resources/Prototypes/Voice/speech_emotes.yml
# Resources/keybinds.yml
2024-10-19 14:53:37 +07:00
Nemanja
139fb536c4
Go back to constant electrocution damage based on voltage ( #26455 )
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Makes electrocution damage based on the voltage of the wire and bring down the damage to a sane level. It's no longer primarily based on the power being received.
LV Cable -> 10 damage
MV Cable -> 20 damage
HV Cable -> 30 damage
Having a primarily power-based damage system causes there to be massive fluctuations in damage based on things outside of a regular player's control, like the station power output. This removes a lot of player agency and turns grilles into a risky gamble where they can either do no damage or instantly fry the player due to simply being hooked up to the engine.
While this may be a more accurate simulation in some regards, the reality of the gameplay is that it's often just frustrating, resulting in constant death traps as players brushing against electrified grilles and punching wires take absurd amounts of damage. By making them flat rates, it's possible to actually balance the damage output.
2024-07-11 19:51:34 -07:00
TemporalOroboros
30494d7fab
Swaps HV/MV/LV scaling to supply power scaling ( #20880 )
2023-10-20 15:30:21 +02:00
DrSmugleaf
a88e747a0b
Refactor serialization copying to use source generators ( #19412 )
2023-08-22 18:14:33 -07:00
Slava0135
4ade6f60ff
Electrified grille sparks effect ( #15178 )
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* use file namespace
* shorter systems name
* replace SoundSystem with AudioSystem
* refactor update function
* refactor
* refactor 2
* remove setters
* uh oh
* remove getters
* active checks
* refactor 3
* better way
* update state
* have to remove this for now
* move electrified component to shared
* forgot this
* fix airlocks
* add effect
* Revert "move electrified component to shared"
This reverts commit 6457e8fc9c3b674a705a61034831ce6f084e2b01.
* Revert "forgot this"
This reverts commit ed361cee2d5b8b958830ba0af07fcc2627eb7845.
* functioning effects
* use animation by Aleksh
* make effect part of grille
* optimisation?
* remove timing
* file name
* only activate when touched
* refactor electrocution comp too
* make it 1 sec
* formatting
* replace all entity query with enumerator
* queue del
2023-04-29 16:05:10 -04:00
Paul Ritter
79854e59a4
adds a source uid to most damage & mobstate events ( #11559 )
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Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com >
2022-10-08 12:15:27 +02:00
Leon Friedrich
c7ad6b709e
Audio System Rejig ( #9635 )
2022-07-29 12:13:12 +10:00
Pieter-Jan Briers
a323ba8223
Revert "Revert "Fix some friend access violations by allowing others access. ( #8594 ) ( #8703 )" (working this time) ( #8704 )
2022-06-07 15:26:28 +02:00
Pieter-Jan Briers
cecf87997b
Revert "Fix some friend access violations by allowing others access. ( #8594 ) ( #8703 )
2022-06-07 13:44:31 +02:00
Vera Aguilera Puerto
c5f7c61041
Fix some friend access violations by allowing others access. ( #8594 )
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Rename Friend attribute to Access attribute.
Updates submodule to v0.21.0.0 as well.
2022-06-07 11:30:27 +02:00
wrexbe
bc68ac96dd
Cleanup the namespaces ( #8132 )
2022-05-13 17:59:03 +10:00
Flipp Syder
8257635811
Electrocution noises ( #8061 )
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* Adds spark noises when an entity gets electrocuted by something
* oops
* double oops
* Update Content.Server/Electrocution/Components/ElectrifiedComponent.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com >
2022-05-10 11:40:15 +10:00
Flipp Syder
4700e5bc80
Adds the ability for electrification to check if the entity is powered by an APC ( #7533 )
2022-04-15 14:21:11 -07:00
mirrorcult
ec4d4688c7
Seal/abstract/virtual everything ( #6739 )
2022-02-16 18:23:23 +11:00
wrexbe
17db0775c8
Auto comp ( #6416 )
2022-02-02 14:35:40 +11:00
Flipp Syder
4a161325f5
adds interactusing to electrocution ( #5693 )
2021-12-04 01:59:09 -08:00
mirrorcult
207dacd1f2
Nerf electrocution ( #5651 )
2021-12-01 20:03:38 -07:00
Vera Aguilera Puerto
ed3bf94a3b
Electrocution. ( #4958 )
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com >
2021-10-25 16:21:56 +02:00