* Add status effect support to Traits, change PainNumbness to be a status effect (#41646)
* Initial commit
* Review comments
* Jobify
* Prototype(effect)
* Reduce explosion airtight cache memory usage (#40912)
* Reduce explosion airtight cache memory usage
This means you can happily add explosion prototypes again
New approach has the tolerance value data in a shared storage with reference counting.
* Oops fix index removal
* Remove debug code and fix merge conflicts
* Also address my other review
* Oh it's in two places lmao
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Minor cleanup of hypospray.yml + clearer medipen descriptions (#41682)
* Minor cleanup of hypospray.yml
* SyndiHypo is only used by corpsmen (it's not in the uplink) so the description should reflect that
* Small and large shots
* Automatic changelog update
* Predict BedSystem (#41686)
* BedSystem-move-to-shared
* dependency
* dirty!!!
* Resprite Corvax New Year tree (#3462)
* Change stamina slowdown to use a percentage-based threshold (#41691)
Change stamina to use a percentage based slowdown
* Change to fix wording of Pun Pun's jacket (#41695)
Slightly fixes wording on Pun Pun's jacket
* Automatic changelog update
* Snowball: Head of Security's hardsuit is no longer absent (#41698)
Snowball: Head of Security now has their hardsuit again
* Automatic changelog update
* Cleanup of prototypes in Resources/Prototypes/Catalog/Fills/Crates/ + fixed light crate descriptions (#41697)
* Fix prototype string order
* Fix replacement lights crate description
* Clearer light descriptions in general
* Suffix fix
* Updated internals crate descriptions
* Automatic changelog update
* figurines.ftl is now sorted by department (#41701)
* figurines.ftl is now sorted by department
* Nukie order fix
* Greytider order fix
* Tweaks to existing lines
* still tweaking
* Allows spesos to fit in envelopes (#41700)
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Automatic changelog update
* Change Ephedrine, Desoxyephedrine and Hyperzine properties (#41693)
* merff (no numbness)
* I can't feel a thing
* Update self-damage and OD values
* Missed a 5
* Automatic changelog update
* Exo - Botany update and minor fixes (#41598)
Exo 1.14
* Automatic changelog update
* Warfarin and Hemorrhinol, Hemophilia turned into a StatusEffect (#41685)
* init
* yeah
* move folders
* comments
* i hate cloning sometimes
* review
* review squred
* fix stuff
* Automatic changelog update
* Add missing vox unequipped sprite for explorer mask (#41405)
Mask on face
* Automatic changelog update
* Fix recharging spray painters (#41725)
change one line
* Automatic changelog update
* New figurine voicelines (#41723)
* Automatic changelog update
* C# 14 fixes (#41708)
Necessary for the move to .NET 10 & C# 14. Actual PR to change SS14 to C# 14 will be separate.
* Fix shuttle FTL with UI scale (#40933)
Fixed click inputs being broken
Fixed rendering of background parallax.
* Automatic changelog update
* Remove static IoC from Replay and Shared EntryPoint (#41707)
* Cleanup warnings: CS0114, CS0414, CS0618 (#41578)
* Cleanup
* Revert
* Replace Vestine-derivatives in plant mutations, change uplink prices & hypopen to reflect changes (#41716)
* Initial commit
* It's a toxin!
* Review changes
* Review changes
* Automatic changelog update
* Vestine now Mutates Plants to Produce Vestine (#41731)
* ready freddy!
* remove that shit
* fsasfaf
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* Predict ReactionMixerSystem (#41218)
* predict
* documentation
* review
* move GameMapPrototype and GameMapCondition to shared (#41742)
* move GameMapPrototype and GameMapCondition to shared
* fix
* Remove explosive component from mothership cpre (#41743)
remove explosive comp
* Automatic changelog update
* Adds the sticky grappling hand (#37551)
* Adds sprites, entity and sounds for sticky grappling hand
* Switched audio to mono
* Update Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml
Co-authored-by: āda <ss.adasts@gmail.com>
* Added empty sound, changed yaml to suit conventions, added description
---------
Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Automatic changelog update
* Update Credits (#41750)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Add voice mask implant (#41551)
* Add voice mask implant
* Remove voice mask
* Voice mask implant now overrides your identity
* voice mask implant can now be extracted, when taking out the voice mask implant it now updates your name proplery
* Simplify logic
* Automatic changelog update
* Remove Zookeeper and Boxer jobs (#41741)
* Automatic changelog update
* Fix box shuttle from overloading instantly (#41753)
* Fixed hyperzine (micro)injector descriptions (#41755)
* Automatic changelog update
* Snap Booms (fake snap pops) (#38654)
* snap booms
* damage nerf
* fixing brain issue of being 8am and i havent slept yet
* typo
* Update damage and name
* Fix linter issues
* fixed typo snapPopFake -> snapPopExplosive
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Automatic changelog update
* Add GenPop Enter/Leave to ID Card Computer. Add shuffle the accesses a bit. (#41739)
fixe
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* Double bullet speeds (#34971)
* Double bullet speeds
The only reason we had it at 20m/s was tunneling reasons.
The quick maths is (BodyA size + BodyB size) / frametime. Currently the game is doing substepping AFAIK so we can use 0.016 as the frametime therefore with a 0.40 width body we can get up to 40.625 (assuming the target is no narrower than 0.25 which given my thindows change last year should be a decently safe assumption).
* Fix
* Fix impact visuals, as they overshoot otherwise
* Revert changes
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Automatic changelog update
* Green Glowsticks are their own entity (#41712)
* Addresses and resolves Issue #41145, creates a separate entity for green glowsticks, which were previously just the base glowstick.
* Adds old+new ID for green glowsticks to migration.yml, refactors formatting in glowstick.yml
* Make xenoborg light brighter (#41580)
* make light better
* minor color fix
* Automatic changelog update
* TriggerOnUiOpen/Close (#41718)
* feat: TriggerOnUiOpen/Close
* chore: minor clarification
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnUiCloseComponent.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnUiOpenComponent.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* chore: review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Hitscans now have names (#41763)
Co-authored-by: RedSpyy <empty@place.com>
* Reverts Mop + Glowstick Storage Rotation (#41765)
diagonal pixels are ugly, sorry.
* Remove map list from station-specific jobs' descriptions (#41748)
* Automatic changelog update
* fix bagel APC powernet (#41769)
* Misc Proper Rotation Sprites (#41764)
* Proper rotation sprites.
* copyright mentions
* wrong one
* better ointment
* Automatic changelog update
* fix box APC powernet (#41770)
* fix CC APC powernet (#41771)
* fix elkridge APC powernet (#41772)
* fix fland APC powernet (#41773)
* Automatic changelog update
* fix oasis APC powernet (#41776)
* Automatic changelog update
* Fix Bible Fast Healing (#41777)
* broble
* slightly cleaner I guess actually
* im straight refactoring it, and by it, i mean.... my entity
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Allow removing species from the RNG pool of a new player's initial auto-generated character (#41678)
* First commit
* Fix it!
* Requested Changes
* Automatic changelog update
* Revert "Trip APCs when they exceed a power limit (#41377)" (#41766)
This reverts commit a5c223c0
* TriggerOn(Un)Embed (#41720)
* feat: TriggerOn(Un)Embed
* feat: StopEmbedEvent
* fix: forgot initialize
* chore: better naming
* chore: oops
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnUnembedComponent.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Projectiles/EmbedEvents.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* review
im lazy
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnEmbedComponent.cs
* chore: docs
* comment change
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: iaada <iaada@users.noreply.github.com>
* fix CL AGAIN (#41782)
* Reapply "Trip APCs when they exceed a power limit (#41377)" (#41789)
Revert "Merge stable into master"
* Clothing equipping doAfter tweak (#41732)
* clothing moving break
* Rename EquipOnMoving to EquipWhileMoving
* Update InventorySystem.Equip.cs
* Sometimes the Bagel Theater doesn't like showing up to work (#41787)
* Automatic changelog update
* Fix batteries not counting towards the battery bounty (#41792)
add PredictedBattery
* Bagel Theater will randomly spawn in partially broken (#41794)
* Revert "Sometimes the Bagel Theater doesn't like showing up to work (#41787)"
This reverts commit c0e90815d9.
* Reapply "Sometimes the Bagel Theater doesn't like showing up to work (#41787)"
This reverts commit 114266990897d338ef25fa435d0ad7350457dd63.
* remove blank
* upd CL
* Hushpup Shotgun (#41512)
* upstream hushpup
* fixes incorrect filename in attribution
* sprite cleanup
* Make the YAML not ass
* Remove redundant line of code
* Resprite, attributes original sources
* More sourcing fixes
* Last minute sprite touchups
* So... don't accidentally copy paste stuff
* Fixes bolt being on the wrong side while wielded
* adjust rolloffFactor
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Resprite
* No more pegs
* Spanky mind controlled me to commit these changes
---------
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Automatic changelog update
* fix a typo in the changelog (#41798)
fix a typo
* Snowball update (#41806)
snowball update
* Automatic changelog update
* Add paper labels to gas canisters (#41737)
* paper? on canisters? are you KIDDING
* woops forgot something
* I think this'll fix the errors?
* Automatic changelog update
* Delete license.txt (#41805)
* Make door bolting powergaming no longer relevant anymore (#41138)
* make door bolting powergaming no longer relevant anymore
port and remove moff guard comments
* update desc
* One line bugefix
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* Fix mobs not being blindable (#41788)
added blindable component to BaseSimpleMob
* Automatic changelog update
* Add BasePaperLabelable and BasePaperLabelableVisualized abstract prototypes (#41807)
* Add BasePaperLabelable to base_item.yml
* CrateGeneric now parents from BasePaperLabelable
* TWO types of BaseParcelWrapable
* Body bags use BasePaperLabelable
* Artifact containers use BasePaperLabelable
* Lockers now use BasePaperLabelable
* Comment cleanup + redundancies
* Seeds now use BasePaperLabelable (but need more paper sprites in the future)
* Parcel wrap bugfix
* Remove redundant components from crates
* Fix testfail tied to ContainerContainer component
* Fixed bad line alignment
* Gas canisters now use BasePaperLabelableVisualized
* Comment updates
* Other comment update
* Migrate Bot Speech Catalogs to One Folder (#41478)
migrate bot speech catalogs to one place
* фентанил больше не владеет кодом на корваксе (#3456)
* NameRules (#3411)
* description of the mount(#3465)
* Update the erase script to support the latest migration (#41524)
No changes needed, its compatible still
Tested in production :3
* integrationTests fix ipc(#3454)
* locale port 24.11.2025 (#3467)
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: lapatison <100279397+lapatison@users.noreply.github.com>
Co-authored-by: cfif126 <94059374+cfif126@users.noreply.github.com>
* Ipcfix?
* lolmap
* Update Resources/Prototypes/Maps/snowball.yml
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Chefs start with chef shoes (#41814)
starting chef shoes
* Automatic changelog update
* Fix rigged power cells exploding early (#41813)
* fix riggable
* fix
* Automatic changelog update
* Change that specifies escape via the escape shuttle rather than pods in escape objectives (#41809)
* specifies escape via escape shuttle (because escape pods do not count)
* corrects capitalization of CentComm
* apply fixes to thief objectives aswell
* apply fixes to paradox clone objectives aswell
* Automatic changelog update
* Predict RootableSystem (#41729)
RootableSystem-move-to-shared
* Improve ClothingSpeedModifier, Fix Paramedic Void Suit (#41820)
* Add RequireActivated bool
* Fix paramedic voidsuit
* Remove explicit check
This is actually unnecessarily verbose.
* Improve comment
* Update Content.Shared/Clothing/ClothingSpeedModifierSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add cref linking
* Change reference from system to component
* Fix missing closing tag before anyone notices
* Add clarity about when this field is used.
* Add early return if not affected by toggling
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Soap, Banana peel, and Slip entity tables (#41783)
* commit
* self review
* self review 2
* buff
* nerf
* microbalance continues until i'm happy
* requested and more
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* карты делитед
* Add small cooldown to NukeKeypadEnterMessages (#41831)
* cooldown
* d
* time offset serializer
* undo button disabling according to feedback
* Update Content.Client/Nuke/NukeBoundUserInterface.cs
* Smart Fridges can contain anything edible (#41830)
I'm sure this will cause zero unintended consequences
* diona are now less debilitated by rooting in blood (#41642)
* diona are now less debilitated by rooting in blood
* Rerun tests
* Rerun tests
* Automatic changelog update
* Re-sprite the Ripley (#41832)
newish ripley yay
* Remove remote detonation/disable from the robotics console. (#41834)
End the war
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* ScramOnTrigger teleportation logic rewrite (#41808)
* shuffle logic and remove arbitrary line
* actually fix radius for real
* code comment for clarity
* rewrote SelectRandomTileInRange
* Update Content.Shared/Trigger/Systems/ScramOnTriggerSystem.cs
Co-authored-by: āda <ss.adasts@gmail.com>
* Update Content.Shared/Trigger/Systems/ScramOnTriggerSystem.cs
Co-authored-by: āda <ss.adasts@gmail.com>
* i love helper methods!
* remove unused dependencies
* check collisiongroup of teleporting entity
* remove unused dep.
* unused query and init
---------
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Automatic changelog update
* Changed PullingSystem to use MobStateChangedEvent instead of UpdateMo… (#41835)
Changed PullingSystem to use MobStateChangedEvent instead of UpdateMobStateEvent
* Add KI pills to the radsuit locker (#41576)
* Add KI pills
* Add variability
* Remove unnecessary value
* Automatic changelog update
* mapfix and mappool update
* ihateastra
* Removed cocnrete doubles (#3469)
* Preserve arbitrage by fixing a bug (#41756)
no more infinite money
* Automatic changelog update
* Hand labeler can always remove labels (#40330)
* Hand labeler can always remove labels
* Simplify labeling functions
* Address review comments
* Use Entity<Component> more places
* Always use default style for remove label verb
* Automatic changelog update
* All Figurines Entity Table (#41775)
* ai talks
* kill cheepo
* mech figures
* finished
* touchup
* wider net
* final changes
* never final
* fix test fail
* review
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Update Credits (#41848)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Fixed Vulp Hair layering Under Hoods and Hardsuits (#41827)
fix the freakin hair
Co-authored-by: NoreUhh <noreuhh@gmail.com>
* Don't remove borg access without power (#41844)
* init
* comment
* Automatic changelog update
* Five bounty arbitrage fixes (#41846)
* commit
* tweak
* more bounties
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Automatic changelog update
* Killsign cleanup (#41845)
* init
* rsi
* review
* scale
* it
* cat, dog, nerd
* rsi
* I just microbalanced animation speed
* raider, stinky resprite
* review
* HideFromOwner
* hidden smite
* copyright
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* TriggerOnUserInteractHand and TriggerOnUserInteractUsing (#41843)
* init
* handle check
* oops
* cleanup
* fix resolve
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Edible Produce are now also Butcherable (#36786)
Butcherable Produce
Adds Butcherable capabilities to Bananas, Mimanas, Corn, Gatfruit, Capfruit, Bungo, and Cherries.
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Automatic changelog update
* Admin log now shows APC power toggle interactions (#41839)
Added logging to the APC's toggle interaction
* Automatic changelog update
* Adding a random gate (#41627)
* Added random gate
* minor edit
* cleaning up my shit after trying to do something faster
* new lines
* some changes
* joke
* UI
* Long Division
* Dont use ctrl + x in 3 am
* I hope these are the final touches
* One thing, I don't know why
* noname commit
* no way, 1kk of code lines edit
* sudo rm -rf ... and something there...
* update
* sometimes its sad
* Automatic changelog update
* Assorted minor cleanup (and shotgun shell descriptions) in Resources\Prototypes\Entities\Objects\Weapons\Guns\Ammunition\ (#41841)
* YAML cleanup of shotgun rounds
* Descriptions for all shotgun ammo types
* YAML cleanup of pistol rounds
* YAML cleanup of magnum rounds (and tweaks to uranium ammo descriptions)
* YAML cleanup of rifle rounds
* YAML cleanup of toy rounds
* YAML cleanup of magnum/pistol/rifle/shotgun projectiles
* YAML cleanup of magnum/pistol/toy speedloaders
* YAML cleanup of light rifle rounds
* Descriptions for anti-materiel rounds and boxes
* YAML cleanup of base_cartridge.yml
* YAML cleanup of caseless rounds (plus minor viper-mag description tweaks)
* YAML cleanup of heavy rifle rounds
* YAML cleanup of grenades and explosives
* machine pistol magazine is now Security contraband
* Practice ammunition description updates
* Missed a magnum ammo description tweak
* Whoops, misspelled the word 'description' a lot
* Practice ammunition description updates 2!
* Better name/description for joke L6 foam dart mag
* Tweak to that last commit
* Fixed practice machine pistol magazines using real bullets
* Automatic changelog update
* Skeletons are now affected by Holy damage (#41757)
* Toys entity tables (#41840)
* ai talks
* kill cheepo
* mech figures
* finished
* touchup
* wider net
* final changes
* never final
* fix test fail
* commit
* self review
* self review 2
* buff
* nerf
* microbalance continues until i'm happy
* requested and more
* toys.yml is scary
* pace yourself, hun
* finished tables
* update related tables
* finish tables
* spawners
* new item
* other tables and cargo crate
* move board games
* commit
* last changes
* last last changes
* bounty changes
* remove pies :o(
* readjust prices
* requested microbalance
* friends for life
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Automatic changelog update
* Make gun chamber empty by default (#41791)
gun chamber empty by default now
Co-authored-by: RedSpyy <empty@place.com>
* Automatic changelog update
* Fix plant metabolism in guidebook. (#41854)
* AAAAAAAAAAAAAAAAAAAAAAA
* cleaner
* even cleaner
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Move logic from EvenHealthChangeEntityEffectSystem to the damage system API (#41684)
* add two methods
* move stuff to damage system api
* use TryIndex
* simplify
* minor fix
* add helper functions
* fix
* remove random new line
* simplify
* remove unnecessary lines
* rename to GetDamage
* Got it working
* make more clear
* why backwards
* value should be the amount to heal
* fix
* fix all dumb fixedpoint2 edge cases I hope
* One more thing
* fix
* make it more simple
* ops it was backwards
* valueHeal can't be more than remaining
* add all keys beforehand and no need to check and add them inside the loop
* break for loop in case remaining is zero
* comment was wrong
* optimized, works
* remove random spaces
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Update to Bardrobe to add Pun Pun's outfit (#41705)
bardrobe update to add pun's outfit
* Automatic changelog update
* Remove roundstart tools from some cyborgs (#41823)
* remove tools
* actually let derelict borgs keep it
* Automatic changelog update
* Fix ColorExtensions math (#41717)
All of this was doing sRGB -> OkLAB conversions without linearizing the sRGB first, so it was broken. I could have sworn I pointed this out in review but I guess that got lost.
Also, add a gamut clipping step since we have out-of-gamut colors and I don't want random negative values causing weird nightmare bugs somewhere. Shouldn't change anything in regular rendering.
* Rollersakes heisen bounty (#41859)
commit
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Fix news console formatting and pda news formating (#41799)
* Fix news console formatting
* another fix
* Fix review
Un-copy-paste. Twice. *sigh*
---------
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
* Remove most unknown shuttle events (#41860)
All except the hostile ones (which is like, three. I didn't even know we had hostile ones other t han loneop)
These are complete content slop bloat
* Automatic changelog update
* ERT Overhaul 1/3: Apparel (#37855)
* Initial commit: Added ERT web vest and sprites, added ERT magboots.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added duffle bag and magboots
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Half finished updating the web vest
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Removed unused items
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added ERT chest rig, changed sprites of backpacks
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Parented all ERT hardsuit stats to nukie hardsuits
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Parented ERT backpacks to syndicate ones
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* changed size of ERT backpacks
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Unparented ERT duffels from syndicate ones
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fixed belt sprites
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fixed ERT medic backpack sprite
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added explosion resistance to backpacks
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Removed ERT duffel bag.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Adds crowbar to Mediborg Rescue Module (#41861)
Added crowbar to Borg Rescue module.
* ERT Overhaul 2/3: Equipment (#38105)
* fixed naming
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added equipment to be used by ERT.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added flamethrower suffix
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added hydra filled with frag grenades
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Made basic grenades centcomm restricted
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Made energy swords central command contraband
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Parented ERT backpacks to syndicate ones
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Revert "Parented ERT backpacks to syndicate ones"
This reverts commit 615526512d90ea17c0e452ed24fdb351f54740bc.
:wq#
* Updated labels and containers
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added ERT survival box with double emergency tank
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* removed flamethrower
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Made C4 CC contra, reverted Incen to syni contra
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* reverted contraband
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* revert the rest of the contraband
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Heisentest
* Added label component to spray bottles.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added suffixes to the space cleaner bottles
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Automatic changelog update
* Revert "Remove most unknown shuttle events" (#41862)
Revert "Remove most unknown shuttle events (#41860)"
This reverts commit 6c9ef19e9e.
* Prevent Initial Infected from rolling on evac (#41863)
evac ambuzol
* Repairing borgs now takes multiple doafters (#41638)
* borg repair is now multiple doafters
* is a float now
* use else
* remove random new line i added for some reason
* add new line at the end of the file
* add documentation
* made repair system super robust
* borg heal faster from crit
* forgot to make it a datafield
* less overpower
* cant repair futher than the threshold for alive if not alive or dead
* fix math
* more math
* fixes
* some comentary
* more accurate
* simple solution
* new solution
* better numbers
* more accurate
* use helper function
* fine tunning the number
* better way to restart the doafter
* update AutoDoAfter
* not used
* more clear
* remove inline if
* improve helper methods
* updare pop up message
* another unused
* nuke consecutive repair bonus
* increase the repair (so it doesn't take ages to fix a borg)
* back to 10 per repair
* heal evenly
* fix for edge case
* fix
* fix
* it works now
* add / fix comments
* small clean up
* make easier to understand
* use FixedPoint2.Zero
* make it smaller
* add support for group even heal
* ops
* easier to read
* typo
* make the HealEvenly better
* rename to GetDamage
* negative value
* Update Content.Shared/Repairable/RepairableSystem.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Add tile atmosphere tests (#41228)
* Tile atmosphere tests
* master markers
* TryLoadMap
* whoopsie
* Dirty
* Add new abstract class, room spacing tests
* review
* Ignite atmosphere on explosions (#41262)
* Ignite atmosphere on explosions
* Fixed to add a temperature property
* Code review corrections
* Removed unused usings
* Correction to use TryComp instead of EntityManager to make it prettier
* Code review corrections
* Code review corrections
* Corrections
* misc fixes
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Add myself to atmos codeowners (#41869)
yep thats right
* Exo - Exomas Version (revertable) (#41715)
kill
* Automatic changelog update
* Cryogenics evenheal + New chem "Arcyrox" (#41696)
* Cryo chems
* Actually cryo eats a lot of this stuff, should probably buff the amount you get...
* minor necrosol buff
* fuck it old recipe
* Fucked up my math, half is closer to 6 here.
* cryox
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* Xenoborg door control module (#41546)
* add door control module
* some commentary
* can't eject stuff anymore
* make xenoborg door remote eletrify doors
* clean yml
* anchors and aliases
* not show stuff about id in xenoborg access config
* engi xenoborg can see eletrified doors
* Add audio collections for Weh, Hew, and Honk to Vulps (so that they have audio when they do that) (#41610)
Vulps can weh and honk now
* Automatic changelog update
* Remove unused tags tied to unused entities (#41366)
* commit
* fix for haunted
* not a magazine
* unused sprites
* the lost tags
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Automatic changelog update
* Fix mothership core fixture (#41745)
fix mothership core fixture
* Station AI now rolls before most standard crew (#41663)
* Station AI now rolls before standard crew
* github tests are high
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Add foolbox (#41473)
* Add foolbox to clown lockers
* this is beter
* updated table w/ new items
* more clown like
* Tweaks
* thank you iaada
* cleanup
* review
* fun!
* fixes and microbalance
* clowns start with it inhand now
* Automatic changelog update
* Tweak Killer Tomato Size (#35866)
* Update miscellaneous.yml
y tho
* Apply suggestions from code review
---------
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* Automatic changelog update
* Small improvement to suit sensor update loop (#41872)
commit
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Decouple standing state and drop item behavior (#41566)
* removed DropHandsItemEvent from standing state system, added DropHandsItemEvent calls in slippery system and shared stun system
* added DropHandItemsEvent calls in mobstate system subscribers
* Added DropHandItemsEvent call in SharedBodySystem.Parts
* Add a standingState check in RemoveLeg so removing the legs of a downed person won't cause them to drop items
* new method for downing + dropping held items in mobstatesystem
* mild cleanup
* Bugfix
* update BuckleTest to reflect new item dropping behavior when removing legs
* light cleanup
---------
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Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Arcryox Metabolism Fix (#41881)
* fix arcryox metabolism
* dont change that shit wrong branch
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* fix AI battery alert (#41879)
* fix AI battery alert
* fix copy paste error
* Automatic changelog update
* wallmount debug overlay (#38495)
* wallmount debug overlay
* make circles a little smoother
* add permissions
* Update Resources/Locale/en-US/commands/show-wallmounts-command.ftl
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* fix
---------
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix destructible benchmark OOMing (#41880)
* not working
* fix
* Prevent Vestine and all other Botany chemicals from affecting all seeds. (#41883)
* EnsureUniqueSeed
* mfw
* aaaaaaaaaaaaa
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* TriggerOnIngested (#41875)
* init
* nobody will ever know i copy paste
* i hate these names
* comment
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Remove flammability mass (#41803)
* Remove flammability mass
* Adjust mass fudge number
* Remove fudge
* Automatic changelog update
* Fix prototypes so they pass analyzer checks (again) (AGAIN) (#41882)
fix
* Metabolizing bloodstream (#35071)
* merged chemical into bloodstream
* changed injectable to bloodstream
* separated bleeding and direct blood removal
* removed blood gain from protein
* reduced blood gain from saline
* rejuvenating fills to reference volume
* fixed blood regulation
* red mead requires stirring to make
* reverted accidental line deletion
* cleared the skeletons from the closet
* additional routing
* field rename for xeno
* removed mention of chemstream and field rename for asteroid mobs
* minor optimizations
* Revert "reduced blood gain from saline"
This reverts commit de26fd1c0d99f3019fe7dd1451a50230cc90f058.
* Revert "removed blood gain from protein"
This reverts commit 7a1648caf39fe26406db73c2a5afa389b82c612f.
* removed unused component fetch
* dead check mini refactor
* eventized blood exclusion
* quick fix
* Pain
* Commit of doom
* COMMIT
* renamed bloodMaxFactor to MaxVolumeFactor
* addressed floating point error
* returned vomiting chemicals
* blood reagent always skips the flush
* no need to mention blood reagent
* fixed passing blood flush
* adadsafasfasfassfasf
* whoops
* merge fixed injectors
* Revert "adadsafasfasfassfasf"
This reverts commit 0a5313a68dd6484d36d28d08930c76851b72ae38.
* simplify reagent removal
* enabled foreign blood transfusion
* Revert "COMMIT"
This reverts commit 19abd679cd7761ebd47bb242bd644176a3006a42.
* simplified reagent removal when modifying blood level
* removed misleading coment since the changes
* documented MetabolismExclusionEvent
* fixed negative negative modification of blood level
* fixed hypervolemia not normalizing
* constrainted blood modification
* returned bloodpack stop on fully healed
* forgot to stage this
* band aid for diona blood
* swapping GetReagent with GetPrototype
* optimize blood filtering
* multiplicative multi reagent blood level calculation
* removed unused stuff
* optimized blood calculation a tiny bit
* added per reagent blood regulation
* optimized (referenceVolume + bloodReagents) into referenceSolution
* polished coded to proper function
* forgot to stage rootable system change
* clean up, unnecessary GetBloodLevel call
* rename method name to TryAddToBloodstream instead of Chemicals
* placed overfill safety
* cleanup and final touches
* final touch
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* Update nix dev env (#41886)
Update flake
* Adds BallisticAmmoSelfRefillerComponent (#38537)
* Adds BallisticAmmoSelfRefillerComponent
And uses it to replace battery-based refilling of the Syndicate L6 and Viper modules.
# Automagic Ballistic Ammo Refilling
- Add `BallisticAmmoSelfRefillerComponent`
- Handle `EmpPulseEvent` to pause refilling behavior for EMP's duration
# Supporting Changes
- Change `Content.Server.Weapons.Ranged.Systems.Update` override in `GunSystem.AutoFire.cs` to `UpdateAutoFire`
- Add `Content.Server.Weapons.Ranged.Systems.Update` to `GunSystem.cs` so that it can call `UpdateAutoFire` and `UpdateBallistic`
- Add public methods to GunSystem for use by refilling implementation
- PauseSelfRefill
- IsFullBallistic (same as #299)
- CanInsertBallistic (same as #299)
- TryBallisticInsert (same as #299)
* _timing -> Timing
* unspawned count stuff
* imagine building the code before pushing
* - apply to c20r ROW
- make predicted/shared
* revert server system import only changes
* oop
* o great and wise Slarti
* Scar comments
* field deltas + correct serializer
* review
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Automatic changelog update
* Give Vulps "Unique" Stomachs (#41893)
* Bit funny init?
* remove reptilianfood tag
* oops too muchgit add Resources/Prototypes/Body/Organs/vulpkanin.yml!
---------
Co-authored-by: NoreUhh <noreuhh@gmail.com>
* Automatic changelog update
* Fix xenoborg modules (#41625)
* change name from heavy laser to laser cannon
* fixed some ids
* fix name and description
* change cost of upgrade modules
* remove unwield penalty
* commentary
* change name of scout modules
* same firerate as before
* typo
Co-authored-by: āda <ss.adasts@gmail.com>
* new line at end of file
* duplicated
---------
Co-authored-by: āda <ss.adasts@gmail.com>
* Automatic changelog update
* [Bugfix/Optimization] Metabolize Foreign Blood (#41892)
* Metabolize foreign blood
* fix
* misc
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix loadout entity names not being exported/imported (#41891)
Fix entity names not being saved in loadouts.
Just missing a [DataField]
* Automatic changelog update
* Mirror contrib guidelines to GitHub (#41896)
add contrib guidelines
* Adds debug wizard's grimoire (#41900)
* Automatic changelog update
* Make StaminaModifier into a status effect, apply to Hyperzine (#41902)
* Initial commit
* Probably better this way.
* Review fixes
* cleanup
---------
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* Automatic changelog update
* [Staging] Fix certain projectiles moving faster than intended (#41905)
Return to original value (25)
* [Staging/Hotfix] A couple bloodstream fixes. (#41906)
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* upstream bugfix
* blood upstream update
* linterfix
* linterfix2
---------
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* Add status effect support to Traits, change PainNumbness to be a status effect (#41646)
* Initial commit
* Review comments
* Jobify
* Prototype(effect)
* Reduce explosion airtight cache memory usage (#40912)
* Reduce explosion airtight cache memory usage
This means you can happily add explosion prototypes again
New approach has the tolerance value data in a shared storage with reference counting.
* Oops fix index removal
* Remove debug code and fix merge conflicts
* Also address my other review
* Oh it's in two places lmao
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Minor cleanup of hypospray.yml + clearer medipen descriptions (#41682)
* Minor cleanup of hypospray.yml
* SyndiHypo is only used by corpsmen (it's not in the uplink) so the description should reflect that
* Small and large shots
* Automatic changelog update
* Predict BedSystem (#41686)
* BedSystem-move-to-shared
* dependency
* dirty!!!
* Resprite Corvax New Year tree (#3462)
* Change stamina slowdown to use a percentage-based threshold (#41691)
Change stamina to use a percentage based slowdown
* Change to fix wording of Pun Pun's jacket (#41695)
Slightly fixes wording on Pun Pun's jacket
* Automatic changelog update
* Snowball: Head of Security's hardsuit is no longer absent (#41698)
Snowball: Head of Security now has their hardsuit again
* Automatic changelog update
* Cleanup of prototypes in Resources/Prototypes/Catalog/Fills/Crates/ + fixed light crate descriptions (#41697)
* Fix prototype string order
* Fix replacement lights crate description
* Clearer light descriptions in general
* Suffix fix
* Updated internals crate descriptions
* Automatic changelog update
* figurines.ftl is now sorted by department (#41701)
* figurines.ftl is now sorted by department
* Nukie order fix
* Greytider order fix
* Tweaks to existing lines
* still tweaking
* Allows spesos to fit in envelopes (#41700)
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Automatic changelog update
* Change Ephedrine, Desoxyephedrine and Hyperzine properties (#41693)
* merff (no numbness)
* I can't feel a thing
* Update self-damage and OD values
* Missed a 5
* Automatic changelog update
* Exo - Botany update and minor fixes (#41598)
Exo 1.14
* Automatic changelog update
* Warfarin and Hemorrhinol, Hemophilia turned into a StatusEffect (#41685)
* init
* yeah
* move folders
* comments
* i hate cloning sometimes
* review
* review squred
* fix stuff
* Automatic changelog update
* Add missing vox unequipped sprite for explorer mask (#41405)
Mask on face
* Automatic changelog update
* Fix recharging spray painters (#41725)
change one line
* Automatic changelog update
* New figurine voicelines (#41723)
* Automatic changelog update
* C# 14 fixes (#41708)
Necessary for the move to .NET 10 & C# 14. Actual PR to change SS14 to C# 14 will be separate.
* Fix shuttle FTL with UI scale (#40933)
Fixed click inputs being broken
Fixed rendering of background parallax.
* Automatic changelog update
* Remove static IoC from Replay and Shared EntryPoint (#41707)
* Cleanup warnings: CS0114, CS0414, CS0618 (#41578)
* Cleanup
* Revert
* Replace Vestine-derivatives in plant mutations, change uplink prices & hypopen to reflect changes (#41716)
* Initial commit
* It's a toxin!
* Review changes
* Review changes
* Automatic changelog update
* Vestine now Mutates Plants to Produce Vestine (#41731)
* ready freddy!
* remove that shit
* fsasfaf
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* Predict ReactionMixerSystem (#41218)
* predict
* documentation
* review
* move GameMapPrototype and GameMapCondition to shared (#41742)
* move GameMapPrototype and GameMapCondition to shared
* fix
* Remove explosive component from mothership cpre (#41743)
remove explosive comp
* Automatic changelog update
* Adds the sticky grappling hand (#37551)
* Adds sprites, entity and sounds for sticky grappling hand
* Switched audio to mono
* Update Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml
Co-authored-by: āda <ss.adasts@gmail.com>
* Added empty sound, changed yaml to suit conventions, added description
---------
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Co-authored-by: āda <ss.adasts@gmail.com>
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* Automatic changelog update
* Update Credits (#41750)
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* Add voice mask implant (#41551)
* Add voice mask implant
* Remove voice mask
* Voice mask implant now overrides your identity
* voice mask implant can now be extracted, when taking out the voice mask implant it now updates your name proplery
* Simplify logic
* Automatic changelog update
* Remove Zookeeper and Boxer jobs (#41741)
* Automatic changelog update
* Fix box shuttle from overloading instantly (#41753)
* Fixed hyperzine (micro)injector descriptions (#41755)
* Automatic changelog update
* Snap Booms (fake snap pops) (#38654)
* snap booms
* damage nerf
* fixing brain issue of being 8am and i havent slept yet
* typo
* Update damage and name
* Fix linter issues
* fixed typo snapPopFake -> snapPopExplosive
---------
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* Automatic changelog update
* Add GenPop Enter/Leave to ID Card Computer. Add shuffle the accesses a bit. (#41739)
fixe
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* Double bullet speeds (#34971)
* Double bullet speeds
The only reason we had it at 20m/s was tunneling reasons.
The quick maths is (BodyA size + BodyB size) / frametime. Currently the game is doing substepping AFAIK so we can use 0.016 as the frametime therefore with a 0.40 width body we can get up to 40.625 (assuming the target is no narrower than 0.25 which given my thindows change last year should be a decently safe assumption).
* Fix
* Fix impact visuals, as they overshoot otherwise
* Revert changes
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Automatic changelog update
* Green Glowsticks are their own entity (#41712)
* Addresses and resolves Issue #41145, creates a separate entity for green glowsticks, which were previously just the base glowstick.
* Adds old+new ID for green glowsticks to migration.yml, refactors formatting in glowstick.yml
* Make xenoborg light brighter (#41580)
* make light better
* minor color fix
* Automatic changelog update
* TriggerOnUiOpen/Close (#41718)
* feat: TriggerOnUiOpen/Close
* chore: minor clarification
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnUiCloseComponent.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnUiOpenComponent.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* chore: review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Hitscans now have names (#41763)
Co-authored-by: RedSpyy <empty@place.com>
* Reverts Mop + Glowstick Storage Rotation (#41765)
diagonal pixels are ugly, sorry.
* Remove map list from station-specific jobs' descriptions (#41748)
* Automatic changelog update
* fix bagel APC powernet (#41769)
* Misc Proper Rotation Sprites (#41764)
* Proper rotation sprites.
* copyright mentions
* wrong one
* better ointment
* Automatic changelog update
* fix box APC powernet (#41770)
* fix CC APC powernet (#41771)
* fix elkridge APC powernet (#41772)
* fix fland APC powernet (#41773)
* Automatic changelog update
* fix oasis APC powernet (#41776)
* Automatic changelog update
* Fix Bible Fast Healing (#41777)
* broble
* slightly cleaner I guess actually
* im straight refactoring it, and by it, i mean.... my entity
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Allow removing species from the RNG pool of a new player's initial auto-generated character (#41678)
* First commit
* Fix it!
* Requested Changes
* Automatic changelog update
* Revert "Trip APCs when they exceed a power limit (#41377)" (#41766)
This reverts commit a5c223c0
* TriggerOn(Un)Embed (#41720)
* feat: TriggerOn(Un)Embed
* feat: StopEmbedEvent
* fix: forgot initialize
* chore: better naming
* chore: oops
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnUnembedComponent.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Projectiles/EmbedEvents.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* review
im lazy
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnEmbedComponent.cs
* chore: docs
* comment change
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: iaada <iaada@users.noreply.github.com>
* fix CL AGAIN (#41782)
* Reapply "Trip APCs when they exceed a power limit (#41377)" (#41789)
Revert "Merge stable into master"
* Clothing equipping doAfter tweak (#41732)
* clothing moving break
* Rename EquipOnMoving to EquipWhileMoving
* Update InventorySystem.Equip.cs
* Sometimes the Bagel Theater doesn't like showing up to work (#41787)
* Automatic changelog update
* Fix batteries not counting towards the battery bounty (#41792)
add PredictedBattery
* Bagel Theater will randomly spawn in partially broken (#41794)
* Revert "Sometimes the Bagel Theater doesn't like showing up to work (#41787)"
This reverts commit c0e90815d9.
* Reapply "Sometimes the Bagel Theater doesn't like showing up to work (#41787)"
This reverts commit 114266990897d338ef25fa435d0ad7350457dd63.
* remove blank
* upd CL
* Hushpup Shotgun (#41512)
* upstream hushpup
* fixes incorrect filename in attribution
* sprite cleanup
* Make the YAML not ass
* Remove redundant line of code
* Resprite, attributes original sources
* More sourcing fixes
* Last minute sprite touchups
* So... don't accidentally copy paste stuff
* Fixes bolt being on the wrong side while wielded
* adjust rolloffFactor
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Resprite
* No more pegs
* Spanky mind controlled me to commit these changes
---------
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Automatic changelog update
* fix a typo in the changelog (#41798)
fix a typo
* Snowball update (#41806)
snowball update
* Automatic changelog update
* Add paper labels to gas canisters (#41737)
* paper? on canisters? are you KIDDING
* woops forgot something
* I think this'll fix the errors?
* Automatic changelog update
* Delete license.txt (#41805)
* Make door bolting powergaming no longer relevant anymore (#41138)
* make door bolting powergaming no longer relevant anymore
port and remove moff guard comments
* update desc
* One line bugefix
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* Fix mobs not being blindable (#41788)
added blindable component to BaseSimpleMob
* Automatic changelog update
* Add BasePaperLabelable and BasePaperLabelableVisualized abstract prototypes (#41807)
* Add BasePaperLabelable to base_item.yml
* CrateGeneric now parents from BasePaperLabelable
* TWO types of BaseParcelWrapable
* Body bags use BasePaperLabelable
* Artifact containers use BasePaperLabelable
* Lockers now use BasePaperLabelable
* Comment cleanup + redundancies
* Seeds now use BasePaperLabelable (but need more paper sprites in the future)
* Parcel wrap bugfix
* Remove redundant components from crates
* Fix testfail tied to ContainerContainer component
* Fixed bad line alignment
* Gas canisters now use BasePaperLabelableVisualized
* Comment updates
* Other comment update
* Migrate Bot Speech Catalogs to One Folder (#41478)
migrate bot speech catalogs to one place
* фентанил больше не владеет кодом на корваксе (#3456)
* NameRules (#3411)
* description of the mount(#3465)
* Update the erase script to support the latest migration (#41524)
No changes needed, its compatible still
Tested in production :3
* integrationTests fix ipc(#3454)
* locale port 24.11.2025 (#3467)
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: lapatison <100279397+lapatison@users.noreply.github.com>
Co-authored-by: cfif126 <94059374+cfif126@users.noreply.github.com>
* Ipcfix?
* lolmap
* Update Resources/Prototypes/Maps/snowball.yml
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Chefs start with chef shoes (#41814)
starting chef shoes
* Automatic changelog update
* Fix rigged power cells exploding early (#41813)
* fix riggable
* fix
* Automatic changelog update
* Change that specifies escape via the escape shuttle rather than pods in escape objectives (#41809)
* specifies escape via escape shuttle (because escape pods do not count)
* corrects capitalization of CentComm
* apply fixes to thief objectives aswell
* apply fixes to paradox clone objectives aswell
* Automatic changelog update
* Predict RootableSystem (#41729)
RootableSystem-move-to-shared
* Improve ClothingSpeedModifier, Fix Paramedic Void Suit (#41820)
* Add RequireActivated bool
* Fix paramedic voidsuit
* Remove explicit check
This is actually unnecessarily verbose.
* Improve comment
* Update Content.Shared/Clothing/ClothingSpeedModifierSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add cref linking
* Change reference from system to component
* Fix missing closing tag before anyone notices
* Add clarity about when this field is used.
* Add early return if not affected by toggling
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Soap, Banana peel, and Slip entity tables (#41783)
* commit
* self review
* self review 2
* buff
* nerf
* microbalance continues until i'm happy
* requested and more
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* карты делитед
* Add small cooldown to NukeKeypadEnterMessages (#41831)
* cooldown
* d
* time offset serializer
* undo button disabling according to feedback
* Update Content.Client/Nuke/NukeBoundUserInterface.cs
* Smart Fridges can contain anything edible (#41830)
I'm sure this will cause zero unintended consequences
* diona are now less debilitated by rooting in blood (#41642)
* diona are now less debilitated by rooting in blood
* Rerun tests
* Rerun tests
* Automatic changelog update
* Re-sprite the Ripley (#41832)
newish ripley yay
* Remove remote detonation/disable from the robotics console. (#41834)
End the war
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* ScramOnTrigger teleportation logic rewrite (#41808)
* shuffle logic and remove arbitrary line
* actually fix radius for real
* code comment for clarity
* rewrote SelectRandomTileInRange
* Update Content.Shared/Trigger/Systems/ScramOnTriggerSystem.cs
Co-authored-by: āda <ss.adasts@gmail.com>
* Update Content.Shared/Trigger/Systems/ScramOnTriggerSystem.cs
Co-authored-by: āda <ss.adasts@gmail.com>
* i love helper methods!
* remove unused dependencies
* check collisiongroup of teleporting entity
* remove unused dep.
* unused query and init
---------
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Automatic changelog update
* Changed PullingSystem to use MobStateChangedEvent instead of UpdateMo… (#41835)
Changed PullingSystem to use MobStateChangedEvent instead of UpdateMobStateEvent
* Add KI pills to the radsuit locker (#41576)
* Add KI pills
* Add variability
* Remove unnecessary value
* Automatic changelog update
* mapfix and mappool update
* ihateastra
* Removed cocnrete doubles (#3469)
* Preserve arbitrage by fixing a bug (#41756)
no more infinite money
* Automatic changelog update
* Hand labeler can always remove labels (#40330)
* Hand labeler can always remove labels
* Simplify labeling functions
* Address review comments
* Use Entity<Component> more places
* Always use default style for remove label verb
* Automatic changelog update
* All Figurines Entity Table (#41775)
* ai talks
* kill cheepo
* mech figures
* finished
* touchup
* wider net
* final changes
* never final
* fix test fail
* review
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Update Credits (#41848)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Fixed Vulp Hair layering Under Hoods and Hardsuits (#41827)
fix the freakin hair
Co-authored-by: NoreUhh <noreuhh@gmail.com>
* Don't remove borg access without power (#41844)
* init
* comment
* Automatic changelog update
* Five bounty arbitrage fixes (#41846)
* commit
* tweak
* more bounties
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Automatic changelog update
* Killsign cleanup (#41845)
* init
* rsi
* review
* scale
* it
* cat, dog, nerd
* rsi
* I just microbalanced animation speed
* raider, stinky resprite
* review
* HideFromOwner
* hidden smite
* copyright
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* TriggerOnUserInteractHand and TriggerOnUserInteractUsing (#41843)
* init
* handle check
* oops
* cleanup
* fix resolve
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Edible Produce are now also Butcherable (#36786)
Butcherable Produce
Adds Butcherable capabilities to Bananas, Mimanas, Corn, Gatfruit, Capfruit, Bungo, and Cherries.
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Automatic changelog update
* Admin log now shows APC power toggle interactions (#41839)
Added logging to the APC's toggle interaction
* Automatic changelog update
* Adding a random gate (#41627)
* Added random gate
* minor edit
* cleaning up my shit after trying to do something faster
* new lines
* some changes
* joke
* UI
* Long Division
* Dont use ctrl + x in 3 am
* I hope these are the final touches
* One thing, I don't know why
* noname commit
* no way, 1kk of code lines edit
* sudo rm -rf ... and something there...
* update
* sometimes its sad
* Automatic changelog update
* Assorted minor cleanup (and shotgun shell descriptions) in Resources\Prototypes\Entities\Objects\Weapons\Guns\Ammunition\ (#41841)
* YAML cleanup of shotgun rounds
* Descriptions for all shotgun ammo types
* YAML cleanup of pistol rounds
* YAML cleanup of magnum rounds (and tweaks to uranium ammo descriptions)
* YAML cleanup of rifle rounds
* YAML cleanup of toy rounds
* YAML cleanup of magnum/pistol/rifle/shotgun projectiles
* YAML cleanup of magnum/pistol/toy speedloaders
* YAML cleanup of light rifle rounds
* Descriptions for anti-materiel rounds and boxes
* YAML cleanup of base_cartridge.yml
* YAML cleanup of caseless rounds (plus minor viper-mag description tweaks)
* YAML cleanup of heavy rifle rounds
* YAML cleanup of grenades and explosives
* machine pistol magazine is now Security contraband
* Practice ammunition description updates
* Missed a magnum ammo description tweak
* Whoops, misspelled the word 'description' a lot
* Practice ammunition description updates 2!
* Better name/description for joke L6 foam dart mag
* Tweak to that last commit
* Fixed practice machine pistol magazines using real bullets
* Automatic changelog update
* Skeletons are now affected by Holy damage (#41757)
* Toys entity tables (#41840)
* ai talks
* kill cheepo
* mech figures
* finished
* touchup
* wider net
* final changes
* never final
* fix test fail
* commit
* self review
* self review 2
* buff
* nerf
* microbalance continues until i'm happy
* requested and more
* toys.yml is scary
* pace yourself, hun
* finished tables
* update related tables
* finish tables
* spawners
* new item
* other tables and cargo crate
* move board games
* commit
* last changes
* last last changes
* bounty changes
* remove pies :o(
* readjust prices
* requested microbalance
* friends for life
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Automatic changelog update
* Make gun chamber empty by default (#41791)
gun chamber empty by default now
Co-authored-by: RedSpyy <empty@place.com>
* Automatic changelog update
* Fix plant metabolism in guidebook. (#41854)
* AAAAAAAAAAAAAAAAAAAAAAA
* cleaner
* even cleaner
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Move logic from EvenHealthChangeEntityEffectSystem to the damage system API (#41684)
* add two methods
* move stuff to damage system api
* use TryIndex
* simplify
* minor fix
* add helper functions
* fix
* remove random new line
* simplify
* remove unnecessary lines
* rename to GetDamage
* Got it working
* make more clear
* why backwards
* value should be the amount to heal
* fix
* fix all dumb fixedpoint2 edge cases I hope
* One more thing
* fix
* make it more simple
* ops it was backwards
* valueHeal can't be more than remaining
* add all keys beforehand and no need to check and add them inside the loop
* break for loop in case remaining is zero
* comment was wrong
* optimized, works
* remove random spaces
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Update to Bardrobe to add Pun Pun's outfit (#41705)
bardrobe update to add pun's outfit
* Automatic changelog update
* Remove roundstart tools from some cyborgs (#41823)
* remove tools
* actually let derelict borgs keep it
* Automatic changelog update
* Fix ColorExtensions math (#41717)
All of this was doing sRGB -> OkLAB conversions without linearizing the sRGB first, so it was broken. I could have sworn I pointed this out in review but I guess that got lost.
Also, add a gamut clipping step since we have out-of-gamut colors and I don't want random negative values causing weird nightmare bugs somewhere. Shouldn't change anything in regular rendering.
* Rollersakes heisen bounty (#41859)
commit
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Fix news console formatting and pda news formating (#41799)
* Fix news console formatting
* another fix
* Fix review
Un-copy-paste. Twice. *sigh*
---------
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
* Remove most unknown shuttle events (#41860)
All except the hostile ones (which is like, three. I didn't even know we had hostile ones other t han loneop)
These are complete content slop bloat
* Automatic changelog update
* ERT Overhaul 1/3: Apparel (#37855)
* Initial commit: Added ERT web vest and sprites, added ERT magboots.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added duffle bag and magboots
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Half finished updating the web vest
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Removed unused items
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added ERT chest rig, changed sprites of backpacks
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Parented all ERT hardsuit stats to nukie hardsuits
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Parented ERT backpacks to syndicate ones
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* changed size of ERT backpacks
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Unparented ERT duffels from syndicate ones
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fixed belt sprites
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fixed ERT medic backpack sprite
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added explosion resistance to backpacks
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Removed ERT duffel bag.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Adds crowbar to Mediborg Rescue Module (#41861)
Added crowbar to Borg Rescue module.
* ERT Overhaul 2/3: Equipment (#38105)
* fixed naming
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added equipment to be used by ERT.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added flamethrower suffix
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added hydra filled with frag grenades
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Made basic grenades centcomm restricted
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Made energy swords central command contraband
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Parented ERT backpacks to syndicate ones
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Revert "Parented ERT backpacks to syndicate ones"
This reverts commit 615526512d90ea17c0e452ed24fdb351f54740bc.
:wq#
* Updated labels and containers
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added ERT survival box with double emergency tank
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* removed flamethrower
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Made C4 CC contra, reverted Incen to syni contra
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* reverted contraband
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* revert the rest of the contraband
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Heisentest
* Added label component to spray bottles.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added suffixes to the space cleaner bottles
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Automatic changelog update
* Revert "Remove most unknown shuttle events" (#41862)
Revert "Remove most unknown shuttle events (#41860)"
This reverts commit 6c9ef19e9e.
* Prevent Initial Infected from rolling on evac (#41863)
evac ambuzol
* Repairing borgs now takes multiple doafters (#41638)
* borg repair is now multiple doafters
* is a float now
* use else
* remove random new line i added for some reason
* add new line at the end of the file
* add documentation
* made repair system super robust
* borg heal faster from crit
* forgot to make it a datafield
* less overpower
* cant repair futher than the threshold for alive if not alive or dead
* fix math
* more math
* fixes
* some comentary
* more accurate
* simple solution
* new solution
* better numbers
* more accurate
* use helper function
* fine tunning the number
* better way to restart the doafter
* update AutoDoAfter
* not used
* more clear
* remove inline if
* improve helper methods
* updare pop up message
* another unused
* nuke consecutive repair bonus
* increase the repair (so it doesn't take ages to fix a borg)
* back to 10 per repair
* heal evenly
* fix for edge case
* fix
* fix
* it works now
* add / fix comments
* small clean up
* make easier to understand
* use FixedPoint2.Zero
* make it smaller
* add support for group even heal
* ops
* easier to read
* typo
* make the HealEvenly better
* rename to GetDamage
* negative value
* Update Content.Shared/Repairable/RepairableSystem.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Add tile atmosphere tests (#41228)
* Tile atmosphere tests
* master markers
* TryLoadMap
* whoopsie
* Dirty
* Add new abstract class, room spacing tests
* review
* Ignite atmosphere on explosions (#41262)
* Ignite atmosphere on explosions
* Fixed to add a temperature property
* Code review corrections
* Removed unused usings
* Correction to use TryComp instead of EntityManager to make it prettier
* Code review corrections
* Code review corrections
* Corrections
* misc fixes
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Add myself to atmos codeowners (#41869)
yep thats right
* Exo - Exomas Version (revertable) (#41715)
kill
* Automatic changelog update
* Cryogenics evenheal + New chem "Arcyrox" (#41696)
* Cryo chems
* Actually cryo eats a lot of this stuff, should probably buff the amount you get...
* minor necrosol buff
* fuck it old recipe
* Fucked up my math, half is closer to 6 here.
* cryox
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* Xenoborg door control module (#41546)
* add door control module
* some commentary
* can't eject stuff anymore
* make xenoborg door remote eletrify doors
* clean yml
* anchors and aliases
* not show stuff about id in xenoborg access config
* engi xenoborg can see eletrified doors
* Add audio collections for Weh, Hew, and Honk to Vulps (so that they have audio when they do that) (#41610)
Vulps can weh and honk now
* Automatic changelog update
* Remove unused tags tied to unused entities (#41366)
* commit
* fix for haunted
* not a magazine
* unused sprites
* the lost tags
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Automatic changelog update
* Fix mothership core fixture (#41745)
fix mothership core fixture
* Station AI now rolls before most standard crew (#41663)
* Station AI now rolls before standard crew
* github tests are high
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Add foolbox (#41473)
* Add foolbox to clown lockers
* this is beter
* updated table w/ new items
* more clown like
* Tweaks
* thank you iaada
* cleanup
* review
* fun!
* fixes and microbalance
* clowns start with it inhand now
* Automatic changelog update
* Tweak Killer Tomato Size (#35866)
* Update miscellaneous.yml
y tho
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Small improvement to suit sensor update loop (#41872)
commit
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Decouple standing state and drop item behavior (#41566)
* removed DropHandsItemEvent from standing state system, added DropHandsItemEvent calls in slippery system and shared stun system
* added DropHandItemsEvent calls in mobstate system subscribers
* Added DropHandItemsEvent call in SharedBodySystem.Parts
* Add a standingState check in RemoveLeg so removing the legs of a downed person won't cause them to drop items
* new method for downing + dropping held items in mobstatesystem
* mild cleanup
* Bugfix
* update BuckleTest to reflect new item dropping behavior when removing legs
* light cleanup
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Arcryox Metabolism Fix (#41881)
* fix arcryox metabolism
* dont change that shit wrong branch
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* fix AI battery alert (#41879)
* fix AI battery alert
* fix copy paste error
* Automatic changelog update
* wallmount debug overlay (#38495)
* wallmount debug overlay
* make circles a little smoother
* add permissions
* Update Resources/Locale/en-US/commands/show-wallmounts-command.ftl
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* fix
---------
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix destructible benchmark OOMing (#41880)
* not working
* fix
* Prevent Vestine and all other Botany chemicals from affecting all seeds. (#41883)
* EnsureUniqueSeed
* mfw
* aaaaaaaaaaaaa
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* TriggerOnIngested (#41875)
* init
* nobody will ever know i copy paste
* i hate these names
* comment
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Remove flammability mass (#41803)
* Remove flammability mass
* Adjust mass fudge number
* Remove fudge
* Automatic changelog update
* Fix prototypes so they pass analyzer checks (again) (AGAIN) (#41882)
fix
* Metabolizing bloodstream (#35071)
* merged chemical into bloodstream
* changed injectable to bloodstream
* separated bleeding and direct blood removal
* removed blood gain from protein
* reduced blood gain from saline
* rejuvenating fills to reference volume
* fixed blood regulation
* red mead requires stirring to make
* reverted accidental line deletion
* cleared the skeletons from the closet
* additional routing
* field rename for xeno
* removed mention of chemstream and field rename for asteroid mobs
* minor optimizations
* Revert "reduced blood gain from saline"
This reverts commit de26fd1c0d99f3019fe7dd1451a50230cc90f058.
* Revert "removed blood gain from protein"
This reverts commit 7a1648caf39fe26406db73c2a5afa389b82c612f.
* removed unused component fetch
* dead check mini refactor
* eventized blood exclusion
* quick fix
* Pain
* Commit of doom
* COMMIT
* renamed bloodMaxFactor to MaxVolumeFactor
* addressed floating point error
* returned vomiting chemicals
* blood reagent always skips the flush
* no need to mention blood reagent
* fixed passing blood flush
* adadsafasfasfassfasf
* whoops
* merge fixed injectors
* Revert "adadsafasfasfassfasf"
This reverts commit 0a5313a68dd6484d36d28d08930c76851b72ae38.
* simplify reagent removal
* enabled foreign blood transfusion
* Revert "COMMIT"
This reverts commit 19abd679cd7761ebd47bb242bd644176a3006a42.
* simplified reagent removal when modifying blood level
* removed misleading coment since the changes
* documented MetabolismExclusionEvent
* fixed negative negative modification of blood level
* fixed hypervolemia not normalizing
* constrainted blood modification
* returned bloodpack stop on fully healed
* forgot to stage this
* band aid for diona blood
* swapping GetReagent with GetPrototype
* optimize blood filtering
* multiplicative multi reagent blood level calculation
* removed unused stuff
* optimized blood calculation a tiny bit
* added per reagent blood regulation
* optimized (referenceVolume + bloodReagents) into referenceSolution
* polished coded to proper function
* forgot to stage rootable system change
* clean up, unnecessary GetBloodLevel call
* rename method name to TryAddToBloodstream instead of Chemicals
* placed overfill safety
* cleanup and final touches
* final touch
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* Update nix dev env (#41886)
Update flake
* Adds BallisticAmmoSelfRefillerComponent (#38537)
* Adds BallisticAmmoSelfRefillerComponent
And uses it to replace battery-based refilling of the Syndicate L6 and Viper modules.
# Automagic Ballistic Ammo Refilling
- Add `BallisticAmmoSelfRefillerComponent`
- Handle `EmpPulseEvent` to pause refilling behavior for EMP's duration
# Supporting Changes
- Change `Content.Server.Weapons.Ranged.Systems.Update` override in `GunSystem.AutoFire.cs` to `UpdateAutoFire`
- Add `Content.Server.Weapons.Ranged.Systems.Update` to `GunSystem.cs` so that it can call `UpdateAutoFire` and `UpdateBallistic`
- Add public methods to GunSystem for use by refilling implementation
- PauseSelfRefill
- IsFullBallistic (same as #299)
- CanInsertBallistic (same as #299)
- TryBallisticInsert (same as #299)
* _timing -> Timing
* unspawned count stuff
* imagine building the code before pushing
* - apply to c20r ROW
- make predicted/shared
* revert server system import only changes
* oop
* o great and wise Slarti
* Scar comments
* field deltas + correct serializer
* review
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Automatic changelog update
* Give Vulps "Unique" Stomachs (#41893)
* Bit funny init?
* remove reptilianfood tag
* oops too muchgit add Resources/Prototypes/Body/Organs/vulpkanin.yml!
---------
Co-authored-by: NoreUhh <noreuhh@gmail.com>
* Automatic changelog update
* Fix xenoborg modules (#41625)
* change name from heavy laser to laser cannon
* fixed some ids
* fix name and description
* change cost of upgrade modules
* remove unwield penalty
* commentary
* change name of scout modules
* same firerate as before
* typo
Co-authored-by: āda <ss.adasts@gmail.com>
* new line at end of file
* duplicated
---------
Co-authored-by: āda <ss.adasts@gmail.com>
* Automatic changelog update
* [Bugfix/Optimization] Metabolize Foreign Blood (#41892)
* Metabolize foreign blood
* fix
* misc
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix loadout entity names not being exported/imported (#41891)
Fix entity names not being saved in loadouts.
Just missing a [DataField]
* Automatic changelog update
* Mirror contrib guidelines to GitHub (#41896)
add contrib guidelines
* Adds debug wizard's grimoire (#41900)
* Automatic changelog update
* Make StaminaModifier into a status effect, apply to Hyperzine (#41902)
* Initial commit
* Probably better this way.
* Review fixes
* cleanup
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* [Staging] Fix certain projectiles moving faster than intended (#41905)
Return to original value (25)
* [Staging/Hotfix] A couple bloodstream fixes. (#41906)
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* upstream bugfix
* blood upstream update
* linterfix
* linterfix2
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
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Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
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Co-authored-by: Ko4ergaPunk <62609550+Ko4ergaPunk@users.noreply.github.com>
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Co-authored-by: ScarKy0 <scarky0@onet.eu>
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Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>
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* change name from heavy laser to laser cannon
* fixed some ids
* fix name and description
* change cost of upgrade modules
* remove unwield penalty
* commentary
* change name of scout modules
* same firerate as before
* typo
Co-authored-by: āda <ss.adasts@gmail.com>
* new line at end of file
* duplicated
---------
Co-authored-by: āda <ss.adasts@gmail.com>
* Adds BallisticAmmoSelfRefillerComponent
And uses it to replace battery-based refilling of the Syndicate L6 and Viper modules.
# Automagic Ballistic Ammo Refilling
- Add `BallisticAmmoSelfRefillerComponent`
- Handle `EmpPulseEvent` to pause refilling behavior for EMP's duration
# Supporting Changes
- Change `Content.Server.Weapons.Ranged.Systems.Update` override in `GunSystem.AutoFire.cs` to `UpdateAutoFire`
- Add `Content.Server.Weapons.Ranged.Systems.Update` to `GunSystem.cs` so that it can call `UpdateAutoFire` and `UpdateBallistic`
- Add public methods to GunSystem for use by refilling implementation
- PauseSelfRefill
- IsFullBallistic (same as #299)
- CanInsertBallistic (same as #299)
- TryBallisticInsert (same as #299)
* _timing -> Timing
* unspawned count stuff
* imagine building the code before pushing
* - apply to c20r ROW
- make predicted/shared
* revert server system import only changes
* oop
* o great and wise Slarti
* Scar comments
* field deltas + correct serializer
* review
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* merged chemical into bloodstream
* changed injectable to bloodstream
* separated bleeding and direct blood removal
* removed blood gain from protein
* reduced blood gain from saline
* rejuvenating fills to reference volume
* fixed blood regulation
* red mead requires stirring to make
* reverted accidental line deletion
* cleared the skeletons from the closet
* additional routing
* field rename for xeno
* removed mention of chemstream and field rename for asteroid mobs
* minor optimizations
* Revert "reduced blood gain from saline"
This reverts commit de26fd1c0d99f3019fe7dd1451a50230cc90f058.
* Revert "removed blood gain from protein"
This reverts commit 7a1648caf39fe26406db73c2a5afa389b82c612f.
* removed unused component fetch
* dead check mini refactor
* eventized blood exclusion
* quick fix
* Pain
* Commit of doom
* COMMIT
* renamed bloodMaxFactor to MaxVolumeFactor
* addressed floating point error
* returned vomiting chemicals
* blood reagent always skips the flush
* no need to mention blood reagent
* fixed passing blood flush
* adadsafasfasfassfasf
* whoops
* merge fixed injectors
* Revert "adadsafasfasfassfasf"
This reverts commit 0a5313a68dd6484d36d28d08930c76851b72ae38.
* simplify reagent removal
* enabled foreign blood transfusion
* Revert "COMMIT"
This reverts commit 19abd679cd7761ebd47bb242bd644176a3006a42.
* simplified reagent removal when modifying blood level
* removed misleading coment since the changes
* documented MetabolismExclusionEvent
* fixed negative negative modification of blood level
* fixed hypervolemia not normalizing
* constrainted blood modification
* returned bloodpack stop on fully healed
* forgot to stage this
* band aid for diona blood
* swapping GetReagent with GetPrototype
* optimize blood filtering
* multiplicative multi reagent blood level calculation
* removed unused stuff
* optimized blood calculation a tiny bit
* added per reagent blood regulation
* optimized (referenceVolume + bloodReagents) into referenceSolution
* polished coded to proper function
* forgot to stage rootable system change
* clean up, unnecessary GetBloodLevel call
* rename method name to TryAddToBloodstream instead of Chemicals
* placed overfill safety
* cleanup and final touches
* final touch
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>