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Merge Up[stream 3/30/24 #153
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* Send what seleted for secret to admin chat * add line * Add localization support
* remove deprecated entity coordinate extension functions. Reduces warning count by approximately 50 * final toCoords Removed * Remove all unused variables and dead code paths * remove always true variable, should be a cvar or something instead * remove superfluous variables from tests
Drops busname + attenuation.
Added chemical reaction for making crystal shards
* Transform cleanups * Fix build * ascension
* Add auto-mode to reagent grinder * Remove redundant stuff with DataField * Use margin instead of dummy control * Resolve grinder component
* polymorph changes Adds poly proto ids to polymorph action event and checks for proto id when performing * nullable proto id * Replaces instances of Polymorph prototype with a proto id and tryindex * birdup --------- Co-authored-by: metalgearsloth <[email protected]>
As the title says.
… shared (#25813) * Moved abstract spill methods to shared; added prediction to spill container verb. * Rerun tests * Requested changes * Note Client behavior in Spill method docs
The rounding at 0,0 got memed.
* combine same-tile explosions in the same tick * ! --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
Fix atmos deserialization
This increases the probability for the following effects caused by Ion Storms: Chance to affect a Station Borg: 50% -> 80% Chance to replace a Law: 10% -> 20% Chance to remove a Law: 10% -> 20% Chance to shuffle Laws: 10% -> 20%
The FTL UI on the shuttle console would reset the FTL progress bar every time you open it. This is because the server only sends "time until completion", not a start/end time. The FTL code now uses a separate start/end time so the exact same progress bar can be preserved. For convenience, I made a StartEndTime record struct that stores the actual tuple. This is now used by the code and has some helpers.
Split GasTileOverlaySystem update over ticks
* all work done * adress whitespace * millions must factorio * conflict fix * i forgot
* Update base_clothingouter.yml * Update coats.yml * Change Flipped to Opened * labcoat * coat * Update meta.json * Update meta.json * Update meta.json * Update meta.json * Update meta.json * Update meta.json * Update meta.json * cmo * gene * rd * robo * sci * viro * Locale zip-unzip * Missing meta * Fix wrong sprites
Fix itemslots prediction
Co-authored-by: PJBot <[email protected]>
Co-authored-by: wrexbe <[email protected]>
* removes scaf armor * replace maint loot spawner spot with basic helmet
…6546) * Translations * Make aghost command work on other players using optional argument * Reviews
* Adds new Component: EmitSoundOnInteractUsing * Missed an import * File-scoping * Replace ID check with Prototype check * Moved component and system to shared. Set prediction to true. * Removed impoper imports and changed namespace of component to reflect changed folder. * Following function naming theme * All this code is basically deltanedas's, but it was a learning experience for me * Update Content.Shared/Sound/Components/EmitSoundOnInteractUsingComponent.cs * Update Content.Shared/Sound/Components/EmitSoundOnInteractUsingComponent.cs --------- Co-authored-by: metalgearsloth <[email protected]>
* Increase syndi duffelbag storage * weh
* Adds construction/decon graphs for plastic flaps * Dang arbitrage * undo conflict --------- Co-authored-by: Velcroboy <[email protected]>
* makes secglasses roundstart * fix epic fail * fix tests questionmark? * Update Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml Co-authored-by: Nemanja <[email protected]> --------- Co-authored-by: Nemanja <[email protected]>
* Toilet Draft * fixes * toilets now have secret stash to place items in cistern. * fixes * plungers now unblock toilets. * fix sprite * new sprites and fix * fixes * improve seat sprites. * fix * removed visualisersystem changed to genericvisualizers * flush sound for toilets and copyright for toilet sprites. * fix atrributions * fixes * fix datafield flushtime * sprite improvements * fixes * multiple changes * fix * fix * fixes remove vv * moved stash related functions to secret stash system from toilet. * fix * fix * changes for recent review. * fix * fix
* Can now search the uplink store interface with a searchbar. * Search text updates no longer send server messages. Persists listings locally. * Formatting fixes and tidying. * Added helper method to get localised name and description (or otherwise, entity name and description) of store listing items. * Update Content.Client/Store/Ui/StoreMenu.xaml * Review change; moved localisation helper functions to their own class. * Prevent thread-unsafe behaviour as-per review. * Remove dummy boxcontainer --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
* Initial radial menu prototyping for the RCD * Radial UI buttons can send messages to the server * Beginning to update RCDSystem * RCD building system in progress * Further updates * Added extra effects, RCDSystem now reads RCD prototype data * Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken * Added extra functionality to RadialContainers plus documentation * Fixed localization of RCD UI strings * Menu opens near cursor, added basic RCD * Avoiding merge conflict * Implemented atomized construction / deconstruction rules * Increased RCD ammo base charges * Moved input context definition to content * Removed obsoleted code * Updates to system * Switch machine and computer frames for electrical cabling * Added construction ghosts * Fixed issue with keybind detection code * Fixed RCD construction ghost mispredications * Code clean up * Updated deconstruction effects * RCDs effects don't rotate * Code clean up * Balancing for ammo counts * Code clean up * Added missing localized strings * More clean up * Made directional window handling more robust * Added documentation to radial menus and made them no longer dependent on Content * Made radial containers more robust * Further robustness to the radial menu * The RCD submenu buttons are only shown when the destination layer has at least one children * Expanded upon deconstructing plus construction balance * Fixed line endings * Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag * Bug fixes * Revert unnecessary change * Updated RCD strings * Fixed bug * More fixes * Deconstructed tiles/subflooring convert to lattice instead * Fixed failed tests (Linux doesn't like invalid spritespecifer paths) * Fixing merge conflict * Updated airlock assembly * Fixing merge conflict * Fixing merge conflict * More fixing... * Removed erroneous project file change * Fixed string handling issue * Trying to fix merge conflict * Still fixing merge conflicts * Balancing * Hidden RCD construction ghosts when in 'build' mode * Fixing merge conflict * Implemented requested changes (Part 1) * Added more requested changes * Fix for failed test. Removed sussy null suppression * Made requested changes - custom construction ghost system was replaced * Fixing merge conflict * Fixed merge conflict * Fixed bug in RCD construction ghost validation * Fixing merge conflict * Merge conflict fixed * Made required update * Removed lingering RCD deconstruct tag * Fixing merge conflict * Merge conflict fixed * Made requested changes * Bug fixes and balancing * Made string names more consistent * Can no longer stack catwalks
* created the AccentComponent and the AccentSystem * word replacement schtuhff * made it a trait fr ongg!!1 * Update Content.Server/Speech/EntitySystems/SouthernAccentSystem.cs --------- Co-authored-by: metalgearsloth <[email protected]>
* Block access to solutions in equipped spillables. * Stop Drink verb appearing if the solution can't be accessed.
* stealthy hypo * ExaminableSolution hand check when in covert implement. ExaminableSolution now has 'hidden' datafield to enable chemical inspection only in hand. * cleaning code * more cleaning * Hidden datafield renamed to HeldOnly * review --------- Co-authored-by: metalgearsloth <[email protected]>
…26595) Prevent single-use hyposprays from getting the toggle draw verb Co-authored-by: Plykiya <[email protected]>
* Began work to unscrew melee noises * finished * cleanup * cleanup * Update Content.Server/Weapons/Melee/MeleeWeaponSystem.cs Co-authored-by: Ed <[email protected]> * _Style * Fix merge --------- Co-authored-by: Ed <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
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