* Add pet bag
* Trailing whitespace moment
* make the linter happy
* Fix trailing whitespace concern.
* Fix Construction component oopsy-daisy
* yml guideline moment
* remove weird extra whitespace
* make the maintainer happy
* Adjusted bag visuals based on feedback
* Allow the fox aghost admin to use pet bags
* Adds full english and american breakfasts and respective recipes
* sprite tweak and added random spawner
* reagent rebalance
* reagent re-rebalance
* spawner ID fix
* ACTUALLY actually fixed the spawner, also description changes
* reagent re-re-rebalance
* spawner fix so the linter stops screaming at me
* different check failed kekw
* trailing whitespace fix attempt #1
* identation fix? i think?
* indetation fix part 2, also vox cant eat this anymore
* more yaml fixes
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Co-authored-by: DispenserDev <mariousjoaquin@gmail.com>
Fix#34569: Wall-mounted SpawnPrototype Issue.
Every wall-mounted prototype that uses SpawnPrototype in it's
deconstruction now uses GivePrototype
which gives the entity to the user, or drops it on the ground
in case their hands are full, no longer
spawning the entity inside the wall or on the other side of it
* Add disposal signalers
* Sprite changes
* Some requested changes
* Requested changes + change spelling to be with two l's to be consistent with the remote signaller
* wowwww batterie
* americanized the spelling of "maximised" to "maximized"
* changed recipe to be more unique from microreactors
* addressing requested changes
* Now the name of the target craft items is taken directly from the prototypes
* Deleting unnecessary fields
* Deleting unnecessary fields
* Added suffix field
* Added override via localization keys
* My favorite ItemList and TextureRect have been replaced with ListContainer and EntityPrototypeView
* Fix suffix
* Fix construction ghosts... maybe
* Remove suffix from UI
* Suffixes have been removed from prototypes
* Added a description for the secret door
* Fix search..?
* The Icon field of ConstructionPrototype has been removed
* StackPrototypes used in the construction menu have been localized
* TagConstructionGraphStep used in the construction menu have been localized
* The search bar has been localized
* Fix localization and prototypes
* Recipes are now only loaded when the crafting window is opened.
* Fix crooked merge grid of the crafting menu.
* Localization update
* Fix cyborg graph
* Revert "Recipes are now only loaded when the crafting window is opened."
This reverts commit 97749483542c2d6272bda16edf49612c69a0761a.
* Fix loc
* fix merge
* Fix upstream
* Some of the logic has been moved to Shared
* fix
* Small adjustments
* Very small change
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Empty commit
* epic super duper cool fr push horn draft
* whoops turns out theres a system that does that thingi already x.x
* bunch of like fixis and generalization
* general progress
* most stuffies done
* last thingi hopefully
* small fixies, mostly preventing bypassing the delay by spamming
* rename to fit better
* rename for real i forgor to add
* weird fixie but last commit didn workie
* oki shold be fine now
* lastish cleanup
* fixies
* missed a space
* removed unnecessary component check
* getting the typos out of the way first
* moved the component to shared
* rest of fixies
* Adds cotton burgers
* Rephrased copyright
* Added an extra comment
* Adds CottonBurger to tags.yml, Not sure if i am supposed to do this or not.
* Reordered Cotton bun YAML, and fixed overwritten tags
* Merge issue fix?
* Add experiment plushie and remove rubber chicken from cotton burgers
* Minor comment change
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Land Mine is now armable, it will not explode unless armed.
* Land Mine is now armable, it will not explode unless armed.
* Explicitly have Armed as false
* SharedLandMineSystem.cs adds the "Arm"-verb in "Content.Shared" with the Arming logic being implemented in "Content.Server"
* Land Mines now blink only when armed.
* Added prediction components, moved logic to SharedLandMineSystem.cs and inherit it in client content.
* Accessing the datafield directly instead of using methods
* Mines are now armed by default with a unarmed prototype
* Land mine now shows if it is armed when examined and in range.
* Landmine is unarmed by default with an armed variant for mapping purposes.
* Removed properties that were already defined by inheritance.
* Access the bool directly from the component
* Add booleans to change if the Arm-verb is showed and if examining the mine shows the status.
* Added status message for unarmed mine, removed using PushGroup since only one string is displayed.
* Added properties to the explosive floor sign to ensure that it is armed, not showing neither status nor arm-verb.
* The prototypes work now as before with added unarmed versions. Sprite is now only one toggable layer.
* Make the craftable land mine unarmed.
* Refactored the arming mechanic into own component and system.
* Reverted the explosive wet floor sign to previous prototype and added the Armable component and ItemToggle to the landmines.
* Moved the examination strings from land-mines.ftl to armable.ftl.
* Removed unused property.
* Formatting and fixing imports
* Added prefixes to the ftl naming. Moved LocId from system to component
* Added documentation. Moved check for armable to HandleStepTriggerAttempt.
Moved the LocId to component.
* Removed the TryArming method. Added documentation.
* Removed unnecessary TryComp
* Simplified the logic for the trigger attempt
* HasComp instead of TryComp on logic
* EmoGarbage Review
---------
Co-authored-by: Franz - Josef Björck <kaiserbirch@proton.me>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>