* Add wearable helmet sprites for banana and mimana peels
Made it so banana peels and their variants can be worn as head gear. The sprites were done by myself, so feel free to change or update them! Includes hamster compatibility.
* fixed a minor state bug
* Review fixes
- Removed blank space
- Added "FlipBrooke" to all modified meta.jsons, with the added note of which sprites I got the colors from/referenced.
* I forgot a comma
adds a comma and some periods
* Fixes
* pAIs can now accept keys, but can't talk in said channels
* added dummy module
* added adv clown module alongside projector
* holopeel & projector sprite added, it's destroyable too
* added experimental pie cannon
* exp pie thrower throws pies, added tool icon, added bananium horn
* removed the weird pAI changes, my bad!
* okay NOW the pAI stuff is all gone
* added icon, recipe, renamed tech for unlocking
* removed bananium horn
* Added in-hand sprites, credited to TiniestShark. Changed holopeel projector description to let the user know it recharges over time.
* Add wearable helmet sprites for banana and mimana peels
Made it so banana peels and their variants can be worn as head gear. The sprites were done by myself, so feel free to change or update them! Includes hamster compatibility.
* fixed a minor state bug
* Review fixes
- Removed blank space
- Added "FlipBrooke" to all modified meta.jsons, with the added note of which sprites I got the colors from/referenced.
* I forgot a comma
adds a comma and some periods
* Adds a few new holy books, implements one existing, and makes them pickable from loadout
* Almost forgot the yaml
* Forgot to change fork-specific paths
* Modified copyright to be less specific as requested by maintainer
* Newlines
* Replaced scroll torah with a book-bound tanakh, as recommended by dvir001
* Changed all mentions to use tanakh instead of torah
* add lawsets for the xenoborgs and mothership core
* add xenoborg names
* add xenoborg radio
* add xenoborg device frequency
* add xenoborg access
* add xenoborg contraband
* Update Resources/Locale/en-US/station-laws/laws.ftl
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* add xenoborg access to the universal Id card and universal access config
* remove 6th law of xenoborg and mothership lawset (got jointed into the 5th law)
* added xenoborg and mothership law boards
* add more names
* add Xenoborg faction
* moved all lawboards into a separate yml file
* removed custom xenoborg contraband severity
* add Xenoborg and Mothership components
* add xenoborg laser guns
* add self recharging fire extinguisher
* add mothership pinpointer
* add material bag
* add infinite jetpack
* add a only blue energy dagger
* add xenoborg jammer
* add refueling welding tool
* add nocturine hypo
* add nuclear small power cell
* add cloaking device
* add xenoborg door remote
* add custom sprites for xenoborg modules
* add custom sprites for xenoborg module actions
* removed Xenoborg Comp until is actually needed
* add xenoborg module tags
* spelling
* add xenoborg module bases
* organazied xenoborg modules sprites better
* add generic xenoborg modules
* add heavy xenoborg modules
* add engi xenoborg modules
* small fix to meta file in actions_borg.rsi
* renamed mothership comp to XenoborgMothership
* fixed the base for the xenoborg engi modules
* add scout xenoborg modules
* add stealth xenoborg modules
* localization for names and descriptions of the xenoborg modules
* fixed issues related to the XenoborgMothership component
* revert localization (it wasn't working for some reason)
* fixes
* fixed issue with container slot in the cloaking device
* Update description of small capacity nuclear power cell
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix indentation in material bag
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Spelling
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* fix parameter order in some prototypes
* rename proto id InfiniteJetpack to JetpackXenoborg
* localize pinpointer targets
* Revert "localize pinpointer targets"
doesn't work
* added lines in the end of files (and in the middle of one)
* reorder paramenter in some entities
* fixed some descriptions
* minor fixes
---------
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Refactor rehydratable items
* Finish main refactor
* Add mop bucket cube
* Move cube sprite and item size to RehydratableAnimalCube
* Fix sprite attribution
* Make it follow the conventions
* Refactor wrapped cube, leave MonkeyCube tag only on the cube and the Syndie Sponge
* Fix DehydratedSpaceCarp inheritance overwriting needed components
* no need for this comment
* remove whitespace
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* indentation
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Restore lost description
* reorder stuff
* line
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* DAG Adjacency Matrix & Tests
* Fix sandbox type errors
* First pass on procgen
* Procgen adjustments
* Networking
* Cruft and god and beauty and analysis console
* convert to data types that dont make me want to kill myself
* starting work on console UI
* drawing nodes n shit
* damn that ui FUCKS
* XAT
* Add a bunch of basic triggers
* Fix trigger gen
* Add node info into the analysis console UI
* Add node unlocking
* more trigger cuz thats pretty cool
* final triggers + incorporate gnostic faith
* some ui changes, mostly
* Fix orphaned procgen segments
* its not random dipshit
* yeah... this one will make pjb happy....
* we call it a day for the UI
* imagine... shared power code...
* extraction WIP but we gotta sidequest momentarily
* oh hey would you look at that its the actual functionality
* distrotrased
* Small departure for randomness.
* ok yep yep indeed that is an effect very cool.
* thanos snap oldcode
* fuck it we ball
* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.
* refactor: most of preparations, cleanup and groundwork. also segment-related tests
* feature: all basic effects returning
* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working
* feat: prevent non-first-time-predicted calls in shared artifact effect systems
* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action
* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again
* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun
* refactor: fix protos
* refactor: fix linter
* fix: fix old artifact component names in yml
* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents
* fix: removed old component usage in maps
* fix: remove more deleted components from map
* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest
* refactor: fix tests, add loc description to toolshed commands
* Changed node scanner to tell the whole story about current artifact state
* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay
* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,
* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling
* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration
* refactor: set default value for XenoArtifactComponent.EffectsTable for tests
* fix: now explosions XAE can be activated for effect
* refactor: added some usedelay so artifactuse would'nt be spammed
* refactor: artifact-related hints improvements
* fix: artifact no longer spawns fauna into itself
* refactor: xml-doc and minor refactoring
* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems
* map for playtest, TODO REVERT THIS
* fix: magboots trigger art from a mile
* refactor: bind artifact animation to unlocking state
* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)
* fix: random artifact node durability now is rolled for max and not current value
* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation
* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase
* use only 1 file with art use animation
* refactor: minor artifact dmg triggers tuning
* feat: now nodes that CAN be unlocked are displayed with specific color in console.
* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing
* feat: now non-active unlocked nodes return more points if durability was not wasted
* feat: now puddle/foam effects change description of node
* fix: fix test failure
* refactor: renamed phasing effect, fixed failing test for elkridge
* minor balance changes
* refactor: split rare materials into separate effects
* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node
* fix: removed OnIrradiatedEvent duplicate c-tor
* revert changes of reach for playtest
* revert last row empty line removal on reach.yml
* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client
* fix: fix elkridge for tests (again)
* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems
* refactor: naming
* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides
* fix: duplicate xeno artifact unlocking sound fixed
* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor
* feat: networking for shared XAE components + xml-doc leftovers
* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be
* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles
* refactor: xml-docs, minor refactors
* revert XenoArtifactCommand.ArtifactPrototype being PrototId
* refactor: simplify the way ExtractionResearchLabel works
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* changes to some hydroponics plant sprites
* tomato changes
* added tomatoes and further changes
* added tomatoes and adjustments
* added tomatoes and adjustments
* added apples and meatwheat
* watermelon + adjustments
* sugarcane
* blood tomatoes & pumpkin harvest
* final changes for a while
* poppy harvest repaint
* smoller melon + holy melon stages
* final changes + attributions added to json files
* oops
* changes
* changes x2
* egg success + tree changes and additions
* bagel mistake
* lemon lime garlic fly
* grapes and stuff
* Potate
* peas and attributes
* more veg while my monitor flashbangs me repeatedly trying to find source links
* soyyyyyyy
* eggplant and berries yuuumm
* corn life
* grape disaster
* my computer is slow
* Pray
---------
Co-authored-by: Your Name <[you@example.com])>
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Adds in-hand sprites to the barber scissors.
* adds in-hand sprites to the floodlight.
* adds in-hand sprites to the gas analyzer.
* adds in-hand sprites to the gps.
* Update copyright wording, linting
* resprite gps inhand sprites.
* adds in-hand sprites to the mass scanner.
* adds in-hand sprites to the spray_painter.
* resprite in-hand sprites to the mass_scanner.
* fix in-hand sprites to the mass_scanner.
* Resprite mass_scanner in-hand sprites.
* allow paper labels on seeds
* added the components required by PaperLabel to the SeedBase
* localize insert/eject for PaperLabel
* visualize the paper label on seeds
* new paper layer for seeds
* eject the seed label on use
* different looking paper label
* forgot to turn on a layer
* Adds in-hand sprites to the Anomaly Scanner.
* Revert "Adds in-hand sprites to the Anomaly Scanner."
This reverts commit 257efd032a15d6459043f47106bd537abfe18fad.
im very stupid and need to undo my dumb commit.
* okay actually making sure these are committed this time like a smart boi
* Better version of the sprites based off of /tg station's health analyzer.
* Updated copyright to include link to sprite
* Updated copyright license and commit link
* Update Resources/Textures/Objects/Specific/Research/anomalyscanner.rsi/meta.json
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Update Resources/Textures/Objects/Specific/Research/anomalyscanner.rsi/meta.json
Aeshus adjusted indentation to better match original file.
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
---------
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Make shark plush janitor-bucketable
* fix bucketed grey shark texture
* Make sprites less shiny and adapt copyright notice
* Made shark way way less shiny
* Allow carp plush and rehydratables in mop bucket.
* Remove old mop bucket shark sprites
* Fix post-merge bugs
* Fix errors
* Move ReactiveContainer stuff to shared
That should mean it is now predicted.
* Custom eject verb for the mop bucket
* Fixes OnSolutionChange, removes pop-up as there already is one.
* .ftl is not necessary as the custom pop-up was removed
* Review fixes
* Update Content.Shared/Chemistry/Components/ReactiveContainerComponent.cs
* Update Content.Shared/Chemistry/EntitySystems/ReactiveContainerSystem.cs
---------
Co-authored-by: Psychpsyo <psychpsyo@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Init testing
* copyright
* oops
* Tracking the embed entity uid
* testing stuff for gradual injection
* work
* weh
* god save me
* bleh
* Yippee!
* Again
* Mini syringe ammo
* cleaning up
* mini syringes have a texture for fill amount
* -3 cool points :(
* hitboxes
* init cleanup
* much needed fixes
* Fixes
* tea plant, blumpkin
* fix linter
* fix tests pls
* bloompkin
* forgor rsi
* work please
* WORK PLEASE
* migration of the blumpkins
* it is now glumpkin
* lowercase
* uppercase
* adjust values and fix blorbo
wtf when did blumpkin donut turn into blorbo donut what
* fix test
* update
* fix stupid mistake
* Update meta.json
* totally not a webedit
* not a webedit 2
* nitpicks
* [Fix] CMO's equipped cloak
* [Fix] CMO's equipped cloak
* [Sprites] In hands for bluespace beaker
* [Sprites] In hands for bluespace beaker
* [Sprites] In hands for bluespace beaker
* [Sprites] In hands for bluespace beaker