* Added selectable power level to radio jammer
* Cleaned up OnGetVerb
* Settings are now stored in the .yml file. Simplified stuff a lot!
* Minor fixes!
* Small little baby fix :)
* Added the power level switch to the examine menu and also removed the ftl file as it was in the incorrect location.
* Minor code cleanup
* Changed byte -> int
* Update sprite
* Fixed licence
* Added power LED that changes if the jammer is on low power.
* Removed tabs
* Changed github link to the commit
* Changed all the RemComp to RemComDeferred
* Moved NetworkedComponent to shared
* Changed radio jammer textures back with minor edits
* Added a space because it was annoying me
* Jammer now updates range for suit sensors properly! Thanks nikthechampiongr :)
* Removed useless comment
* Cleaned up code that updates the range of tracking devices.
* Fixed client namespace and removed newline
* Cleaned up ChangeLEDState and ChangeChargeLevel.
* Added comments
* Read only
* Fixed another comment
* Locked in
* Made server inherit shared
* Update Content.Shared/Radio/EntitySystems/SharedJammerSystem.cs
* Update Content.Shared/Radio/EntitySystems/SharedJammerSystem.cs
* review fixes
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Mega Antag Refactor
* last minute delta save
* more workshopping
* more shit
* ok tested this for once
* okkkkk sure
* generic delays for starting rules
* well darn
* nukies partially
* ouagh
* ballin' faded and smonkin wed
* obliterated the diff
* Spread my arms and soak up congratulations
* I've got plenty of love, but nothing to show for it
* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity
* ok this junk
* OOK!
* fubar
* most of sloth's review
* oh boy
* eek
* hell yea!
* ASDFJASDJFvsakcvjkzjnhhhyh
* General slime improvements
* Finish morphing
* oops 2x2 not 3x3
* actually lets ball - 2x3 inventory
* Last two things on the todo list
* .\RobustToolbox\
* JUST COMPILE
* fix tests 2.0
* fix tests 3.0
* Do reviews
* minor change
* guideboob
* more
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Co-authored-by: Kara <lunarautomaton6@gmail.com>
* SS14-26480 Roll Traversal Distorter into regular Artifact Analyzers
Bit of a grab-bag of cleanup of Xenoarchaeology prompted by #26480.
1. Traversal distortion biases are now "up" and "down" instead of "in" and "out".
2. Node generation has been tidied up to make it a little clearer how it works.
3. Traversal Distorters have been removed from the game along with their board.
4. Traversal distortion is now done by the artifact analyzers by default.
5. Some loc strings have been made clearer.
6. The Abnormal Artifact Manipulation tech has been made slightly cheaper.
7. The aformentioned tech is now localized as Artifact Recycling, given all it does is unlock the crusher.
8. The Xenoarchaeology guidebook entry has been given a bit of a rewrite, putting all information into
one page and making sure to cover the basics that otherwise would require someone typing "Liltenhead
artifact tutorial" into Youtube.
* Fix references to deleted guidebook entry
* Add fancy button to console because @EmoGarbage404 asked me to
* migration comprete
* Fixed a goober comment
* maint fails to resolve conflicts: more at 11
* Resolve PR comments
* Make UI nice
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Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* THE RETURN OF ITEM STATUS
Item status is now inline with the hands again. You can now see item status for both hands at once.
If you have more than 2 hands, the last active hand of that side is displayed in the respective item status.
The item status for the active hand is also highlighted.
Item status has been given a new look so it looks unique and matches every UI theme.
* Shrink item status to 125px
This is going to require fixing the existing controls. Do that later.
* New bullet item status rendering
sex
* Make gun item status look just a little bit nicer.
Avoid only one or two bullets ending up on a single row of an item status.
* Delete Eris theme files
* More improvements
Fixed the fact that left/right were flipped around when assigning status panel locations. Involved renaming all the UI textures.
Redid how content margins are set from the theme. Less complex and cleaner now.
Made the item name always left-aligned, just looks better since other UI elements don't adapt anyways.
* Compact down item status text
Now it fits 3 lines of text on one line. Yay.
This is achieved by compacting RichTextLabels by reducing their line height and giving them a negative bottom margin.
* Add item status sprites for Ashen theme.
* Add status control to show beaker/bucket/jug solution/transfer volumes
Also PollingItemStatusControl I'll be using that more.
* Fix welder item status, clean up welder code
The item status control implementation was ancient and bad. That's why it was buggy.
Removed all the complex dated networking stuff for welders, we just sync the solution contents now anyways so none of that is needed anymore. This moves a buncha stuff to shared and just removes code.
Cleanup. The code was doing some really dumb stuff.
* Spray bottles show contents in item status.
* cowtools
* Fix plasmafire and clockwork themes.
Actual git gaslighting wtf.
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add map Oasis
* integration test fix
* psych job
* 1984 an invalid component
* address reviews
* address reviews, touch ups.
* tiny feexes
* move a tree
* Actually put it in the active maps pool.
* minor tweeks
* tweek some door accesses.
* add extra lawyer, make evac the right docking arrangement.
* Address the small things, fix cryopods, make perma huge.
* Fix some small things in the new perma.
* Improve perma spacing resiliancy... maybe.
* burn the invalids
* Pray to the Sloth gods that painters arent cooked.
* rearrange some buttons
* fix fax names and add a genedrobe.
* Housekeeping
* fix some stuff I thought I already fixed
* wood benches
* Some under door tiles, a couple missing decals.
* one pipe got brokey. feexit!
* astrograsses and lathe to cargo
* N2 lockers, minor things.
* cap laser to case
* GridFill the briggle so it feels better. Some other minor things
* name the Briggle correctly
* Fixed potential duplicate engraved lighter steal objective
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Implement pigeonpeas' suggestion
* Also replaced the one if the vending machine, unsure if this vending machine is used or if vended items retain their fills, but figure can't hurt
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Add medical gloves to loadouts
* Realize I don't need to duplicate them
* Re-add extra lines
* I did it wrong...
* Format it back to how it was this time for sure
* For real this time
* ...
* Add sterile masks too
* I can't spell officer apparently
* Standardize order of where gloves are
* Add Nurse Hat to doctors
* Remove duplication of gloves and masks
* Remove extra space
* Name glove protos similiar to other ones
* Remove latex gloves proto from medical (sci has it)
* Update shards.yml
Changed glass shards damage depends on their type, each tier of glass gains 1 more damage, also changed attack rate to 1, because you cant fast swing with weapon that can hurt you
* Oops
Forgot about base shard
* Update shards.yml
Cleanup
* Update shards.yml
Changed damage on step (Attack damage + 1)
* Made more things blessable
* Removed junk
* Remove whatever that was
* Make bowls blessable
* New mixablesolution component, converted everything to work with it
* Fix minor mishaps
* Fix extra spaces in bottle yml
* Fix last extra space, fix bottle havign the wrong solution name
* Remvoe unneeded event(I think), fix alcohol bottles not being mixable
* I missed cans
* YAML Linter now validates invalid fields in server-only and client-only components
* Update to change in engine PR
* Use reflection manager to get the lists of client/server assemblies.
Also made it use a hashset on type instead of the previous code.
* I'm dumb my bad.
* Fix 2 errors that snuck through, showing why we need this.
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>