* Botany: Introduce shovel and spade into hydro\_tools
* Botany: Add shovel/spade (just removes plants)
* Botany: Add shovel/spade lathe recipes and make all botany lathe recipes accessible
* Botany: Add spade into Saltern
* Botany: Give Saltern a bucket for the botanist
* Botany: Plant produce can be composted for nutriment/etc.
* Botany: Bye-bye duplicated force update code, hello ForceUpdateByExternalCause
* Botany: Shovel identity crisis resolved (thanks Paul)
* Walls, catwalks, table frames can no longer be constructed rotated.
This should help prevent bugs from unanticipated rotations.
* SnapToGrid ZeroRotation (now SouthRotation) - Stuff must face south apparently
* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality
* Flashes and Flashbangs use the same code now (the Flashable path because it's better)
* Ported sprites from eris
* Added yml
* lid open/close logic
* interactivity
* Working on new secret stash component
* Object will drop on destruction
* Can get item and examine message
* Reagent container and some cleaning
* Moved potted plant to stash
* New base prefab
* Now you can deconstruct toilet
* Small fixes
* Fixed unknown components errors
* Fixed grammar errors
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Now use prob
* More grammar
* Update Content.Server/Construction/Conditions/ToiletLidClosed.cs
Aaaaaaaa
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* No delays
* Amazing sound design
* Moved sound to mono
* Toilet viz
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Code is ready but item now spawning
* Prototype of SeveralExplosive component
* Remaked to FlashExplosiveComponent using
* Done. But i feel myself retarted
* Remaked. Looks good
* Full loaded prototype added
* Throwing in progress. Fatal error is here
* I forgot about shared
* Sloth refactor
* Delayed spawning and fix crashes
* Full clusterbang code.
* Removed useless variable and tuned delay
* Delete wrong in CreamPiedComponent
* Now yaml is code quality followed
* Reworked to GetLevel with bugs
* Never forget resources, guys
* RoundToLevels added. Now it works.
* New textures and sloth refactor is returned
* Now it's TryGetComponent
* Visualizer maximum fix and look fix
* Logging and no max and min check
* Removed max grenades sending
* vizualizer is better now
* GrenadesMax removed
* grammar, checks, NextFloat and no more try catch
* Unused using removed
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* oops accedentaly ports how ss13 deals with event randomness. Also renames FakeEvent to FalseAlarm!
* thing
* greytide but it's implemented badly
* fixes&changies, also greytide!
* rng actualy exists now
* resync
* Naming Schemes
* Startup not init
* areas are dead
* very cool vsudio
* this does not exist, wtf
* Cleanup
* Nullables, fixables, and timings
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Singularity Engine: Containment field emitters emit light, making use of soft shadows
* Singularity Engine Containment Emitter Lights: Clean up component dependencies & remove now-useless point light enable check