* Broadphase refactor (content)
* Shuttle jank
* Fixes
* Testing jank
* Features and things
* Balance stuffsies
* AHHHHHHHHHHHHHHHH
* Mass and stuff working
* Fix drops
* Another balance pass
* Balance AGEN
* Add in stuff for rotating shuttles for debugging
* Nothing to see here
* Testbed stuffsies
* Fix some tests
* Fixen test
* Try fixing map
* Shuttle movement balance pass
* lasaggne
* Basic Helmsman console working
* Slight docking cleanup
* Helmsman requires power
* Basic shuttle test
* Stuff
* Fix computations
* Add shuttle console to saltern
* Rename helmsman to shuttleconsole
* Final stretch
* More tweaks
* Fix piloting prediction for now.
* Added fireaxe cabinets
* Now inserts and renamed ItemCabinetVisuals file
* Added netsync
* Cut out layers for future ItemCabinetVisualizer work and reorganized some RSIs
* Update Resources/Textures/Constructible/Storage/Cabinets/extinguisher_cabinet.rsi/meta.json
* Update Resources/Textures/Constructible/Storage/Cabinets/extinguisher_cabinet.rsi/meta.json
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Initial
* Cleanup a bunch of things
* some changes dunno
* RequireAnchored
* a
* stuff
* more work
* Lots of progress
* delete pipe visualizer
* a
* b
* pipenet and pipenode cleanup
* Fixes
* Adds GasValve
* Adds GasMiner
* Fix stuff, maybe?
* More fixes
* Ignored components on the client
* Adds thermomachine behavior, change a bunch of stuff
* Remove Anchored
* some work, but it's shitcode
* significantly more ECS
* ECS AtmosDevices
* Cleanup
* fix appearance
* when the pipe direction is sus
* Gas tanks and canisters
* pipe anchoring and stuff
* coding is my passion
* Unsafe pipes take longer to unanchor
* turns out we're no longer using eris canisters
* Gas canister inserted tank appearance, improvements
* Work on a bunch of appearances
* Scrubber appearance
* Reorganize AtmosphereSystem.Piping into a bunch of different systems
* Appearance for vent/scrubber/pump turns off when leaving atmosphere
* ThermoMachine appearance
* Cleanup gas tanks
* Remove passive gate unused imports
* remove old canister UI functionality
* PipeNode environment air, make everything use AssumeAir instead of merging manually
* a
* Reorganize atmos to follow new structure
* ?????
* Canister UI, restructure client
* Restructure shared
* Fix build tho
* listen, at least the canister UI works entirely...
* fix build : )
* Atmos device prototypes have names and descriptions
* gas canister ui slider doesn't jitter
* trinary prototypes
* sprite for miners
* ignore components
* fix YAML
* Fix port system doing useless thing
* Fix build
* fix thinking moment
* fix build again because
* canister direction
* pipenode is a word
* GasTank Air will throw on invalid states
* fix build....
* Unhardcode volume pump thresholds
* Volume pump and filter take time into account
* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event
* Gas tank node volume is set by initial mixtuer
* I love node container
* Hopefully make singularity shader warping resolution-invariant
This may or may not fix intensity issues
* Fix singularity 'zero velocity' check
It got stuck in a corner. Twice. I really thought I'd fixed that.
* Make it easier to move around various power stuff by shrinking their AABBs a little and making singulo generator a circle
* Changes to some machine prototypes to reduce duplication of collision changes (#1)
* Changes to some machine prototypes to reduce duplication of collision changes
* BaseMachine.BaseMachineUnpowered -> BaseMachine.BaseMachinePowered
* Initial
* Adds a drawdepth for hydroponics
* Maps 2 buckets in
* Moved the bucket into it's own yaml
* tg sprites for bucket and you can put it on your head now
* Cleanup timegit add . !
* Applied Reviews
* Attempts to revert the changes to Saltern
* Boxes
* Reorganizes the YAML
* Reverts to previous commit and fixes the icons.
* Readds the new CLRifle.rsi as it'll be used soon.
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add BarDrobe
* Add Tophat and beer goggles into BarDrobe
* Add bar backroom
* Fix license
* Fix roundstart atmos
* Refactoring and using specific commit for meta.json
* Add black shoes into BarDrobe
* Update meta.json to standard
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* reworks
* added the rest
* reworked the machete handle
* reworked the icon for the machete
* ok. last one
* .
* .
* replaced machete and knife sprites (again)
* the meta.json
* license
* ffs
* final
* bs
* .
* .
* got rid of the machete and bat
* fuck
Co-authored-by: and_a <and_a@DESKTOP-RJENGIR>
* Adds upgraded tools to surgery and construction tools list
* Adds cow tools entity list
* Adds admin multitool
* Removed cowtools entitylist
* Merge
* RSI Validator doesn't cry now
* Slightly reorganizes Body yaml
* Slightly reorganizes Body yaml
* You can now monch all organs
* Rewrites Mobs/Species/.rsi meta.jsons and replaces some human organ sprites
* ReIDs organs and does some more cleanup
* Import bird sprites and define basic mob.
* SKREEEEEEEEE
* Move hair styles to new sprite accessory prototypes.
Basic stuff, no multi-species stuff yet.
* Vox hair styles and clothes
* Make HumanoidCharacterProfile.Default() a static default to fix tests.
Usages that wanted the previous random behavior now call Random().
* Remove names from hair style prototypes.
(They're in localization files)
* Update Content.Shared/Actions/ActionType.cs
(sk)reeee github
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>