* Adds lobby music
* Add UI toggle for lobby music
* Pick the song serverside so everyone gets the same song
* Add more songs
* Fixes
* Catch-all end lobby music
* Rename it
* Catchall ambience cvar change
* Wait until we receive the lobby song to start playing one
* Fix toggling ready status resetting the song
* Comment
* Expend the last of my sanity fixing latejoin lobby music
* Update Content.Client/GameObjects/EntitySystems/BackgroundAudioSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Client/GameObjects/EntitySystems/BackgroundAudioSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Client/GameObjects/EntitySystems/BackgroundAudioSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Move the var
Co-authored-by: ike709 <sparebytes@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Added barricades and textures for hidden doors
Constructable barricades and textures for square wall hidden doors
* Added solar assembly & tracker. Restructured power construction
Added solar tracker and assembly construction and textures. (Trackers don't work at present).
Moved APC and solar item sot construction/power.yml
Moved power based items to "Utility" in construction menu.
* Localisation changes
Added flammable to barricades.
Added localisation to barricades and all solar entities.
* Removed hidden doors
Removed .rsi for hidden doors as wasn't able to get non airlock doors working.
* Adds solar crate to cargo
* Fixed tests
* Removed glass from solar crate
Removing glass from solars crate until stacks can be specified.
* Added deconstruction to solar graphs
* Added deconstruction to barricade
And fixed nodes for solars.
* Fixed materials
* Fixed meta indent and solartracker type
* Fixed materials, physics & naming
Added new physics fixtures to barricade and solars
Changed solar tracker board to electronics.
Changed material ID for destruction of wooden barricades to new ID.
* Changed back to prototype from component step
Component step does not work for electronics only machine boards.
* Localisation fixes 1
* yaml linter fixes
Removed obsolete code
* Update meta.json
* Fix trailing comma
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Started working on beakers
* Working sprite change
* Fixed large beaker
* Add bluepsace beaker
* Add cryostasis beaker
* Removed old rsi
* Fixed dropper
* No dropper problems
* Working on syrigine
* Better syr visualizer
* Add dropper inhand
* Syringe in-hands
* Add base empty bottle for chemistry
* Deleted old fillings
* Simplified beaker in hand
* Moved chemical bottles to seperate .yml
* Fixed chem master
* Serv3 when
* Fixed grammar
* Removed delays
Co-authored-by: Alex Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Initial
* Mmm
* Adds them to map
* Makes mice grindable
* meta.json looking nice
* Mice go squeak
* Ye
* E
* Review
* Update Content.Server/GameObjects/Components/Mobs/Speech/MouseAccentComponent.cs
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Validate RSIs
* Fix the JSON
* Example invalid RSI
* Revert "Example invalid RSI"
This reverts commit 1905bc9d2c275818db88cd8b643e2646f70b68a1.
* Fixes an invalid identifier to show that it works on valid RSIs
* Update .github/workflows/validate-rsis.yml
* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs or the derived HandledEntityEventArgs.
Setup InteractionSystem to use new directed events.
* Update Submodule.