* Completely refactor how job spawning works
* Remove remains of old system.
* Squash the final bug, cleanup.
* Attempt to fix tests
* Adjusts packed's round-start crew roster, re-enables a bunch of old roles.
Also adds the Central Command Official as a proper role.
* pretty up ui
* refactor StationSystem into the correct folder & namespace.
* remove a log, make sure the lobby gets updated if a new map is spontaneously added.
* re-add accidentally removed log
* We do a little logging
* we do a little resolving
* we do a little documenting
* Renamed OverflowJob to FallbackOverflowJob
Allows stations to configure their own roundstart overflow job list.
* narrator: it did not compile
* oops
* support having no overflow jobs
* filescope for consistency
* small fixes
* Bumps a few role counts for Packed, namely engis
* log moment
* E
* Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Update Content.Server/Maps/GameMapPrototype.cs
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* factored job logic, cleanup.
* e
* Address reviews
* Remove the concept of a "default" grid.
It has no future in our new multi-station world
* why was clickable using that in the first place
* fix bad evil bug that almost slipped through
also adds chemist
* rms obsolete things from chemist
* Adds a sanity fallback
* address reviews
* adds ability to set name
* fuck
* cleanup joingame
* GameTicker turned into an EntitySystem
* Turns ClientGameTicker into an EntitySystem, turn NetMessages into events
* Change event names to be more consistent with the rest.
* YAML linter uses the dummy gameticker CVar override.
* Fix game ticker initialization order
* Dummy ticker won't spawn players.
* Fix character creation test