* clean up a bunch of R&D code
* don't store components
* brug
* speedrun some sloth review
* technology disks
* expand functionality, begin work on printer
* disk printer ui
* file
* fix the rebase
* disk console is finito
* Update DiskConsoleSystem.cs
* everything for mixing aside from yaml changes
* add recipe and canmix to bottles and the holy mixer tag to the bible
* fixes as a result of testing
* remove unused usings
* remove emptylines that are not required
Co-authored-by: 0x6273 <0x40@keemail.me>
* more empty line removal!
Co-authored-by: 0x6273 <0x40@keemail.me>
* add single space between if statement and condition
Co-authored-by: 0x6273 <0x40@keemail.me>
* fixes indentation on TryGetMixableSolution
* raise new AfterMixingEvent after attempting to mix a solution
* before mixing event and attempt get mixable solution event
* update reaction tests to be a beaker that can be mixed, and then pass a mixer component in to simulate mixing
* make two more beaker types mixable, add attribute for mixing feedback
* bible mix message
* mixing feedback on success
* updates test to use SpawnEntity over new as per feedback
Co-authored-by: 0x6273 <0x40@keemail.me>
* show modifications in access change logs
* skip logging and updates to name and job when no change was made
* add method to SharedAccessSystem.cs to get access tags
* add ID microwave logs
* split admin chat into new channel
* add ability to play audio when a chat message is received and add audio to admin chat
* give client control of AdminChat sound and volume + suppress sound for senders
* new version
* testy2
* working version
* new GroupExamineSystem
* restructure
* restructure again
* update icon
* adding group examine to prototypes
* change examine group title to a localized string
Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
* InitialCommit (Broken)
* Fixes compile errors
* PR comments. More doc comments. Fixes
* Makes a singularity/event horizon without radiation/physics a valid state to be in
* VV 'fake' setters, fixes the visualizer, fixes the singularity trying to eat itself instead of nearby things.
* Removes unused dependency from Content.Client.GravityWellSystem
* Testing containment and fake VV setters for SingularityGeneratorComponent
* Fixes gravity wells (broken due to LookupFlags.None). Adds recursive Event Horizon consumption
* Fix merge skew
* Fixes for the master merge
* Fix engine commit
* Dirty is obsolete
* Switch over dirty
* Fix requested changes
* ambiant -> ambient
* Moves EventHorionComponent to Shared
* Proper container handling
* Fixes master merge. Fixes post insertion assertions for singularities. Extends proper container handling to gravity wells and the distortion shader.
* Better support for admemes throwing singularities.
* Moves update timing from accumulators to target times
* Update doc comments
* Don't stop me now, cuz I'm havin' such a good time (I'm havin' a ball!)
* YEET
* No changes to intended behaviour at this point. Pretty much just a refactor + bugfixes.
* tweaks to RandomizeState, removing an error caused by setting the state after setting the RSI
* Comments cleanup and removed IsSlippery. To re-add soon for this PR.
* test
* We don't actually use this PuddleGeneric anywhere
* cheeky
* Uncheeky, and tweaks based on #8203
* Recheeky
* A small price to pay for `checks passed`
* Beauty, like ice, our footing does betray; Who can tread sure on the smooth, slippery way
* Undo Slippery Checks
* Begin smoothing. Need to fix the animation-not-playing bug again
* Cleanup
* animation bugfix
* IgnoredComponents tests fix
* Spawns a new disk if one was deleted
* Adds tiledef to space checks, also adds a way to randomly check for a respawn point on station
* Removes unused method
* Cuts down on tile checks needed by checking surrounding tiles first
* Fixes up an issue where the coords wouldn't spawn
* Removes disk system, adds special respawning system and comp
* Fixes spelling error
* Fixes linter issue
* Maybe fixes the linter with a ref event?
* Empty commit to rerun tests
* Maybe fix?
* check for deleted grid
* Moves shutdown code to terminating code
* Customtypeseralizer
* changes name of datafield
* Removes owning station references
* Trying the queue event again
* Fix dead mobs sneezing and coughing
* SneezeCough update
* Streamlined Event code, moved dead-check
* cleanup
* I can has merge?
* Shared event for SharedMobStateSystem
* mechs
* interaction relay
* atmos handling
* fuck around with interaction events
SPAGHETTI CODE OH MY GOD
* more sprites and whatever the hell
* more mech shit
* more shit for equipment
* starting equipment (for nukie mechs and such)
* equipment cycling
* starting with some of the ui
* a fat chunk of ui prototyping
* done tinkering with ui
* a bunch of ui stuff and what have yous
* cleaning up grabber and state handling
* make the ui actually functional + watch me port a million icons
I swear i'll prune the sprites later blease
* start on construction
* construction yo mamma
* remove some unused files
* fix a silly
* make the graph sane
* make it actually constructible.
* print the boards as well, bozo
* rebalance part prices
* eject action
also i appease the russians by remembering to localize
* Punch Shit
* make mech integrity and repairs work
* Make the UI more based
STOMP STOMP STOMP STOMP
* make equipment even more based
* batteries and other such delights
* make the ui look pimpin af
* make the construction mega based
* UI but so epic
* equipment
* some sweat tweaks
* damage rebalancing
* restructure tech
* fix some shit
* mechs inherit access
* make icons actually use sprite specifiers
* TRAILING COMMAA!!!!!
* fix a mild indentation sin
* undo this change because it isn't needed
* actually fix this
* secret webeditting shhhh
* place this tech here
* comments
* foo