* 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>
* Add loc support
* New icons and translated weapon
* Explosives
* Finished ammo
* Utils
* Fixes
* Implants and bundles
* Removed sink from surplus
* Tools
* Start working on armor
* Finished armor
* Misc
* Finished uplink
* 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>
* botany vending machines
egg-plant seeds added to seed vendor since they are available in botany locker at roundstart
botany tool number increased to match the increased botany staff count of most stations
* dinnerware has large beakers now
* nutrimax has buckets and swabs
* bucket advertisement
Buckets!
* 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
* Removes Pillar.
I suppose this is my lesson to never trust people who claim they'll address issues later, because Pillar is a pile of issues that have been unaddressed since it's inception, despite my countless attempts (and growing frustration with) getting them handled.
There's too many issues to list here, so I'm just fully removing the map. Pillar will not be re-added without every single issue being addressed _at the time of PR_ and will be given zero leeway with leaving issues to solve later, because they clearly will never be solved.
* guh
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
* 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