* Material Silo
* fix board, fix copyright
* a bit of review.... for the vibe....
* a tiny bit of review
* 4 spaced
* sloths no good very tiny nitpick
* fix ui flickers
* oops
* slightly lower range
* Sloth Review
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* cryopod and grinder cleanup
* lower case name
* 4 spaces
* prototype clean
* looks like there is some kind of test that prevents removing this
* grinder too
* both should be empty
* cleanup
* Added spanwers and modified others
* adjusted values to be more in line with what I want
* this comment may have caused that test fail
* oh my god another typo
* Modified door crate to be engineering flavored
* reduced the pride vendor odds
Webedit lmao
* Added smite machine to YAML
* Added smite ads and inventory
* Added smite vendor sprites
* Changed the description of the machine to not repeat and ad line.
* Added newline to end of inventory .yml
* Corrected erroneous edit.
* Tweaked all sprites
* Added tesla toy to contraband. Reduced number of drinks available
* Reduced soda varieties but increased can numbers.
* Removed tesla toy from contraband inventory
* Removed speech component from vending machines that already inherit it
* Moved Sprite component to top of list
* Added Smite vendors to random spanwers
* Alphabetised spawn prototypes, commented where name is unclear
* Pride-O-Mat (#1322)
* Added Pride-O-Mat
* Yep
* Updated license to the correct one
* Added more lines, reconfigured settings a bit, also added cloaks to inventory, set coder socks to emag inventory
* Removed bunny ears, fixed typo
* Made requested changes
Webedit lmao
---------
Co-authored-by: Dorragon <101672978+Dorragon@users.noreply.github.com>
* Initial resources commit
* Initial code commit
* Added additional resources
* Continuing to build holopad and telephone systems
* Added hologram shader
* Added hologram system and entity
* Holo calls now have a hologram of the user appear on them
* Initial implementation of holopads transmitting nearby chatter
* Added support for linking across multiple telephones/holopads/entities
* Fixed a bunch of bugs
* Tried simplifying holopad entity dependence, added support for mid-call user switching
* Replaced PVS expansion with manually networked sprite states
* Adjusted volume of ring tone
* Added machine board
* Minor features and tweaks
* Resolving merge conflict
* Recommit audio attributions
* Telephone chat adjustments
* Added support for AI interactions with holopads
* Building the holopad UI
* Holopad UI finished
* Further UI tweaks
* Station AI can hear local chatter when being projected from a holopad
* Minor bug fixes
* Added wire panels to holopads
* Basic broadcasting
* Start of emergency broadcasting code
* Fixing issues with broadcasting
* More work on emergency broadcasting
* Updated holopad visuals
* Added cooldown text to emergency broadcast and control lock out screen
* Code clean up
* Fixed issue with timing
* Broadcasting now requires command access
* Fixed some bugs
* Added multiple holopad prototypes with different ranges
* The AI no longer requires power to interact with holopads
* Fixed some additional issues
* Addressing more issues
* Added emote support for holograms
* Changed the broadcast lockout durations to their proper values
* Added AI vision wire to holopads
* Bug fixes
* AI vision and interaction wires can be added to the same wire panel
* Fixed error
* More bug fixes
* Fixed test fail
* Embellished the emergency call lock out window
* Holopads play borg sounds when speaking
* Borg and AI names are listed as the caller ID on the holopad
* Borg chassis can now be seen on holopad holograms
* Holopad returns to a machine frame when badly damaged
* Clarified some text
* Fix merge conflict
* Fixed merge conflict
* Fixing merge conflict
* Fixing merge conflict
* Fixing merge conflict
* Offset menu on open
* AI can alt click on holopads to activate the projector
* Bug fixes for intellicard interactions
* Fixed speech issue with intellicards
* The UI automatically opens for the AI when it alt-clicks on the holopad
* Simplified shader math
* Telephones will auto hang up 60 seconds after the last person on a call stops speaking
* Added better support for AI requests when multiple AI cores are on the station
* The call controls pop up for the AI when they accept a summons from a holopad
* Compatibility mode fix for the hologram shader
* Further shader fixes for compatibility mode
* File clean up
* More cleaning up
* Removed access requirements from quantum holopads so they can used by nukies
* The title of the holopad window now reflects the name of the device
* Linked telephones will lose their connection if both move out of range of each other
* Work on abstracting out chargeup functionality/ui from grav gen
* Work on station anchor
* Finish implementing station anchors
* uhh yeah
* ok.
* fix tests
* whoops
* Get the last extraneous yaml fail
* PJB review
* beast mode... ACTIVATE!
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* THE syndie microwave
* Always burn to explode microwave when copying
* Make it so copying ids stop when the microwave is goign to explode
* Made explosion destroy the board and spit out the machine parts
* Move logic is MicrowaveSystem, make metal cooking use the same logic
* Fix passing the wrong malfunction time
* Shuttle cannot escape aggressive branding
* Always make it explode with an id
* Forgot to invert bool, move it after fry chance
* Rodents can be Faxecuted (executed via Fax machine)
* use brute instead of new group.
* fax visuals now use tags for mouse and hamster instead of comps
* fix for ubuntu, damn ubuntu bane of my life
* cant copy hamlet, can now faxecute mothroaches.
* fix
* fix
* fixes
* removed ifs now using switch, removed hastag now using string.
* fixes and no more switch
* cleanup
* more cleanup
* fix
* cleanup
* moved damage out of faxmachine and into own system and component.
* changes
* fixes and done i think.
* tidy
* Fixes
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* SS14-26480 Roll Traversal Distorter into regular Artifact Analyzers
Bit of a grab-bag of cleanup of Xenoarchaeology prompted by #26480.
1. Traversal distortion biases are now "up" and "down" instead of "in" and "out".
2. Node generation has been tidied up to make it a little clearer how it works.
3. Traversal Distorters have been removed from the game along with their board.
4. Traversal distortion is now done by the artifact analyzers by default.
5. Some loc strings have been made clearer.
6. The Abnormal Artifact Manipulation tech has been made slightly cheaper.
7. The aformentioned tech is now localized as Artifact Recycling, given all it does is unlock the crusher.
8. The Xenoarchaeology guidebook entry has been given a bit of a rewrite, putting all information into
one page and making sure to cover the basics that otherwise would require someone typing "Liltenhead
artifact tutorial" into Youtube.
* Fix references to deleted guidebook entry
* Add fancy button to console because @EmoGarbage404 asked me to
* migration comprete
* Fixed a goober comment
* maint fails to resolve conflicts: more at 11
* Resolve PR comments
* Make UI nice
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Added Jukebox, along with music for jukebox
* Fixed Jukebox meta.json copyright
* Removed songs I couldn't find a license for.
* Renamed files to solve check failures from spaces
* Added missing attributions.yml
* Fixed lack of description in Jukebox
* Jukebox is now constructable.
* Change Jukebox menu to FancyWindow
* Moved Jukebox messages out of jukebox component
* Removed Jukebox OnValueChanged.
* JukeboxComp now uses AutoGenerateComponentState
* Removed state code, since it's auto generated
* Fixed various Jukebox code to match conventions.
* Updated Standard.yml to match changed song list.
* fixes
* Jukebox workin
* Fix
* Polishing
* Finalising
* Revert
* bad
* jukey
* Reviews
* name
* Update submodule to 218.2.0
---------
Co-authored-by: iNVERTED <alextjorgensen@gmail.com>
* Give 'em something to talk about
* Wire panel visuals
* Wire graphics tweak
* More ads and thanks
* More ads for a noisy arcade
* New screen for space villain machines
* Implement EmitSoundIntervalComponent and a bunch of arcade noises
* Require power for sounds
* Allow earlier startup intervals
* Orange glow
* Audio attributions
* Include the PR link
* Replace EmitSoundInterval with expanded SpamEmitSound
* Remove pacman-themed arcade sounds
* Documentation good.
* Updated methods to use Entity<T>
* Refactored SpamEmitSound to get rid of accumulator and chance.
* Fixed prewarm logic
* Moved stuff to Shared
* Fix outdated YAML
* Better prediction, auto pause handling
* Make enable/disable reset the timer instead of trying to save it.
* Flatpacker and flatpacks
* ok that's good enough
* convert solars/AME to flatpacks
* mats, mats, we are the mats
* basic mechanics are DONE
* thing
* final UI
* sloth
* rped jumpscare
* rename
* Basic TEG start.
Connects via node group.
* Basic TEG test map
* Sensor monitoring basics, TEG circulator flow
* Basic power generation (it doesn't work)
* More sensor monitoring work
* Battery (SMES) monitoring system.
* Sensor monitoring fixes
Make it work properly when mapped.
* Test map improvements
* Revise TEG power output mechanism.
Now uses a fixed supplier with a custom ramping system.
* TEG test map fixes
* Make air alarms and pumps open UI on activate.
* Clean up thermo machines power switch.
Removed separate Enabled bool from the component that always matched the power receiver's state.
This enables adding a PowerSwitch component to give us alt click/verb menu.
* TEG but now fancy
* Make sensor monitoring console obviously WiP to mappers.
* Vending machine sound, because of course.
* Terrible, terrible graph background color
* Examine improvements for the TEG.
* Account for electrical power when equalizing gas mixtures.
* Get rid of the TegCirculatorArrow logic.
Use TimedDespawn instead. The "no show in right-click menuu" goes into a new general-purpose component.
Thanks Julian.
* Put big notice of "not ready, here's why" on the sensor monitoring console.
* TryGetComponent -> TryComp
* Lol there's a HideContextMenu tag
* Test fixes
* Guidebook for TEG
Fixed rotation on GuideEntityEmbed not working correctly.
Added Margin property to GuideEntityEmbed
* Make TEG power bar default to invisible.
So it doesn't appear in the guidebook and spawn menu.