* Fix Round Restarted Announcements not playing
Just make the RoundFlow manager play the funny
announcement sound effect, rather than pass it
through to players in an event that doesn't work.
Only three round end announcements probably
isn't enough. Maybe it is time for fresh memes.
* Remove the handling in ClientGameTicker.
* Pass in a specific filepass to broadcast.
* you make one line change in vscode and the linter
goes AH-HAH I CAN HELP YOU LET ME CLEAN
THIS UP and I'm like 😔 and have to revert
* PR 1
* fix an error with health bar overlay (#1292)
* Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566)
* [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662)
* fix build
* no crit entities from not updating
* cleanup
* namespace
* undu irrelevant changes
* undo icon change
* make health bar 1 px taller and icon 1 px shorter
* fix medibot
* fix comment
* don't show health bar ratio when in crit
* fix build
* put the crit bar back
* don't render healthbars for mobs that are in containers
* draw more boxes without the background sprite
* fine status icon for all bio mobs
* add wacky mandatory things
* attempt 2
* whoops wrong file
* cool, this works too
* move null check to top
* only 1 init
* security huds
* remove shader
* fix build after cleanup
* slight cleanup
* little more cleanup
* Remove clothing grant component system
* security HUD now shows a job icon on entities with a body
* remove sec stuff and do similar changes to split off PR + remove unused comp
* process comments
* don't return
* update to ComponentAddedOverlaySystemBase
* no cache
* colors and not rendering out of sight
* touch ups
* fix build & cleanup
* undo
* remove shader from icons
* process comments
* documentation
* fix licence
* validate prototype id
* just use args
* rename method and append in method
* type
* just fucken delete the command
* space
* undo
* remove
* don't use LocalPlayer
* re-add showhealthbars command, but working
* rename icon lists and conform health icon code to the others
* space
* undo
* update command
* oops
---------
Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix robusted dionas not being recoverable
* Implement a polymorph cooldown field, used for TreeMorph
Allows the polymorphed Diona some time to work off robust harvest
without immediately polymorphing again.
* Minor adjustment to polymorph cooldown timing
* Apply suggestions from code review
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* fix: trigger polymorph revert on destruction
As suggested by mirrorcult, DamageThresholdReached is not the ideal
candidate for reverting a polymorph on destruction, as there exists a
DestructionEventArgs to listen for instead.
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* HellSpawn Mob
* added spawner
* summary for the namespace
* larger collider, cannot enter single tile corridors.
* fix
* remove duplicate from yml, fix attributions.
* moved action to shared, moved comp to shared, networked comp, separated heal, fixed attributions
* removed flammable from hellspawn
removed the healing effect from firestarter ability (healing can be separate ability).
* Update attributions.yml
fix attributions
* fix
* fix
* moved ComputerBoardComponent to Content.Shared
* made flatpacker accept computer boards
* made flatpack system and ui function with computer boards
* fixed it so that flatpacks of computers are correctly coloured to fit their computer board colour
* unhardcoded the computer flatpack assembly cost
* Combined GetFlatpackCreationCost(...) with GetflatpackCreationCostForComputer(...)
* removed code duplication in SharedFlatpackSystem
* removed code duplication from FlatpackCreatorMenu.xaml.cs
* remove code duplication from FlatpackSystem (on the server)
* fixed indentation error
* kobold variety - allows kobolds to have random colors and horns
* hey lets maybe not crash in this case, lets maybe let the color continue being null in this case
* excuse us vscode what the fuck is this
* brightens kob base, makes kob outline more bold, fixes to the prototype because our code spaghett
* okay yeah angler horns just dont work At All. the floppy kobold ears, however? MWAH. chef's kis
* we've been staring at these critters all day - makes base color line up with the base color of some of the markings
* update cvars
* vote 1984
* rip
* add custom reason
* make panic_bunker.enabled a server cvar
I am kind of guessing
---------
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
* AutoCompState + ItemToggle fixes
Fix a lot of the comp states that are never actually networked and also cleaned up ItemToggle events a bunch. ItemToggle will still need some future work for lights and sounds.
* Also catch these
* 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
* SS14-23184 Migrate Lathe Material Ejection Code to MaterialStorage
The lathe material ejection code acts as a do-nothing
man-in-the-middle system that does work that would be
reasonable for any MaterialStorage-using machine to
use. This has been fixed by migrating the ejection
code to MaterialStorage, allowing anything that uses
the system to eject mats it is storing.
* Fix some YAML references. Science!!
* Artifact analyzer now pauses on power-loss
Instead of just cancelling the current scan, the artifact analyzer
will now pause in case of power-loss.
Scanning will automatically resume when power returns.
* Improve artifact scanning pausing
This builds upon the latest improvements in artifact scanning
regarding UI update.