This PR adds delta-pressure damage. In short, airtight structures can now take damage proportional to the difference in pressures between the sides of the structure.
* Convert all shader prototype string literals to protoids in overlays
* Convert more shader prototype literal strings to protoids
* Convert ValidatePrototypeId to ProtoId
* Later
* start ig
* command work +AI
* finished bridge, added signs to departments
* engi partly done
* finish engi + atmos except for cams
* added med yippie
* carGODO
* nerd department finished
* se(x)c finish
* courtroom + service power
* man im tweaking out
* service propa done
* hallways
* added cams everywhere and named all the doors :pain:
* arrivals maints + exterior catwalk
* more maints
* voxob
* draft done
* holopadpilled + gaspipesensor based
* added convex name everywhere it needed to be
* nvm i guess we dont do oxford comma
* redid ALL THE HGOLOPADS FAAAAAAAAAAAAAAAAAAAAA
* Fix conflicts?
* ok let me try something
* this works right?
* atmos updated + jani lights
* uniform hallway tiles +roundstart TEG
* fixed some hidden atmos stuff
* Update map_attributions.txt
* :finnadie: no map review ...
* the fog is coming
* maints theater redone
* light dirt and the murder of most trims
* 💔
* decal based and tileoverlay pilled
* updated arrivals/library
* bungus
* yvgh
* 6 hours later...
* finished for real?
* Added new map Cog and its own evac shuttle
* removed cog from default.yml so all checks will pass
I added cog here because i thought it might need to be here for map choosing??????????? ill add it back if needed
* updated cog and fixed a bunch of stuff that was not visable in the image, also nerfed the singo so it no longer solos
* added renault spawner that was missing and changed some minor stuff
* moved a escape pod from med/sci hallway to northern maints
* added shutters to the brig and added vents and scrubbers where they were missing in the halls
* extended salv's docking port so they can dock
* Fixed according to cog review thread
* fix pools
* fix PostMapInitTest
* Update MapLoadBenchmark.cs
* added cap and hop spawn that i just forgot to add???????????????????
* fixed again
---------
Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>
* Add map Oasis
* integration test fix
* psych job
* 1984 an invalid component
* address reviews
* address reviews, touch ups.
* tiny feexes
* move a tree
* Actually put it in the active maps pool.
* minor tweeks
* tweek some door accesses.
* add extra lawyer, make evac the right docking arrangement.
* Address the small things, fix cryopods, make perma huge.
* Fix some small things in the new perma.
* Improve perma spacing resiliancy... maybe.
* burn the invalids
* Pray to the Sloth gods that painters arent cooked.
* rearrange some buttons
* fix fax names and add a genedrobe.
* Housekeeping
* fix some stuff I thought I already fixed
* wood benches
* Some under door tiles, a couple missing decals.
* one pipe got brokey. feexit!
* astrograsses and lathe to cargo
* N2 lockers, minor things.
* cap laser to case
* GridFill the briggle so it feels better. Some other minor things
* name the Briggle correctly
* Use new Subs.CVar helper
Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.
This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.
* Fix a bunch of warnings
* More warning fixes
* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.
* Get rid of some more ISerializationHooks for enums
* And a little more
* Apply suggestions from code review
Co-authored-by: 0x6273 <0x40@keemail.me>
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Co-authored-by: 0x6273 <0x40@keemail.me>
* Predict two-way levers
Annoys me the rare occasions I touch cargo. Doesn't predict the signal but at least the lever responds immediately.
* space
* a
* Give .props files 2-space indents.
* Move to Central Package Management.
Allows us to store NuGet package versions all in one place. Yay!
* Update NuGet packages and fix code for changes.
Notable:
Changes to ILVerify.
Npgsql doesn't need hacks for inet anymore, now we need hacks to make the old code work with this new reality.
NUnit's analyzers are already complaining and I didn't even update it to 4.x yet.
TerraFX changed to GetLastSystemError so error handling had to be changed.
Buncha APIs have more NRT annotations.
* Remove dotnet-eng NuGet package source.
I genuinely don't know what this was for, and Central Package Management starts throwing warnings about it, so YEET.
* Remove Robust.Physics project.
Never used.
* Remove erroneous NVorbis reference.
Should be VorbisPizza and otherwise wasn't used.
* Sandbox fixes
* Remove unused unit test package references.
Castle.Core and NUnit.ConsoleRunner.
* Update NUnit to 4.0.1
This requires replacing all the old assertion methods because they removed them 🥲
* Oh so that's what dotnet-eng was used for. Yeah ok that makes sense.
* Add Robust.Analyzers.Test
* Update submodule
* commit to re-run CI