Replace all usages of /bin/bash with /usr/bin/env
/usr/bin/env is nearly guaranteed to always exist at that location, which can't be said about /bin/bash and /bin/sh.
Co-authored-by: opl <4833621+opl@users.noreply.github.com>
* Fix species not being ordered alphabetically in the character customization UI
* Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Had many layers that were doing absolutely nothing because they were covered by AspidParallaxBG being there twice.
This parallax config is only used by the dev main menu, but it can't hurt to fix.
* In one commit like an animal
* carpet fix
* move materials, more bad commit discipline
* re-add marble
* don't also do materials in the same PR, dude
* the return of floor_tile_stacks.yml for atomizing
* resolve an old issue
* re-add det cable
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Co-authored-by: iaada <iaada@users.noreply.github.com>
* Made droppers printable by autolathes and medfabs
* added glass to recipe
* Update Resources/Prototypes/Recipes/Lathes/chemistry.yml
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update xenoarch guidebook page
* Remove artifact reports from science.yml and word change
* Some adjustments
* Remove references to artifact reports
* fix error and typo
* Various changes
* typo
* THATS NOT BROWN????
* Changed trigger window
* Added new section and notes about reagents
* Split into sub pages and various changes
* Change AnalysisConsole to link to the AnalysisConsole guidebook entry
* slight wording change
* Replace reagent explanations with reagent embeds
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Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Move Bulldog Drum to Emag
Bulldog drum removed from standard techfab
Moved to emag listing
* Update Resources/Prototypes/Recipes/Lathes/Packs/syndicate.yml
* Adds more Syndie ammo to EMAG lathe inventory
* No more L6
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Co-authored-by: Connor Huffine <chuffine@gmail.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* - hugbot
- bdy with two arms because it needs two arms to hug
- is constructable from:
- box of hugs
- proximity sensor
- two borg arms
- lots of voice lines
- kinda like a medibot, it chases you down and then hugs you
- except if it's emagged, then it punches you :)
- it has a 2m cooldown per person by default
- MeleeAttackOperator
- Read the doc, but it's an operator which makes the NPC hit a target exactly once assuming it's in range.
- Used to make the hugbot attack
- RaiseEventForOwnerOperator
- Read the doc, but it's an operator which raises an event on the owning NPC.
- Used to make the hugbot hug extra code, specifically for the cooldown
- Changes to existing code:
- `ComponentFilter : UtilityQueryFilter` gets `RetainWithComp` added which, as the name implies, retains entities with the specified comps rather than removing them. Basically, it lets you negate the filter.
- `SpeakOperator : HTNOperator`'s `speech` field can use a `LocalizedDataSet` instead of just a locstring now
- (I updated all of the existing usages for this)
-
* two arms
* wait what if we just used mimebot arms so it doesn't look awful
* smort