* 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
* Changes the AME sound effect to not be the default MetalThud.
* Was told on discord to make a minor change to autorerun the tests due to the Build & Test Debug failing!
* Attribution and licensing, as requsted by deathride58
* Fixes the high-pitched squeak audible to some people!
* Audio file tweaked by SlamBamActionMan to eliminate a weird squeak they were still able to hear. Thanks!
* Several small sfx tweaks
* fix small yml oopsie
* Redo the basin code to use events
* now uses an event for when the transfer is successful, not when there's just an attempt
* forgot to remove this
* Update Content.Server/Botany/Components/PlantHolderComponent.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Update Content.Server/Botany/Systems/PlantHolderSystem.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* adds sound variations to shoes as well
* variations on honkbots and the H.O.N.K mech
* Update Content.Server/Botany/Systems/PlantHolderSystem.cs
* Update Content.Server/Botany/Systems/PlantHolderSystem.cs
* fix compile issue
* oops forgot to delete this
* cleanup
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Boom! Emergency access!
* Emergency access sound
* locale
* Updated sounds
* bleh
* Door electrify base
* feat: popups on attempt to activate AI action when wires cut
* refactor: use SharedApcPowerReceiverComponent to check if AI can interact with door
* refactor: added icon and sound for door overcharge
* meta.json should use tabs not spaces
* refactor: extracted sounds for airlock overcharge to static field in system
* refactor: cleanup, ScarKy0 mentions for resources
* refactor: removed unused textures
* feat: now notification is displayed when AI attempting to interact with door which have wire cut
* StationAiWhitelistComponent is properly gating BUI OnMessageAttempt, SharedPowerReceiverSystem.IsPowered is now used to check if device powered
* refactor: use PlayLocal to play electrify sound only for AI player
* refactor: SetBoltsDown now uses TrySetBoltDown, checks for power.
* bolts now check for power using SharedPowerReceiverSystem
* electrify localization and louder electrify sounds
* extracted ShowDeviceNotRespondingPopup, reverted airlocks not opening/closing when ai wire was cut
* refactor: cleanup
* New sprites and fixes
* Copyright
* even more sprite changes
* refactore: cleanup, rename overcharge => electrify
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Hal 9000's first emote
* Add Chime emote & Change variation to 0.05
* Modify Buzz emote
* Add Buzz-two emote
* modified Horn
* add ping emote
* add slowclap emote
* Convert slowclap.ogg to mono, reflect change in attribution.yml
* fix capitalization for all chatMessages && change all catagory to category
* remove all traces of slowclap.ogg
* forgor one file smh
* collating copywrite
* spelling mistakes will be the death of me
* more spelling mistakes
* change yml string to list
* 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.
* Option for alt health alert and no overlay
* Fancy borg health indicator
* Borg damage examine localization
* EENENGHHHH ENNNGHHH
* Requested code changes
* Legal sound
* Revert "Legal sound"
This reverts commit 35715c88898aeb78dfe800319852c230395fdd7e.
I misunderstood what Sloth meant
* Annoying buzzer is back
* Add missing Dispose method to ForensicScannerBoundUserInterface.
* Remove old code from ForensicScanner.
* Prevent forensic scanner from being used on the floor and allow its window to stay open when active hand is swapped.
* Use more standardized UI code for ForensicScanner.
* Add a delay to ForensicScanner printing.
* Show name of what was scanned on ForensicScanner UI.
* Add a print sound for ForensicScanner.
* Add more error reporting for ForensicScanner.
* Centralize common logic in ForensicScannerSystem.
* Allow ForensicScanner blank printouts.
* Tweak ForensicScanner audio parameters.
* multi-node xeno artifacts
* refactor existing artifact effects
* more tweaks to generation
* more shit plus fix tests
* more generation stuff plus threat levels
* doink
* now make it build
* defer the artifact activation to not cause errors
also pricing
* some changes
* all of the yaml + ui stuff for artifact analyzer
* machine linking and starting to make the ui functional
* artifact analyzer display
* a shit ton of artifact analyzer stuff
* more changes; making destroy work properly; progress bar tweaks
* getting shit going!
ALL RIGHT
* small tweaks that didn't help much
* Komm susser todd: the end of analysis
* recipes and hints and ui, oh my!
* add some in-game sources
gotta prepare for day 1 launch
* node data + ditch random seed in place of id
* bunch of triggers
* finish off the last few triggers
* implement machine examine verb
* knock, flicker, blink, throw
* shatter, foam, shuffle, heat
* fix all the shit i broke
* *some* of these have to be good, no?
25 effects
* callin' it there for effects
* comments + reword some trigger hints
* don't mind this little commit here
* byref event
* fix brokey node entry
* fix low pressure trigger
* mirror review plus fixing 0x40's bug
also the throw artifact threw incorrectly
* randomize the event message a teeny bit
* Material
* good prototype
* Fix material storage
* You can insert biomass into the cloner
* ok, basic biomass subtraction works
* amogus
* ok chance works
* Alright, the biomass and genetic stuff works
* feedback for cloning
* more reclaimer polish
* ship it
* starting biomass + fix lathes
* I changed my mind on rat mass and these guys are definitely getting ground up
* Doafter
* clean up, sync the two
* fix naming, fix mass
* technology + construction
* additional logging, stop unanchoring when active
* fix event / logs
* dont gib dead salvage
* auto eject
* fix deconstruction behavior
* make warning message better, temporarily disable cancer scanner
* fix biomass stacks
* add easy mode CVAR
* stack cleanup, make biomass 2x as fast
* bugfix
* new sprite from hyenh
* fix tests
* hello? :smilethink:
* :smilethink:
* medical scanner gets antirotting
* fix cloner and medical scanner
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
* Vending machine jingle much less intense
* SpeechSoundsPrototype has a built in variation parameter
* Sounds in your face are louder but roll off more aggressively so that distant talking sounds are less distracting
* Redo that
* Speech noise system now supports variation of pitch
* license stuff
* PAIs have speech sounds now. Made by altering the pAI sounds.
* Monkeys have sounds from goon now
* New Speech Sounds
* Oops
* Speech Sounds from Goonstation
* Added some speech sound prototypes for humans, mice, and vending machines. More to come later?
* Custom synthesized sound for a vending machine ad
* Gave mice and vending machines Speech Components on their base prototypes to make sounds
* Humans now talk using the 'Alto' voice. In the future this can be changed in customization screen
* New Prototype 'SpeechSounds' with three soundspecifiers for saying sound, asking sound, exclaiming sound.
* SharedSpeechComponent modified from being useless to being responsible for making speech noises.
* Initial creation of SpeechNoiseSystem for making Sounds when certain entities speak.
* whitespace fix
* License fix
* Remove leftover using from debugging
* Added a cooldown editable in yaml
* SharedSpeechComponent has the proper cooldown now. oops
* Prototype that's mostly borked rather than completely borked
* ECS inserting mats
* Partial ECS mostly done, needs cleanup and visualizer
* Replace timers
* Power visualizes at least
* First ""working"" version
* Clean up all lathes
* Colors
* Fix animation timing
* Fixes greyscale, adds a bunch of colors
* Give every (used) material a color
* Made most lathes take long enough you can at least see there's some sort of animation
* Insertion feedback popup
* Sound for circuit printer and uniform printer
* Fix queueing, optimize update
* Remove mono crash
* cleanup
* Fix test failure
* Techfab inserting sprite
* Cleanup and commenting
* Fix bug in CanProduce check
* Fix UI resolves
* Mirror review stuff
* Disease system first pass
* Renamed HealthChange
* First working version of diseases (wtf???)
* Fix the cursed yaml initialization
* Pop-Up effect
* Generic status effect
* Create copy of prototype
* CureDiseaseEffect
* Disease resistance
* Spaceacillin
* Nerf spaceacillin now that we know it works
* Sneezing, Coughing, Snoughing
* Fix queuing, prevent future issues
* Disease protection
* Disease outbreak event
* Disease Reagent Cure
* Chem cause disease effect
* Disease artifacts
* Try infect when interacting with diseased
* Diseases don't have to be infectious
* Talking without a mask does a snough
* Temperature cure
* Bedrest
* DiseaseAdjustReagent
* Tweak how disease statuses work to be a bit less shit
* A few more diseases
* Natural immunity (can't get the same disease twice)
* Polished up some diseases, touched up spaceacillin production
* Rebalanced transmission
* Edit a few diseases, make disease cures support a minimum value
* Nitrile gloves, more disease protection sources
* Health scanner shows diseased status
* Clean up disease system
* Traitor item
* Mouth swabs
* Disease diagnoser machine
* Support for clean samples
* Vaccines + fixes
* Pass on disease resistant clothes
* More work on non-infectious diseases & vaccines
* Handle dead bodies
* Added the relatively CBT visualizer
* Pass over diseases and their populators
* Comment stuff
* Readability cleanup
* Add printing sound to diagnoser, fix printing bug
* vaccinator sound, seal up some classes
* Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent)
* Mirror review
* More review stuff
* More mirror review stuff
* Refactor snoughing
* Redid report creator
* Fix snough messages, new vaccinator sound
* Mirror review naming
* Woops, forgot the artifact
* Add recipes and fills
* Rebalance space cold and robovirus
* Give lizarb disease interaction stuff
* Tweak some stuff and move things around
* Add diseases to mice (since animal vectors are interesting and can be used to make vaccines)
* Remove unused reagent