* sans
* Papyrus
* add to game
* tweak stick
* fixes
* Update Resources/Prototypes/Entities/Objects/Misc/kudzu.yml
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Update Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml
Co-authored-by: Kara <lunarautomaton6@gmail.com>
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Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Creates Content.Shared.Chemistry.Solutions
Copies Solution class to new namespace
Obsoletes old Solution class
* Switches over to the Solutions.Solution Solution
* Creates Content.Shared.Chemistry.Containers
Copies relevant components/systems to the new namespace
Obsoletes old versions
* Switches over to the Containers.XYZ namespace
* Creates SolutionSystem and obsoletes old SolutionContainerSystem methods
* Start using SolutionSystem for Solution manipulation
* EnumerateSolutions
* Move TryGetMixableSolution
* Move EnsureSolution to Server
* Create Solution Entities
* Stop using obsolete solution system methods
* Fix prototype component tests
* Add using ..Audio.Systems; back
* Wrap solution container slots in ContainerSlots
* Actually add the slot to the solution container map
* Dirty SolutionContainerComponent when ensuring solutions
* Revert namespace changes
* Remerge SolutionSystem and SolutionContainerSystem
* SolutionContainerManagerComponent refactor
* Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release
* Readd examine reagent sorting
* Fix errors
* Poke tests
* Fix solution names not being applied
* Fix WoolyComponent including statement
* Fix merge skew
* Fix compile errors
* Make reactions use solntities
* Reindent solution class namespace
* Field attribute changes
* AutoGenerateComponentState for SolutionContainerComponent
* SolutionContainerComponent -> ContainedSolutionComponent
* ref ReactionAttemptEvent
* Denetwork preinit solutions
* Misc 1
* Nullable TryGetSolution out vars
* Cache associated solutions
* Fix merge skew
* Use explicit regions in SharedSolutionContainerSystem.Capabilities
* Add debug assert
* Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent
* ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName
* SolutionComponent doc comments
* Implicit DataField names and property purge
* ReagentEffect DataField names
* Local variables for readability
* Sort using statements + Entity<T> event handlers
* Fix compile erros
* Fix compile errors
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Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
- Show if an anomaly is attached when examining
- Add verb for attaching anomaly
- Add popup messages for when you try to attach when machine isn't powered,
or when no anomaly is in range.
- Use anomaly threshold values from anomaly comp,
instead of hardcoded **and incorrect** values
- Use Entity<T>
- Formatting fixes and other misc code cleanup
* added TileAnomalySystem to AnomalyIce
* added FloorIce for station
* created ice crust entity to spawn under ice anomaly
* update draw depth for ice crust
* uh oh, added ice-sliding but at what cost
* resolved mispredicts
* updated sprite alpha, removed appearance component (not used)
* fixed function not reflecting event name, left datafield attributes blank, added one comment about saving data (?)
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Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com>
* Added basic alternative fire mode system for the CHIMP
* Redesign of the CHIMP handcannon
- the CHIMP now has an internal rechargable battery (10 shots at 100% charge)
- it has three alternative fire modes, one for each particle type, that its user can easily switch between
- syndicate scientists have access to an experimental version which can also fire omega particles (4 TC)
- each particle type now has a distinct color and damage type: delta (red): heat, epsilon (green): radiation, zeta (yellow): shock, omega (purple): heat + radiation. This affects A.P.E.s as well
- CHIMP particles now do 10 damage (up from 5)
- all CHIMP particle cartridges have been removed from the game (including the syndicate omega particle ammo pack)
* Code revisions
* Code revisions
- Removed changes to particle damage and damage types
- The experimental CHIMP was removed from the syndicate uplink and replaced with an upgrade kit, which when used on a standard CHIMP will convert it to an experimental one
* Code revisions
- Added a 2 second DoAfter for applying the upgrade kit
* Fixed spelling mistake
* Update projectiles.yml
Removed commented code
* Update Content.Server/Weapons/Ranged/Systems/AlternativeFireModesSystem.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Code revisions
- Implemented changes requested by EmoGarbage
- Removed UpgradeKitComponent in favor of using a construction graph
- Renamed AlternativeFireModesComponent.cs to BatteryWeaponFireModesComponent.cs
Textures
- Reverted omega particle to being a green color
- Epsilon particles are now a cyan color
* Added comments
* Revisions
- Moved BatteryWeaponFireModesComponent from Shared to Server
- Restricted access to this component to BatteryWeaponFireModesSystem
- Changed the CHIMP upgrade kit to a chip
- Updated the localization files to reflect this change
* Delete interaction-upgrade-kit-component.ftl
This file is no longer needed
* Update battery_guns.yml
Added new description for the experimental CHIMP
* Update battery_guns.yml
Updated experimental CHIMP description again...
* Fixed issue with ItemComponent
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Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>