mapBounds was null after one of my last changes. I changed the transform so it's just passed in directly as I don't think there was an easy way around it.
I checked magnet + roomfills still work.
* Stuff
* Fix RoundStatus Action
* Rename stuff
* Also needs to run on the main thread
* minor stuff
* Move to not be an EntitySystem
* Part 1 of making this less shit
* Make some more stuff run on main thread
* Actor check, logging and remove token from log.
* Better log
* Change ActionKick to use Guid instead of username
* Fix build
* Bandaid fix for test fails
* Animal cruelty nerf - microwaves no longer instantly gib, and now heat in realtime
* While we're at it there's honestly no need for this shit to be hardcoded
* Initial prediction
* new group handling
* groups for all examines that use multiple rn
* compile
* why was it doing this??
* handle newlines with sorting properly
* Add port link sink in timer
* Update SignalTimerSystem.cs
Moving the trigger so that everything works correctly and does not conflict. Correction of remarks.
* Update SignalTimerSystem.cs
* a
* review
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* 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
* 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.
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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