* Offbrand medical
* what if we regrade
* zombies are mostly there thats it thats a wrap xd
* here's changeling
* some bonus gut punches
* start working on the guidebook
* fix rsi and yaml lints
* my agrichem so fits
* we stay rejuvenated
* my china so laked
* debrute
* fix suicide
* fix the suicide tests
* my surgery so requires laying down
* the guidebook continues
* READ KEB PAGES
* keb vascular recoupler
* read keb medicine
* fix yaml lint
* fix the EntityRemoveConstructionGraphStep
* fix overlay init
* scalpels are not a food tool
* return of the programmer art
* my line so nieuw
* boxes deserve veins too
* mrrrp yaml
* what if we redid brain damage alerts
* bloot pressure
* kill mannitol drowsiness
* get licensed
* my read so me
* get feedbacked nerd
* fine-tune the heart stoppage conditions
* cryostasis adjustments, guidebook adjustments, fix negative strain issues
* my surgery so table
* fix heart surgery and guidebook
* medicine & defibrillator pass
* iv bags and stands
* prefills
* janet gets very sidetracked
* mostly finished iv stuff
* what if we fixed the guidebook
* halve decapoid cryostasis
* my medicines so IV
* finetune cryostasis
* less logspam
* metabolism-aware iv stands and cryopods
* give people painkillers
* yaml lint real
* fix blood build
* finish rebase
* tidy up localization
* clean up my yaml beasties...
* soft curve after exceeding maximum damage
* husks/bonedeaths
Grabbag of Offmed fixes & improvements (#3461)
* CPR moment
* Mob AI fix
* Fix brain oxygenation not updating on regeneration
* sorry gamers you cannot resist the pull
* Troll combat abilities more in softcrit
praying rn (#3467)
dont have CPR be 50% (#3468)
Make offbrand murder easier to contend with (#3473)
* e
* disrupt people in softcrit when attacking them
* ok gamers we're gaming
* forgor
Hopefully final pass before Offbrand merge (#3475)
First pass of Offbrand adjustments (#3477)
Swap blood pressure values in health analyzer (#3476)
Systolic over diastolic
Co-authored-by: Kip <32859367+kipdotnet@users.noreply.github.com>
Offbrand pass 2: Mostly bugfixes (#3480)
Fix zeds causing PVS reloads (#3482)
Offbrand pass 3: I hate surgery I hate surgery I hate surgery I (#3481)
* set up surgery ui
* test fail real
Pain/braingasps (#3487)
Offmed bundle 5 - the evil one (#3489)
* Evil cavity surgery
* les borgues
* nicotine moment
* epinephrine RNG
* legalese
* test fail real
* ok jamers cope with c4
Pass 6
* Fix usages of TryIndex()
Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)
This then resulted in TryIndex() getting modified to log errors (94f98073b0), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)
This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.
Fixes#39115
Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.
* fix tests
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Initial commit
* Reverted reinvention of an existing feature...
* Fixed two missed entries
* Added extra examine check
* AI core and high security doors visuals snap to always face south
* Borg hands & hand whitelisting
* yaml linted
* yaml linted (x2)
* yaml linted (x3)
* my storage tests so pass
* no need for SetCount
* ok new stuff you can get fixed too
* oops
* staque
* what if we addressed feedback
* my place so holder
* what if we addresesd feedback
* what if i did it correctly
* terminating or deleted
* Create TurfSystem equivalent for and obsolete TurfHelpers.GetTileRef
* Fix EntitySystem uses of TurfHelpers.GetTileRef
* Fix EntitySystem uses of TurfHelpers.TryGetTileRef
* Fix construction condition uses of TurfHelpers.GetTileRef
* Fix last use of TurfHelpers.IsBlockedTurf
* Create TurfSystem equivalent to and obsolete TurfHelpers.GetContentTileDefinition
* Fix uses of TurfHelpers.GetContentTileDefinition(TileRef)
* Fix uses of TurfHelpers.GetContentTileDefinition(Tile)
* Create TurfSystem equivalent to and obsolete TurfHelpers.IsSpace
* Fix EntitySystem uses of TurfHelpers.IsSpace(Tile)
* Fix EntitySystem uses of TurfHelpers.IsSpace(TileRef)
* Fix remaining uses of TurfHelpers.IsSpace
* Fix uses of TurfHelpers.GetEntitiesInTile
* Delete TurfHelpers.cs
* Add GetEntitiesInTile lookup methods
* Convert some GetEntitiesInTile methods to LookupSystem extension methods
* Use new GetEntitiesInTile methods
* Recycle spiderweb hashset
* Recycle floor tile hashset
* Now the name of the target craft items is taken directly from the prototypes
* Deleting unnecessary fields
* Deleting unnecessary fields
* Added suffix field
* Added override via localization keys
* My favorite ItemList and TextureRect have been replaced with ListContainer and EntityPrototypeView
* Fix suffix
* Fix construction ghosts... maybe
* Remove suffix from UI
* Suffixes have been removed from prototypes
* Added a description for the secret door
* Fix search..?
* The Icon field of ConstructionPrototype has been removed
* StackPrototypes used in the construction menu have been localized
* TagConstructionGraphStep used in the construction menu have been localized
* The search bar has been localized
* Fix localization and prototypes
* Recipes are now only loaded when the crafting window is opened.
* Fix crooked merge grid of the crafting menu.
* Localization update
* Fix cyborg graph
* Revert "Recipes are now only loaded when the crafting window is opened."
This reverts commit 97749483542c2d6272bda16edf49612c69a0761a.
* Fix loc
* fix merge
* Fix upstream
* Some of the logic has been moved to Shared
* fix
* Small adjustments
* Very small change
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Extracts magic strings from Tag calls
When #36281 gets merged, the `TagSystem` methods will all give warnings. Let's fix those warnings before they even happen!
* Adds missing libraries
* Remove not yet implemented TagSystem changes
* Fix tag spelling error
Genuinely surprised there was only 1!
* Styling and proper type changes
* Styling
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Add smuggler stashes
* Prevent anchor/collision test fail
* Enabled = false
* Oops, missed one
* NYAH!1984
* Split/Rebalance loot pools and fix test fail
* Errg, still with the canCollide thing
* Removed notes, additional balance tweaking, removed some blank lines
* Replace generator IDs
* Adjust briefcase fill
* Node moved
* Use noSpawn
* Goldschlonger
* Adjusts fills for grid-inv
* Replace removed items
* Replace removed items part 2
* Add empty satchel to clothesmate contraband inventory
* Merge master and switch spawning to roundstart event
* Cleaned up and converted to entity spawn tables + Added funny clown satchel
* Adds comp to prevent stacking bags
* Inital cleanup
* More changes
* ff
* Some fixes but yaml needs to be organized and a few bugs remain
* Final fixes
* Cleanup
* good
* One more
* minor tweaks
* Rename
* Combine dupe fields
* address review
* review
* make linter happy
* names, contraband status
* uplink
* small bugfix
---------
Co-authored-by: Jeff <velcroboy333@hotmail.com>
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* GET WORLD POSITON, ROTATION
* Missing parentheses
* ui system depndency
* the issue
* Unused
* Let the function do the transform
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Makes machine parts stacks, removes unused field in stack prototypes
* forgor
* Fix tests
* Fixes lathe construction. Yes. This sucks but there's no better way that doesnt involve refactoring machine parts completely
* detail
* a
* Initial radial menu prototyping for the RCD
* Radial UI buttons can send messages to the server
* Beginning to update RCDSystem
* RCD building system in progress
* Further updates
* Added extra effects, RCDSystem now reads RCD prototype data
* Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken
* Added extra functionality to RadialContainers plus documentation
* Fixed localization of RCD UI strings
* Menu opens near cursor, added basic RCD
* Avoiding merge conflict
* Implemented atomized construction / deconstruction rules
* Increased RCD ammo base charges
* Moved input context definition to content
* Removed obsoleted code
* Updates to system
* Switch machine and computer frames for electrical cabling
* Added construction ghosts
* Fixed issue with keybind detection code
* Fixed RCD construction ghost mispredications
* Code clean up
* Updated deconstruction effects
* RCDs effects don't rotate
* Code clean up
* Balancing for ammo counts
* Code clean up
* Added missing localized strings
* More clean up
* Made directional window handling more robust
* Added documentation to radial menus and made them no longer dependent on Content
* Made radial containers more robust
* Further robustness to the radial menu
* The RCD submenu buttons are only shown when the destination layer has at least one children
* Expanded upon deconstructing plus construction balance
* Fixed line endings
* Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag
* Bug fixes
* Revert unnecessary change
* Updated RCD strings
* Fixed bug
* More fixes
* Deconstructed tiles/subflooring convert to lattice instead
* Fixed failed tests (Linux doesn't like invalid spritespecifer paths)
* Fixing merge conflict
* Updated airlock assembly
* Fixing merge conflict
* Fixing merge conflict
* More fixing...
* Removed erroneous project file change
* Fixed string handling issue
* Trying to fix merge conflict
* Still fixing merge conflicts
* Balancing
* Hidden RCD construction ghosts when in 'build' mode
* Fixing merge conflict
* Implemented requested changes (Part 1)
* Added more requested changes
* Fix for failed test. Removed sussy null suppression
* Made requested changes - custom construction ghost system was replaced
* Fixing merge conflict
* Fixed merge conflict
* Fixed bug in RCD construction ghost validation
* Fixing merge conflict
* Merge conflict fixed
* Made required update
* Removed lingering RCD deconstruct tag
* Fixing merge conflict
* Merge conflict fixed
* Made requested changes
* Bug fixes and balancing
* Made string names more consistent
* Can no longer stack catwalks
* remove deprecated entity coordinate extension functions. Reduces warning count by approximately 50
* final toCoords Removed
* Remove all unused variables and dead code paths
* remove always true variable, should be a cvar or something instead
* remove superfluous variables from tests
* Pulling rework
Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.
* More pulling cleanup
* stats
* More cleanup
* First draft
* More pulling
* weh
* Fix puller
* Pulling working
* Fix merge
* Dunked
* Self-merge time
* Fix hotkey
* Fix container changes
* oop
* Fix multi-pulling
* Move alerts cleanup.
* pulling fixes
* 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>
---------
Co-authored-by: 0x6273 <0x40@keemail.me>
* Pulling rework
Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.
* More pulling cleanup
* stats
* More cleanup
* First draft
* More pulling
* weh
* Fix puller
* Pulling working
* Fix merge
* Dunked
* Self-merge time
* Initial prediction
* new group handling
* groups for all examines that use multiple rn
* compile
* why was it doing this??
* handle newlines with sorting properly
* 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