* New Feature
* Cleanup
* Bump threshold
* Update
* Update
* Single change
* Me when I forgor the yaml
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Reagents now drop when dispensers are deconstructed
* Updated containers to include beakerSlot types
* Update Resources/Prototypes/Entities/Structures/Dispensers/base_structuredispensers.yml
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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
* Augh
* Remove that
* ViewVariables property so it can be debugged at the very least.
* Remove
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Added plastic clipboards; added plastic clipboards to the PTech machine; added clipboards & plastic clipboards to the autolathe
* Fixed plastic clipboard inhand sprites; added and implemented 'empty' clipboard prototypes
* Cleaned up code for empty clipboards; removed BoxFolderBaseEmpty since now it's redundant
* Extensive folder cleanup
* Bugfixed random folder spawns
* Reduced amount of paper in CrateServiceBureaucracy
* Medical folder sprite rename
* BaseTraitorSocialObjective sprite fix
* Added office paper to bureaucracy crate
* First pass at addressing recent review
* Second pass at addressing recent review
* Fix of weird migration.yml error
* whoops, forgot to undo the rename to folder-white.png in the last few commits
* whoops, didn't commit that last commit properly
* whoops, forgot to undo this reordering
* Fixed pacified people using the laser carbine
* Fix wizards being able to teleport to arrivals
* Removed spaces that we causing fails
* Made using the in game map editor this time
* adds `KeysIn` data field to `ChemicalPayloadComponent`
And check when handling chemical payloads that a trigger key exists.
* Update Content.Server/Payload/EntitySystems/PayloadSystem.cs
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Syndicate locks are now selectable
* Minor tweaks
* Make not syndicate themed
* Address refview
* review
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This additionally moves the hard-coded check for HandsComp that
previously did this, and moves it into an event which now both
HandsSystem and MechSystem subscribe to.