* Added new HTN operations & preconditions
* Ok I forgot about partial
* Namespace pierce the skies
* Some fixes, debug and new operators
* Bruh git eat my files
* Reimplement supplybots as non-vehicles
* what the hell is a container container?
* Dumpable
* let them hear supply comms
* unmigrate
* no more QM access
* Skill issue
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Co-authored-by: plykiya <plykiya@protonmail.com>
* weh.
* get the weh out of my repository
* add best lizard figurine
* remove umbra stuff from master
* remove the additional pixels from the senior secoff jumpskirt sprite
* fix the fix
Fucking whoops
In #27742 I made it so sanitization of character profiles was moved to be *after* database load. Except that means I moved it to be after the copy of all character profiles got sent to the client.
Move the sending to *also* be in that second load stage, and rename it. Fixes the issue.
* Make the floppy lizard ears have two colors.
* please fix whatever the hell happened
* fix the error
* suggestion from Ubaser
* another suggestion from ubaser
* Weapon Reflection Movement Mechanic
Adds a movement mechanic to deflection.
Standing still gives you your best chance of deflecting a shot.
Moving lowers this to 2/3rds. Sprinting to 1/3rd.
This allows for robust players to express better and provides
counterplay to someone finding a goober-strong deflection
weapon, giving more design space.
As part of this PR I've also touched the numbers of a few swords,
shields, etc. and modified some descriptions to make them read
better. The balance numbers are not remotely final, but as intent:
1. All the sidearm swords (katana, cutlass, captain's sabre) have the same damage. There's no good reason the "ceremonial" blade the captain has doing more damage than a katana.
2. The Captain's Sabre has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. This one is controversial due to the recent nerf, I suspect: This could easily be 15->10->5?
3. The Energy Katana has a flat 30% reflect chance.
4. The meme Throngler has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
5. The E-Sword has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
6. The Double E-Sword has a mighty 75% reflect chance, dropping to 50% and then 25%.
7. Both reflective shields - Mirror and Energy - have a 95% deflect chance, dropping to 63% then 31%.
* Resolve PR comments.
* Weh?
* Reign in double esword a tad
* Shield nerfs no longer real
* Improve Mirror Cult desc
* Simple alert for deflection! No art yet.
* Added a new icon for deflecting
First bug: if an error occured during pref loading code, it would fail. If the person then readied up, it would likely cause the round to fail to start.
Why could they ready up? The code only checks that the prefs finished loading, not that they finished loading *successfully*. Whoops.
Anyways, now people get kicked if their prefs fail to load. And I improved the error handling.
Second bug: if a user disconnected while their prefs were loading, it would cause an exception. This exception would go unobserved on lobby servers or raise through gameticker on non-lobby servers.
This happened even on a live server once and then triggered the first bug, but idk how.
Fixed this by properly plumbing through cancellation into the preferences loading code. The stuff is now cancelled properly.
Third bug: if somebody has a loadout item with a playtime requirement active, load-time sanitization of player prefs could run into a race condition because the sanitization can happen *before* play time was loaded.
Fixed by moving pref sanitizations to a later stage in the load process.
* Added warning to tryGetSolution, moved SolutionContainer code to shared
- Added an optional warning (false by default) to print an error if a solution is missing when using tryGetSolution methods
- Moved ensuring solution containers to shared, left the old method stubs for compatability and marked them as obsolete.
* Update SharedSolutionContainerSystem.cs
* Update SharedSolutionContainerSystem.cs
* Update SolutionContainerSystem.cs
* Update SharedSolutionContainerSystem.cs
* Fixing ensuring chem solutions always returning false on client
- ensuring chem solutions will only return false on the client if it is waiting for a server solutionEntity to be synced
* Added concentration helpers
* fix whitespace