* Added localization of groups and types: damage, metabolism (displayed in the guide book). The text for the health analyzer, weapon damage inspection is now taken from damage prototypes
* fix damage tests
* fix damage test yml
* fix damage test prototypes
* Update Content.Shared/Damage/Prototypes/DamageGroupPrototype.cs
* Update Content.Shared/Damage/Prototypes/DamageTypePrototype.cs
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix handlabeler/utility belt misprediction
* Partly moved HandLabelerSystem to shared
And cleaned up HandLabelerComponent
* WIP format the files so later commits look clearer
Doesn't change individual code lines, but may move
functions to another file
* WIP some more code movement
* Hand Labeler is now mostly predicted
Only the UI isn't
* WIP: Formatting and moved stuff
* Using componentstates for prediction correction
* review
* Update label on label change
* Don't overwrite label while editing
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Change emag recipes to print mags instead of single ammo
* Get rid of useless single ammo printing recipes
* Add in submachine gun mags
* missing magazine shotgun beanbag in nonlethal research
* Sort lathes that use ammo crafting recipes alphabetically
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Co-authored-by: Plykiya <plykiya@protonmail.com>
* Resprites the captain's antique laser pistol
* Adds artist credit
* Improves icon outline and shading
* Replaces new sprites with something more resembling the in-game version
* Update Displacement Map Visualizer.lua
* Add files via upload
* Fix background layer being offset
This was caused by not taking the cel's own bounds into account.
Aseprite doesn't make an image layer "full size" if it only covers a
small part of the sprite.
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Rodents can be Faxecuted (executed via Fax machine)
* use brute instead of new group.
* fax visuals now use tags for mouse and hamster instead of comps
* fix for ubuntu, damn ubuntu bane of my life
* cant copy hamlet, can now faxecute mothroaches.
* fix
* fix
* fixes
* removed ifs now using switch, removed hastag now using string.
* fixes and no more switch
* cleanup
* more cleanup
* fix
* cleanup
* moved damage out of faxmachine and into own system and component.
* changes
* fixes and done i think.
* tidy
* Fixes
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add a handy security radio
I've always wanted to have a handy security radio in game and I thought it would be cool to have one in game.
Demonstation can be found in here: https://youtu.be/VQOLiTQAmKc
* Merged radio files and changed sprite location
* Fixed RSI not having license and copyright
* Added a chance to spawn in security closets
All security closets will have 50% chance to spawn a handy security radio in it
* Update radio id
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Change id in locker spawn
* Change id in locker spawn
* Changed id to RadioHandheldSecurity as suggested
* Add radio to vending machine instead of locker
Removed radio from lockers and added it to security vending machine
* Fixed radio not having a sprite
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Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Printable Empty Magazines
* Adjust values of ammo boxes, adjust material costs, add empty lethal/non-lethal mags, swap secfab shotgun shells with shotgun ammo boxes, add recipe for shotgun ammo boxes
* Adds fully loaded pistol mags at secfab, removes printing respective cartridges at secfab
* Adds fully loaded rifle mags at secfab, removes respective cartridges
* Adds fully loaded light rifle mags at secfab, removes respective cartridges from secfab
* Adds fully loaded speedloader to secfab, removes respective cartridges from secfab
* small id mismatch fix
* another wrong ID fix
* capitalize Ls in speedloader
* Add missing SpeedLoader recipe
* Adds fully loaded shotgun drums to secfab, removes respective shells from secfab
* add rifle ammo unlocks back in, forgot ammo unlocks affect other fabs as well
* Moves tranquilizer shells to the non-lethal ammunition research
* Account for the removal of rubbers, adds in craftable disablers
* rubber rounds don't exist, remove empty non-lethal mags to just have empty mags
* Add in WT550 mags
* Convert latheRecipes to use LayeredTextureRect instead of TextureRect
* Fix for issue, texture layering now works
* Add in missing shell uranium box art
* add shelluranium to meta.json
* Fix yml issue
* Get rid of unused single ammo printing unlocks
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Co-authored-by: Plykiya <plykiya@protonmail.com>