* Upgraded UseDelay to support multiple delays per entity
* Implement secondary delay for bibles.
Also some improvements to make it work nicely.
* Documentation is good
* Reserve the previous change; now Storage uses the special ID and Bible uses the default.
* .0
* Added VV support to UseDelayInfo
* Serialize better
* No register, just setlength
* Added selectable power level to radio jammer
* Cleaned up OnGetVerb
* Settings are now stored in the .yml file. Simplified stuff a lot!
* Minor fixes!
* Small little baby fix :)
* Added the power level switch to the examine menu and also removed the ftl file as it was in the incorrect location.
* Minor code cleanup
* Changed byte -> int
* Update sprite
* Fixed licence
* Added power LED that changes if the jammer is on low power.
* Removed tabs
* Changed github link to the commit
* Changed all the RemComp to RemComDeferred
* Moved NetworkedComponent to shared
* Changed radio jammer textures back with minor edits
* Added a space because it was annoying me
* Jammer now updates range for suit sensors properly! Thanks nikthechampiongr :)
* Removed useless comment
* Cleaned up code that updates the range of tracking devices.
* Fixed client namespace and removed newline
* Cleaned up ChangeLEDState and ChangeChargeLevel.
* Added comments
* Read only
* Fixed another comment
* Locked in
* Made server inherit shared
* Update Content.Shared/Radio/EntitySystems/SharedJammerSystem.cs
* Update Content.Shared/Radio/EntitySystems/SharedJammerSystem.cs
* review fixes
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Mega Antag Refactor
* last minute delta save
* more workshopping
* more shit
* ok tested this for once
* okkkkk sure
* generic delays for starting rules
* well darn
* nukies partially
* ouagh
* ballin' faded and smonkin wed
* obliterated the diff
* Spread my arms and soak up congratulations
* I've got plenty of love, but nothing to show for it
* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity
* ok this junk
* OOK!
* fubar
* most of sloth's review
* oh boy
* eek
* hell yea!
* ASDFJASDJFvsakcvjkzjnhhhyh
* Always display item status panel fully
Initial feedback from the UI changes seems to be that a lot of people go "why is there empty space" so let's fix that.
* Fix item status middle hand being on the wrong side
I think I switched this around when fixing the left/right being inverted in the UI code.
* Minor status panel UI tweaks
Bottom-align contents now that the panel itself doesn't dynamically expand, prevent weird gaps.
Clip contents for panel
* Fix clipping on implanters and network configurators.
Made them take less space. For implanters the name has to be cut off, which I did by adding a new ClipControl to achieve that in rich text.
* Update visibility of item status panels based on whether you have hands at all.
This avoids UI for borgs looking silly.
Added a new "HandUILocation" enum that doesn't have middle hands to avoid confusion in UI code.
* Use BulletRender for laser guns too.
Provides all the benefits like fixing layout overflow and allowing multi-line stuff. Looks great now.
This involved generalizing BulletRender a bit so it can be used for not-just-bullets.
* Fix geiger word wrapping if you're really fucked
* Properly network ClumsyComponent
* Fix being able to climb and bonk at the same time.
Also properly subscribe to AttemptClimbEvent by-ref.
* Update Content.Shared/Interaction/Components/ClumsyComponent.cs
* Add NukeOps Test
* Update EvacShuttleTest to also check mapinit
* Update RuleMaxTimeRestartTest
* Fix cvar cleanup
* A
* Revert some changes
* comments
* Add MappingTests
* Finally fix the test
* A