* Spray Paint (Draft)
* paint colors, paints in maints loot, cargo crate of paints.
* fix
* remove paint (sort of)
* moved paintcleaner into own system
* Moved paint to server (had to unfortunately)
* doafter now breaks when moving away.
* cant paint mobstatecomp
* loads of fixes
* fixes
* fixes
* nopaintshadercomp
* fixes
* fix
* use locale for paint remove string
* remove nopaintshadercomponent and use blacklist
* remove enabled.true from visualizer
* paint doafter event.
* add verbs for paint and remove paint and icon for paint verb.
* fixes
* no longer replaces shader when shader exists.
* replace forloop with foreach, check shader before adding and removing.
* paint doafter now separate so no copy paste code
* Entities in sprayed targets item slots are also now correctly sprayed.
* fix
* fix
* fix airlock psray painter now removes painted before painting door.
* spray paints now use openablecomponent.
* fix
* fix damn accesstypes.
* fix
* fix
Oops
In #26217 I re-organized the logic for the calculation. Part of that was moving the logic for GetFeltLowPressure and GetFeltHighPressure to be done before we actually check the hazard thresholds. What I didn't realize is that, with how our pressure protection is set up, these functions can return values so extreme they rebound into the other category.
For example, according to the math, when you're wearing a hardsuit in a low-pressure environment you have "felt" pressure of 1000 kPa. Yeah that's not right.
Now these functions clamp their result to OneAtmosphere, in the appropriate direction (101.3 kPa).
Fixes#26234
* Create lone ops outfit and 60 TC radio
* Changed lone op entity to use the new loneop outfit prototype
* Fix shop
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Co-authored-by: Plykiya <plykiya@protonmail.com>
* Improvements to the medical hud interface
* Adds an icon for SSD players
* Indentation fix
* Update sprites, changes direction and adds new status icon.
* Adds decomposing icon
* Code cleaning
* Changes Crit Icon sprite
* Simplifies the decision structure
* Changes copyright line
* Changes Critical Icon sprite
* Makes the Critical Icon border darker
* Changes sprites to /tg/ station
* Updates copyright
* Makes Dead Icon animation slight faster
* Code cleaning
* Remove some unused imports
* Code cleaning and rename icon
* Minor code cleaning
* move faction prototype to shared
* move faction exception and member stuff to shared
* fix breaking changes for random stuff
* move pettable friend stuff to shared
* mostly fix
* final fixy
* dragonops
* final fixy II
* use querys and fix warpspeed fish (probably)
* fixer
* Rrrr!
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
SS13 Criminal Record Icon Location REAL
Adds a new Offset DataField to the StatusIcon Prototype. It effects status icon location on a per-pixel level. Not sure what else it could be used for, but hey, nothing wrong with generalizing. Also moves the mindshield icon priority to one, to fix an unreported bug with them covering non-job icons.
If a room's pressure drops it can become unbreathable long before people start taking pressure damage, and so also long before the air alarm starts reporting a danger state. I've increased the values so that the air alarm should show danger if the pressure becomes so low as to be unbreathable.
The math for our pressure damage (barotrauma) system is directly taken from TG. The constants are the same and the math is almost the same. However there are two errors.
1. Pressure damage started being applied within the WARNING bounds, rather than the HAZARD bounds. This means you started taking low pressure damage at 50 kPa instead of the intended 20 kPa, and also the HUD icon didn't show "danger" like it should even if you were already taking damage.
2. The calculations for high pressure damage were wrong. These are supposed to be linearly scaled, but the function was wrong so the scaling didn't actually work properly (especially when considering the fixed bounds above). This appears to be the case because the function was taken from an incorrect comment in the original source, rather than the real math.
Both of these issues are now fixed to match the TG behavior. Note that this somewhat nerfs pressure damage in non-extreme circumstances. e.g. a room at 40 kPa now gives NO pressure damage, whereas previously it would do full space damage.
The description of the pressure alerts is wrong for "low" severity, but I can't be arsed to fix that right now. Alerts don't have a way to change the description depending on severity...
* Added 18 new bounties + tags, couple of balance tweaks
* Oops, 2 corn tags.
* Fixed another duplicate from merge conflict
* Fixed all arbitrage issues
* Removed metamorphic glass/manly dorf bounty
* Removed manly dorf bounty
* Removed manly dorf bounty
* Removed manly dorf bounty
* Changed hiviz tag, removed commented out bounty
* Removed extra line
* Change HiViz tag
* Removed unused tag
* Removed LaceupShoes, changed HiViz
* Changed flavor text for fruit bounty
* Removed live mouse bounty