* upload all textures
finished easiest part - TeslaGenerator
* Added Tesla energy logic
* add lightning pulse priority
* work
* optimise lightning arc system
* now tesla moving to LightningTarget entity and consume it
* some audio work
add airlock and computers to the LightningTarget
* add nice visual and explosions
add crashing to game
* rsi meta fix
* disabling explosions (crashing server)
I'll get back to that problem later.
* adding important admin logging
* a little bit of cleaning and documentation
* Persistent attempts to fix the server crashing on explosions. Accidental cleaning of everything I see.
* now the tesla incinerates everything it touches except the containment field.
* colliders work
* fix falling tesla on ground after being exploded
* add consume sound, add spawn and collapses sound
* added TeslaGenerator to cargo trading console
* add all tesla part to cargo trading console
* Tesla coils: Turn on and off, get energy from lightning, give energy to the grid.
* tesla coil is ready
* tesla grounding rod is ready
* clean up
* clean up 2
* grounding rods now working without power
* add LightningResistance parameter for LightningTarget Component
* add chaotic teleport
* eletrocution remove?
* deltanedas fix pack
* more fixes
* FIXES
* FIIIXEEES
* The "Grounding Rod" component is removed, and replaced with "LightiningSparking", which is responsible for changing the visuals when hit by lightning. Duplicate code from the coil is removed.
* ops
* fix
* nah, is escaped anyway
* increase tesla collider size
* keron bb
* try fix test?
* fix
* bruh
* check turn off sus comp
* prototype cleaning
* FIIX
* return and fix sus component
* fix tesla eating lightnings, now mini tesla is electrocuted
* commented some issues
* remove linq sorting
fix jumping system
minor fixes
* fix second Linq
* fix tesla colliders! Yeah, it works
* fix componentregistration
* Just retests
* not fix
* FIX TESLA
* fixes
* store targets
* back
* make dictionary of hashsets
* some sloth fixes
* stump
* playtest balance energy generation, return to unpotimized (but working) lightning shoot
* parity
* work on
* some new fix, some new bug (chasingComponent not chasing)
* comment
* fix ChasingWalkSystem
* fix collider tesla problem
* revert old unoptimized shoot lightning
* new fix pack
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* New smoke grenade sound
Very new to PR's and stuff, sorry
* Adds sound to smoke grenades and tear gas grenades on trigger
* Update attributions.yml
Deltanadas asked for it
* Update grenades.yml
* Change sound to an unlicenced sound
* Update attributions.yml
* convert some attributions
* use commit as source
* use preferred copyright
* update source with commit link
* convert more attributions
* finish Audio/Effects
* convert attributions
* convert attributions in Audio/Effects/Diseases
* renamed to attributions.yml
* convert attributions in Audio/Effects/Lightning
* convert attributions in Audio/Effects/PowerSink
* convert attributions in Audio/Effects/Shuttle
* convert attributions in Audio/Effects/Weather
* convert attributions in Audio/Magic
* convert attributions in Audio/Voice/Reptilian
* fix missing source field
* use note in copyright field instead of SPDX style License Reference for Custom licenses
* kangaroo
* fixes
* fuix
* fixes and rotational sprites for bell
* why wont u work, stupid rsi thingy
* attempt to fix
* now hsould work
* fix bell
* fix the bell
* bell make noise on hitting it
* add faction simple hostile to space kangaroo
* added boxing kangaroo spawner comes with gloves and agressive
* basic system with portals & linked ents
* hand tele sprites, no impl
* hand tele and teleportation works
* fancy it up
* oog
* special case projectiles
* predict portal-to-portal teleportation
* this stuff
* check nullspace
* sloth
* give to rd instead
* i guess this can probably happen
* docs
* multi-node xeno artifacts
* refactor existing artifact effects
* more tweaks to generation
* more shit plus fix tests
* more generation stuff plus threat levels
* doink
* now make it build
* defer the artifact activation to not cause errors
also pricing
* some changes
* all of the yaml + ui stuff for artifact analyzer
* machine linking and starting to make the ui functional
* artifact analyzer display
* a shit ton of artifact analyzer stuff
* more changes; making destroy work properly; progress bar tweaks
* getting shit going!
ALL RIGHT
* small tweaks that didn't help much
* Komm susser todd: the end of analysis
* recipes and hints and ui, oh my!
* add some in-game sources
gotta prepare for day 1 launch
* node data + ditch random seed in place of id
* bunch of triggers
* finish off the last few triggers
* implement machine examine verb
* knock, flicker, blink, throw
* shatter, foam, shuffle, heat
* fix all the shit i broke
* *some* of these have to be good, no?
25 effects
* callin' it there for effects
* comments + reword some trigger hints
* don't mind this little commit here
* byref event
* fix brokey node entry
* fix low pressure trigger
* mirror review plus fixing 0x40's bug
also the throw artifact threw incorrectly
* randomize the event message a teeny bit