Commit Graph

1949 Commits

Author SHA1 Message Date
Skarletto
9e9af0a1ac RD suit recolor (#23131)
ssssss
2023-12-31 18:36:47 +11:00
Nemanja
f538a2e34a Add reagent sources to the guidebook (#22627)
* source in my guidebook

* finish it!

* sir yes sir oorah

* network that bitch, baby
2023-12-30 23:34:59 -08:00
MACMAN2003
a22e480167 Remove the stray pixels on the equipped HOP glove sprite (#23268)
delete nearly invisible stray pixels

I see through the lies of the alpha channel.
2023-12-30 22:43:40 -08:00
Alekshhh
786de55d2f Ammo Box Tweaks (#23180)
ammo
2023-12-30 19:13:07 -07:00
themias
e3d4b69664 Allow flashlights on belts (#23256) 2023-12-30 19:06:27 -07:00
Alekshhh
937df9fe3b Seed Bag Resprite (#23210)
* seed

* meta

* tweak
2023-12-30 16:35:45 -07:00
LordCarve
1836bdf3ed Add icon to Change Voice Mask Action (#23239) 2023-12-30 18:13:27 -05:00
Alekshhh
b1c3158e01 Disposal Unit Tweak (#23067)
* trash

* fix

* yellow

* tweaks

* blue light fix
2023-12-30 12:14:20 -05:00
Flareguy
d191a2f57b Revert "Roboticist Uniform Update Take 2" (#23178)
Revert "Roboticist Uniform Update Take 2 (#16494)"

This reverts commit 12c13858e2.
2023-12-30 12:00:46 -05:00
Ubaser
432a8f5768 Increase contrast in the medal case sprite (#23228)
Update icon.png
2023-12-30 11:54:32 -05:00
Ubaser
59eac36d5f Syndicate Implanter resprite (#23227)
add
2023-12-30 11:46:12 -05:00
Nemanja
c3f81bfe03 Hyper convection lathes and industrial ore processor (#23202)
* Hyper-convection lathes and industrial ore processor

* balance

* gold... why not?

* review

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2023-12-31 03:18:58 +11:00
Ubaser
c154f0bf29 Darken equipped PDA sprites (#23197)
add
2023-12-29 21:22:29 -05:00
Alekshhh
de54934430 HOS Clothing Tweak (#23174)
* hos

* tweak
2023-12-29 10:09:22 -05:00
Ubaser
56884fd72d Science magboots (#23107)
* add

* uhhh

* fix RSI

* lathe

* fix
2023-12-28 20:08:07 -07:00
Tomás Alves
345b0e6305 Fix: Blindness radius when zooming (#23130)
* Fix Zoom while Blind

* Fix Zoom while Blind (ContentEyeComponent->EyeComponent)
2023-12-28 20:38:08 -05:00
Nemanja
99d78c4b97 Station beacons (#23136)
* Station beacons

* crate

* remove navmap from warp points

* ack

* oh damn

* okay emisser
2023-12-28 17:02:21 -07:00
Flareguy
33ccd5cc93 Fxes airlock assembly sprites (#23115)
fixes airlock assembly sprites
2023-12-28 12:11:31 -05:00
Ed
88d7cfb4c0 Tesla (#21124)
* 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>
2023-12-28 13:11:50 +00:00
Ubaser
d78e6cc818 Kobold Monkeys (#22108)
* add

* fix maybe

* clean up yaml

* clean up more yaml maybe

* dash

* second dash

* aahhh handcuffss

* balancing(?)

* sprite and desc change
2023-12-27 22:32:55 -07:00
Nemanja
9bd03824ac GORILLA Gauntlets (#23012)
* GORILLA gauntlets

* oh shit this too
2023-12-27 20:11:13 -07:00
Stanislav4ix
28b825d898 Added disabler SMG! (#23051)
* Added disabler SMG!

* Changed a few errors

* errors.. again

* Update battery_guns.yml

* Update security.yml

* Update lathe.yml

* Update security.yml
2023-12-27 20:08:30 -07:00
Alekshhh
c138809ba9 Wall Locker Tweaks (#23060)
locker
2023-12-27 20:05:04 -07:00
Velcroboy
ff75b1be56 Salami does melee dmg (#23041)
* Add melee dmg to salami

* Bump up dmg to 6, 1 more than a punch

* Add in-hand and wielded sprites, and adjust swing angle

---------

Co-authored-by: Jeff <velcroboy333@hotmail.com>
2023-12-27 19:59:14 -07:00
Alekshhh
d10ebbc5bf Inspector Coat and Brown Fedora Tweak (#23065)
* det

* hat

* oops
2023-12-27 15:53:10 -07:00
Darkie
1c8eb2f3de Added a regular and an engraved zippo (flippo) lighter (#23020)
* Added the zippo and engraved zippo. Added the engraved zippo in the detective's coat.

* Added copyright.

* Renamed to Flippo

* Gave the Flippo new sounds. Moved the lighter sound collections to their own folder in Items.

* Fixed YAML issues that showed up with moving the lighter noises to their own folder.

* Added the detective's Flippo as a thief objective, with half the weight of the forensic scanner.
2023-12-27 15:47:35 -07:00
lzk
78965d1e36 Move stamps out of big mess (#22877)
* gigacommit

* Update honkbot.yml

* foxing

* merg

* bring back mime sound

* ;

* :trollface:
2023-12-27 15:46:30 -07:00
PoorMansDreams
e584970c26 Added "The Throngler" (#22995)
* The Throngler.

* The Thronger

* Thron

* Revert "Thron"

This reverts commit e6774ea4eefd4eee52bd6e3340f77d5890b50083.

* Fixes Inhand sprites
2023-12-27 04:13:47 -07:00
Chief-Engineer
476ea14e8a Add access logs (IC ones) (#17810) 2023-12-26 18:24:53 -04:00
lzk
4d42d00194 Fix awful slimepeople parts sprites (#22969)
fix awful slime parts
2023-12-27 08:22:33 +11:00
Ubaser
fd3c922a08 Add chaplain stoles (#22955)
add
2023-12-25 18:05:59 -07:00
Flareguy
450414c8fc Adds gingerbread men to the game (#22927)
adds gingerbread men to the game
2023-12-25 01:11:37 -07:00
metalgearsloth
9a40cf81f5 Add sprite movement states (#22940)
* Add sprite movement states

Did it for borgs for reference for future implementations.

* Fix

* Fix prediction issue

* review
2023-12-24 23:34:21 -08:00
Nemanja
00813171c1 Automatic holiday sprites (#22929) 2023-12-24 23:52:43 -07:00
deltanedas
52532e4075 exterminator midround minor antag (#19946)
* terminator locale

* terminate objective

* terminator components and shared system

* terminator roles rules and system

* terminator events

* skeleton recolour

* terminator and endoskeleton

* ghost role spawn

* damage modifier sets

* :trollface:

* :trollface:

* add antag prototype

* ghost role locale

* skynet

* :trollface:

* :trollface:

* :trollface:

* add endoskeleton body prototype

* :trollface:

* :trollface:

* smite locale

* implement terminate smite

* :trollface:

* :trollface:

* implement PopupBehavior

* endoskeleton transform popup

* move stuff from shared to server since nothing actually used it

* recolour everything

* update parts

* :trollface:

* :trollface:

* ok fire was using the damage set, back to 1.0

* tweak

* :trollface:

* :trollface:

* simplemob ops

* 1 rule per pro

* :trollface:

* :trollface:

* update some sprites

* structural damage

* :trollface:

* :trollface:

* Revert "update some sprites"

This reverts commit 459196c6a8942c5412885d5fe2f1a83a48408ddc.

* offbrand, add die objective to maybe remove fear of murderbone

* add shut down objective to the list

* fix ghost role

* fix control mob

* :trollface:

* :trollface:

* please

* naming

* code changes for GenericAntag terminator

* yml changes for GenericAntag terminator

* :trollface:

* moved kill objective override to an objective component

* use kill objective override

* fix

* oh

* locale changes

* change burn to heat for skin melting gib

* change some endoskeleton stuff

* pro

* i already did this dementia ops

* objective

* fix

* pro

* swap out full sprite

* update parts

* forgor

* fix mind transfer

* type

* endoskeleton has 500 mass

* evil

* fishops

* warops

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-12-24 20:16:56 -07:00
Nairod
a1210ca691 Central Command Access, Doors, and Locked Vendor (#22924)
* CentComm Acess and Doors

* Central Command Access Windoor
2023-12-24 13:49:23 -07:00
Ed
144af233c4 New Thief minor antagonist (#21520)
* start working

* add right-click thief antagins
some architecture restruct

* add meh thief greeting audio

* add thief subgamemode to Traitors gamemode

* add late join thief (not tested yet)
add briefing

* add pacifism

* add Steal tasks to thief

* fix crash thief+traitor on person

* add new condition: collection steal

* add tracking of succes collection objective

* add stamp collection target
remove some boring steal target
add check pulling entity to collection target

* finalize first 2 group objective

* start merging stealing objective systems

* merging

* finish merging. Now traitor steal objective work better

* we don't check the items of pullable sentient entity

* clear naming, enable thief signle item objective start

* objective pack add

* finish with steal item objectives

* convert string to ProtoId<>

* some clean up

* add thieves to revolution game mode

* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl

Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>

* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl

Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>

* update pacifism: fix crashing, monkey-thief without pacified

* adaptive animal briefing, cleaning locales

* add structure steal objectives

* remove RCD target

* add thiefs to manifest, but bug with traitor duplications

* add escape objective

* add chat briefing

* setup animal objective group system

* add animal steal objectives

* add animal objectives notroleconditions

* add morty

* now thief mode has a chance of not launching Now there are a random number of thieves per round from 1 to 3

* 6 hours of trying to fix duplicate tasks. Failure

* added thief pinpointer (buggy)

* start thief backpack UI work

* revert pinpointer for scope reason

* UI continue work

* add thief starter kits content

* remove ERP kit :trollface:

* finally! giving starting items to thief. Now it playable, but still need more work

* clean up

* fix

* fox

* add merged items into thief
new Starting Kit (buggy)

* fix YES antag menu

* objection tweaks

* remove hearts objective, working on spawning things from toolbox

* smug

* fixes

* add race specifier objective condition LAMPS

* meh

* fix fix fix

* the alive

* Adding stamps

* Update backpack.ftl

* Revert1

* Revert ftl

* add voice mask to communicator kit

* Update Resources/Locale/en-US/administration/antag.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/objectives/conditions/steal.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/prototypes/roles/antags.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* update

* fix

* more reusable function, add documentation

* fix doc

* faint fixes

---------

Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
2023-12-24 02:58:28 -07:00
Darkie
a3fbab84e6 ItemToggle system expansion (#22369)
* Fixed EnergySword and variants having incorrect sound on attacking when in their Off state.

* Removed the unused ItemToggle from the serverside and created a new shared ItemToggleComponent and System, now used for the e-blade family of items. Also added e-blade hum and swing sounds. Thanks Sloth for the initial code!

* Changing Stunbaton system to include the itemToggle system.

* Adapted changes that have come up in the meantime.

* Changed damagespecifier to be serializable and autoNetworked in melee weapon components. Fixes a bug that makes it so client-side, damage values are not updated on toggle.

* Made the ItemToggleSystem have both a shared and a server component. Ported the Stun Baton and Stun Prod to the new toggleable system. Added a failure to activate noise component.

* Ported the welders to the new item toggle system. Set it so deactivated damage and item size default to the item's regular options.

* Removed unnecessary usings.

* Small modification to the stun prod.

* Made the integration test use the new method to turn the welders on.

* Fixed a few testing issues, applied a few changes requested by Delta.

* Updated Stunbaton code for consistentcy when it comes to calling the itemToggle component.

* Removed a redundant return; as per Delta.
Made examining the stun baton for charge rely on the battery component instead.

* Removed the welder visualizer system, now using the generic one. Removed some unused usings. Removed the welder visuals and layers.
Ported lighters to the new system.
Added zippi (sic) lighters.

* Renamed variables used to make them less generic.

* Simplified the light update code.

* Fixed the unit test to use the itemToggle system for welders now.

* Made the name shorter. I can't tell if the welding damage when interacted with actually does anything though. I can't figure out how to trigger it.

* Fixed some YML issues.

* Added a client side item toggle system just to make the shared code run on local UID's too.

* Fixed some more Yaml.

* Made the Zippi lighter have its own parent item, so it doesnt' conflict with the random pattern on the regular lighter.

* Made the zippi lighter its own in-hand sprites.

* Added a summary for the activated property in itemtoggle component.

* Fixed a typo in the itemToggle Component.

* Fixed a typo.

* Added to the remarks for the ItemToggleComponent.

* Fixed up the lighter yaml to make it use a generic term instead of a toggle layer enum for the random skin.

* Fixed a bug I introduced accidentally with the humming sound.

* Removed 2 unnecessary events from the ItemToggleSystem and component.

* Fixed a bug by only making the server run the item activation code, since the client cannot predict whether or not the activation will be cancelled.

* Cleaned up some names and functions getting called.

* Renamed a couple of variables and removed the explicit datafields from the component. Removed "activated: false" from yml since they're already deactivated by default.

* Added an IsActivated function, used it in the welder and stun baton systems code.
Refactored welder code to remove the WelderToggle event, now using the ItemToggleActivatedEvent instead for eye protection check.

* Fixed a typo. Added some comments.

* Split the ItemToggle into smaller components.
Changed the items that used the toggle system to work with the smaller components.
Made the mirror shield reflect energy shots with a 95% chance.

* Fixed the namespaces for the server components and whatnot.

* Fixed a doubled deactivation sound from using activated wieldable items (like the double Esword).
Fixed wrong yml with the e-dagger.
Fixed the disarm malus code.

* Added the zippo lighter to the detective's trench coat.

* Removed the default hit sound for the double e-sword since it was unnecessary.

* Changed e-sword damage numbers to be in line with the changes made by Emisse.

* Made no damage sounds be autoNetworked, so it changes can be changed on activation/deactivation of items.
Made Welders and Eswords sound like themselves but quieter if they hit for 0 damage, instead of taps.
You can choose what sound to play when a weapon does 0 damage when activated now.
Fixed a bug with swing sounds.

* Typo.

* Fixed a bug where the welder would blind you if you used it while it was off.

* Created a single abstract method called when an item has completed its toggle.

* Update Content.Server/Eye/Blinding/EyeProtection/EyeProtectionSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Fixed a comment.

* Made most component variables readOnly for ItemToggle. There is no need to be able to change them from within the variable viewer.

* Removed trailing white spaces.

* Made the Use a field instead of a property in the itemToggleActivation/Deactivation attempt events.

* Small fixes.

* Removed ForceToggle, just use the toggle method instead.

* Fixed a bug with item sharpness staying even after getting deactivated, if the item gained sharpness that way (esword).

* Used ProtoId in the welder component.

* Made damage NetSerializable as well.

* Added networking and data fields to a couple of components.

* Made component variables autonetworked. Added some comments.

* Moved the events that modify item components on toggle to events, handled (where possible) in the systems linked to said components.

* Made all the component variables readWrite again.

* Added the component get to the WelderStatus.

* Added a predictable bool to the item toggle component.

* Replaced the Activated/Deactivated events with ToggleDone, with an Activated argument. Used that to simplify some systems.

* Added a reflect update raise event.

* Removed the Zippo changes. To add in a later PR.

* Removed the zippo from meta.json too.

* Small fix.

* Another small fix.

* Fixed the wieldable system thing in ItemToggle.

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-12-24 17:11:05 +11:00
chromiumboy
1de682e23f Power monitoring console overhaul (#20927)
* Prototyping whole station wire map

* More prototyping

* Added icons for the different power distributors and toggleable cable displays

* Power cable layouts are now only sent to the client when the power monitor is open

* UI prototyping

* Power monitors can now see the sprites of distant entities, long entity names are truncated

* Updated how network devices are added to the player's PVS

* More feature prototypes

* Added source / load symbols

* Final prototype! Time to actually code it properly...

* Start of code clean up

* Continuing code clean up

* Fixed UI appearance

* Code clean up complete

* Removed unnecessary changes

* Updated how power values are calculated, added UI warnings for power sinks and power net checks

* Updated how power values are calculated again, added support for portable generators

* Removed unnecessary files

* Map beacons start toggled off, console map now works outside the station, fixed substation icon

* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected

* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap

* Updated the colors/positions of HV cables and SMESes to improve contrast

* Fixed SMES color in map legend

* Partially fixed auto-scrolling on device selection, made sublists alphabetical

* Changed how auto-scroll is handled

* Changed the font color of the console warning messages

* Reduced the font size of beacon labels

* Added the station name to the console

* Organized references

* Removed unwanted changes to RobustToolbox

* Fix merge conflict

* Fix merge conflict, maybe

* Fix merge conflict

* Updated outdated reference

* Fixed portable_generator.yml

* Implemented a number of requested changes, move bit masks to a shared component

* Navigate listings via the navmap

* First attempt at improving efficiency

* Second attempt at optimization, entity grouping added for solar panels

* Finished solar panel entity joining

* Finished major revisions, code clean up needed

* Finializing optimizations

* Made requested changes

* Bug fix, removed obsolete code

* Bug fixes

* Bug fixes

* STarted revisions

* Further revisions

* More revision

* Finalizing revisions. Need to make RT PR

* Code tidying

* More code tidying

* Trying to avoid merge conflicts

* Trying to avoid merge conflicts

* Removed use of PVS

* Improving efficiency

* Addressed a bunch of outstanding issues

* Clear old data on console refresh

* UI adjustments

* Made node comparison more robust. More devices can be combined into one entry

* Added missing component 'dirty'
2023-12-24 17:07:41 +11:00
lzk
e6b52cc294 Fix nettle seeds inhand sprite (#22891)
fix
2023-12-23 22:25:50 -07:00
StanTheCarpenter
734da59202 Added Santa's hardsuit and helmet. (#22898)
* Added Santa's hardsuit and helmet.

* Fixed missing files
2023-12-23 22:25:12 -07:00
lzk
5d0624bd34 fix cargo backpack inhand sprite (#22888)
Update inhand-right.png
2023-12-23 20:56:01 -05:00
deathride58
3addd3e32c fixes drug shader in compatibility mode FOR REAL THIS TIME (#22903)
fixes drug shader FOR REAL THIS TIME
2023-12-23 14:27:46 -08:00
deathride58
9870c7f9eb Fixes GLES2 crashing when compiling the drug shader (#22899)
fixes drug shader not compiling in gles2 and also applies DRY
2023-12-24 05:36:56 +11:00
Velcroboy
dfa71af1f8 Add Chef's Belt (#22868)
* Add Chef's Belt

* Reduce contents in filled belt to just s&p

---------

Co-authored-by: Jeff <velcroboy333@hotmail.com>
2023-12-23 00:11:30 -07:00
Nemanja
9b18357a88 Corner Clothing UI (#22883)
* Corner clothing (save point)

* IT WORKS. YIPPEE

* the last of it

* template rejigs
2023-12-22 23:32:23 -07:00
deathride58
e61b7d105c Drug overlay shader rework - a little more motion-sickness friendly, a little less shonky (#22872)
* reworks the drug overlay effect to be less motion-sickness inducing and a bit less shonky

* UNAUTHORIZED fucking THING. DESTROY it immediately

* further tweaks - adds another gradient to control the color effect too
2023-12-23 00:35:46 -05:00
Moomoobeef
c64c98ec1d New sprites for books on bookshelves in order to look less sad. (#22874)
Changed sprites for books on bookshelves, added one missing sprite
2023-12-23 00:34:19 -05:00
lzk
8604efc520 add saturation to TC inhand sprites (#22870)
change
2023-12-22 20:26:01 -07:00
Ed
def4e0f60e Doggy Ears (#22832)
* add content

* sprite update

* goodbuy nose
2023-12-22 20:20:08 -07:00