* Title
* Tired
* That shit did nothing goddamn
* Fix for real
* Use og code
* Hmmm borgaer
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* alert cleanup and API
* I expect update loops to be at the top.
* Address review
* Address review x 2
* Merg my PR
* Fix
* Update Content.Shared/Alert/AlertsSystem.cs
webedit
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
* FIX THAT TEST FAIL!!!!
* Me when I forget to actually give you alerts
* Hammedborgar
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
* Make yaml gas serialization cleaner
* fix exception
* fix validation code
* rudimentary test & permissive loading
* change it a bit
* Test fixes and adjustments
* added secret gamepresets
* cut down on alias
* remove all secret presets
* change the command to allow for a secret argument
* update test
* moved the secret argument after the number of rounds argument
* added completions
* localization and use of CompletionHelper.Booleans
* command now has a option for a decoy preset
* fixed decoy message in the end
* ops
* clean up
* hint 2
* improve localization
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Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
This PR adds delta-pressure damage. In short, airtight structures can now take damage proportional to the difference in pressures between the sides of the structure.
* Removed the old MechAssembly system and component.
Converted all mechs to use the unified PartAssembly system.
Removed dismantling mechs during assembly logic to simplify the code.
* Delete Chassis via migration
* New Feature
* Cleanup
* Bump threshold
* Update
* Update
* Single change
* Me when I forgor the yaml
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* adds `KeysIn` data field to `ChemicalPayloadComponent`
And check when handling chemical payloads that a trigger key exists.
* Update Content.Server/Payload/EntitySystems/PayloadSystem.cs
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Delete original entity when polymorph is deleted
* Switch to EntityTerminatingEvent
* Add RevertOnDelete option to PolymorphPrototype
* Fix error on server shutdown while polymorphed
* Set RevertOnDelete to false by default
* AsNullable
* Revert "Set RevertOnDelete to false by default"
This reverts commit 087c43fbb923c9369c61c9d001e18814b3de3aca.
* Use pattern matching instead of .Value
* Init Commit
* Typos
* Commit 2
* Save Interaction Test Mob from failing
* ssss
* Confident I've gotten all the correct prototypes
* Whoops forgot to edit those
* aaaaa
* Better solution
* Test fail fixes
* Yaml fix
* THE FINAL TEST FIX
* Final fix(?)
* whoops
* Added a WeightlessnessChangedEvent
* Check out this diff
* Wait I'm dumb
* Final optimization and don't duplicate code
* Death to IsWeightless
* Moth directed targeted attack
* A
* Bugfixes and such
* Grrr
* Death
* Cleanup
* Cleanup 2
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Init Commit
* Typos
* Commit 2
* Save Interaction Test Mob from failing
* ssss
* Confident I've gotten all the correct prototypes
* Whoops forgot to edit those
* aaaaa
* Better solution
* Test fail fixes
* Yaml fix
* THE FINAL TEST FIX
* Final fix(?)
* whoops
* Added a WeightlessnessChangedEvent
* Check out this diff
* Wait I'm dumb
* Final optimization and don't duplicate code
* Death to IsWeightless
* File scoped namespaces
* REVIEW
* Fix test fails
* FIX TEST FAILS REAL
* A
* Commit of doom
* borgar
* We don't need to specify on map init apparently
* Fuck it
* LOAD BEARING COMMENT
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>