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Upstream 15.09.2024 #93
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* make mobs without hands unable to spill jugs * snails
* Extend shuttle dock time if the shuttle doesn't dock at evac. If the shuttle can't dock at evac for *some reason*, it will instead try to dock at another port on the station. And if that fails it goes somewhere random on the station. Because of the chaos and confusion caused by this, many people will frequently not get to the shuttle in time under these circumstances. This sucks for everybody. To alleviate this, the shuttle launch timer will now be extended if the station doesn't dock at its ideal spot. The default values (controlled via CVar) are 1.667x and 2x respectively for "wrong dock" and "no dock at all" scenarios. The code around here was a mess, so I fixed that too. "CallEmergencyShuttle" has been renamed to "DockEmergencyShuttle", the overload that did the actual docking has been renamed to DockSingleEmergencyShuttle. Code has been split into separate dock -> announce methods so we can calculate shuttle delay in between the case of multiple stations. Also made the "shuttle couldn't find a dock" text announce the time until it launches and fix the shuttle timers not triggering for it. * Minor review ---------
* Revert "make cables more visible" This reverts commit b2defdfd06652138c4f9be3f6b35f20fe3e8c596. * offset cable sprite * :-) * one more pixel for mv
pacifist can use
Allow all bots to use for chameleon projector
* Adds entities, sprites, and loadout accessibility * Fixing Uniform file issues
* spawn dragon rule at station edge * 2 * stuff * fix round end summary not showing * no invalid euid
several surv camera related fixes Co-authored-by: YourUsername <you@example.com>
* uhhh a lot of window stuff, mainly easy upgrades * buff plasma/uranium rwindows so you actually want them * fix uranium number, correct construction descriptions * fix tinted window price * frosted windo
* Nuke Now Requires the Disk to be Inserted to Toggle Anchor * message stating you need the disk to toggle floor bolts
* Properly credit contributors who were truncated by GitHub's 500 email limit * update list oops forgot my origin was so out of date * another
* clean up electronics lathe recipes * result * make door and firelock cheap * engin --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
* Fix some contraband issues * Flaming fire axe to Syndie contraband * Add Central Command department and contraband group * Restricted encryption keys * ERT gas mask * Thieving beacon * Bladed flatcaps * Advanced circular saw and thief toolbox * Acolyte armor * Magazines and cartridges * SMG magazines * Grenades * Mercenary clothing and combat gloves * ERT, Deathsquad and Central Command Official items * Update * Who the fuck putted ERT into fun?! * Fix * Yeah * I forgot
* Add draft saving to news consoles * fix after bui changes * comments + rename vars * no
* secure command intercom * Update intercom.yml
* clean up clothing lathe recipes * add result * --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
Use Transform instead of TryComp
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Initial commit
* Localize RenameCommand and delegate most of the process to MetaDataSystem.SetEntityName() * Make renaming rely on the EntityRenamedEvent. Fix issue where renaming would keep old Examine text Requires engine change * Fix localisation strings * Make PDA search be based on a renamed entity's Uid instead of its old name To do this the pda component now has an PdaOwner field which gets assigned when it is given as a loadout to a player * Fix bad merge??? huh * Use AllEntityQuery
Instead of each mutation being a flag that gets checked at some unique point in BotanySystem somewhere, they're now EntityEffects that get applied when the mutation occurs and when produce is harvested. One new list was added to SeedData so that multiple other fields could be removed. All the non-stat-change mutations that have been rolled are added to the Mutations list, and get applied to the plant when the mutation occurs or when a seed with the mutation is planted. Produce get mutations applied at harvest if they apply to the produce, and carry all of the plant's mutations over as a seed. This gets rid of the one-off checks for things like Slippery, Bioluminescent, Sentient, etc. The base odds of a mutation applying should be equal to the odds of the original mutation check. It pretended to have 1 bit flip (on averge) per mutation power, and odds of each mutation was the odds of one of its bit being flipped (1 /275 * bits). The 'thermometer code' applied for numbers will be replaced with simple random rolls, as both average out to the middle value. The new checks are much easier to understand and don't obfuscate the actual changes of something happening behind 3 layers of math. The biggest player-facing change is that Potency will be able to get over 65 significantly more often than it did in the previous system, but it will be just as common to get low values as high ones. Mutation definitions have been moved to a .yml file. These include the odds per tick per mutagen strength of that mutation applying that tick, the effect applied, if it applies to the plant and/or its produce. This makes mutations simpler to add and edit. This PR is limited specifically to the mutation logic. Improving other aspects of the system will be done in other PRs per the design document. Mutations was chosen first because its got the largest amount of one-off checks scattered all over that could be consolidated. Once this is merged, mutations could be contributed to the codebase with minimal extra work for later botany refactor PRs.
Co-authored-by: deltanedas <@deltanedas:kde.org>
* localize skeleton accent * commit number 2 * remove that from this * this * babushka
* Traits languages * Update traits.ftl Silly thing * No russian --------- Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
nerf meteor penetration force
RSI Diff Bot; head commit 41860fa merging into 8aa56de Resources/Textures/Objects/Specific/Hydroponics/watermelon.rsi
Resources/Textures/Clothing/Head/Hoods/voidcloak.rsi
Resources/Textures/Objects/Specific/Hydroponics/extradimensional_orange.rsi
Resources/Textures/Objects/Specific/Hydroponics/holymelon.rsi
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