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upstream merge 15/11 #2205
upstream merge 15/11 #2205
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* Add debug messages to traitor activation * more debug
* Adds storage sprites for combat knife and survival knife. Replaces inhand sprites. * Fixes meta.json copyright
fix broken computer white shadows
Make wielding system use identity
* Make ghost roles collapsible * Save `BodyVisible` state of each `Collapsible` box * Make ghost role collapsible only when group has more than 1 role * Make it a little prettier * Make only ghost role buttons collapsible * Apply requested changes * Typo * Small cleanup * Store in list, instead of iterating * Make unique ids more unique * Move it out of the cycle * Make _collapsibleBoxes into dictionary and use key instead of Collapsible boxes names Added TODO. So after the problem will be fixed in `GhostRolesEui`, it should be mirrored and fixed here too. * Put TODO in GhostRolesEui. I guess Issue must be made for this * Use HashSet instead of Dictionary as suggested. Invert the HashSet, so being present means it uncollapsed I decided to invert HashSet to _uncollapsedStates, because players surely will have more collapsed buttons than opened, so we optimise memory usage a little bit. * Remove extra space from ghost roles window * Add buttons stretching. Size 3:1
* Added Popup for the Ligneous plant mutation when using hands. There was some confusion for players with the Ligneous mutation which makes the plant harvestable only with sharp tools. Adding a popup with the message "The plant is too tough." to give them a hint to use something other than just their hands. I decided to only put the message when attempting to harvest using hands, as the intent is clear that the player just wanted to harvest, but wasn't able to. Using any other tools like a crowbar or a screwdriver will not trigger the popup. * Update Resources/Locale/en-US/botany/components/plant-holder-component.ftl Co-authored-by: SlamBamActionman <[email protected]> --------- Co-authored-by: SlamBamActionman <[email protected]>
remove duplicate towel from misc loadout
…. (#33126) Made the SpeciesChange mutation no longer persist. There was an issue where swabbing a mutated plant species: I.e Blood Tomato to a regular Tomato sapling would transfer the species mutation. It would not actually get the effect, which is probably why it went under the radar. This change makes it so that the SpeciesChange mutation cannot be transferred via swabbing.
* add an emergency light node to the LightFixture construction graph * add a recipe entry to the construction menu for emergency light * make emergency light entity at the emergency light node on the graph * Make emergency light destroy to 1 steel and 1 glass shard to match the construction recipe Co-authored-by: BooleanBuckeye <[email protected]>
* Make boot web cost equal to one cloth * Make boots and coat butcher into web * Remove unneeded default
…ange (#32887) * Silicon Law Sound cue refactor - Added CueEntityMind to Silicon Law system to more uniformally send sounds to minds - Switch all previous MindPlaySound to instead call to the new method * Change SiliconLawEui to cue the mind * CR: TryGetComponent and Change the Documentation - Remove GetComponentOrNull for _entityManager.TryGetComponent - Change SiliconLawProviderComponent.LawUploadSound to be more general rather than just referencing lawboards * Update Content.Server/Silicons/Laws/SiliconLawEui.cs * Update Content.Shared/Silicons/Laws/Components/SiliconLawProviderComponent.cs * Silicon-law-cue-refactor - CR: - Roll the cuing into NotifyLawsChanged via an optional variable for the cue - Modify "SetLaws" to take in an optional soundProvider for the cue - modify Emagged, Ion, Eui and SetLaws to instead send the sound cue via NotifyLawsChanged --------- Co-authored-by: slarticodefast <[email protected]>
* Hunger and thirst huds fix * delete poor caching
Don't show unused codeword sets
* fix artifact debug assert * do the same for EffectBigIron * 1 tab less
setdrawfov added
remove wanted list from captain PDA
RSI Diff Bot; head commit 9977160 merging into 0f20142 Resources/Textures/Clothing/Uniforms/Jumpskirt/color.rsi
Resources/Textures/Clothing/Uniforms/Jumpsuit/color.rsi
Resources/Textures/Objects/Weapons/Melee/combat_knife.rsi
Resources/Textures/Objects/Weapons/Melee/survival_knife.rsi
Resources/Textures/Objects/Consumable/Food/meat.rsi
Resources/Textures/Objects/Weapons/Guns/Ammunition/Boxes/shotgun.rsi
Resources/Textures/Objects/Weapons/Guns/Shotguns/flaregun_security.rsi
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: deltanedas <[email protected]>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This reverts commit 1b7830a.
Notable additions
security borgs no longer take 2 plasteel and a vest to make as a result (the vest is meaningless since you just tell the borg to get it and wait a few minutes, the secfab can even print them so you couldn't run out. in general though borgs could do with extra steps to make, shouldn't be a 5 second job)
mediborg job still works though, gumball and all
Notable exclusions
Media
this took a decent bit to get working
Changelog
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