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Обновление с апстрима #125
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* Create lone ops outfit and 60 TC radio * Changed lone op entity to use the new loneop outfit prototype * Fix shop --------- Co-authored-by: Plykiya <plykiya@protonmail.com>
Oops In #26217 I re-organized the logic for the calculation. Part of that was moving the logic for GetFeltLowPressure and GetFeltHighPressure to be done before we actually check the hazard thresholds. What I didn't realize is that, with how our pressure protection is set up, these functions can return values so extreme they rebound into the other category. For example, according to the math, when you're wearing a hardsuit in a low-pressure environment you have "felt" pressure of 1000 kPa. Yeah that's not right. Now these functions clamp their result to OneAtmosphere, in the appropriate direction (101.3 kPa). Fixes #26234
* hmngm * fix
* Spray Paint (Draft) * paint colors, paints in maints loot, cargo crate of paints. * fix * remove paint (sort of) * moved paintcleaner into own system * Moved paint to server (had to unfortunately) * doafter now breaks when moving away. * cant paint mobstatecomp * loads of fixes * fixes * fixes * nopaintshadercomp * fixes * fix * use locale for paint remove string * remove nopaintshadercomponent and use blacklist * remove enabled.true from visualizer * paint doafter event. * add verbs for paint and remove paint and icon for paint verb. * fixes * no longer replaces shader when shader exists. * replace forloop with foreach, check shader before adding and removing. * paint doafter now separate so no copy paste code * Entities in sprayed targets item slots are also now correctly sprayed. * fix * fix * fix airlock psray painter now removes painted before painting door. * spray paints now use openablecomponent. * fix * fix damn accesstypes. * fix * fix
* Ported from guidebook-cleanup branch on my fork * Missed a skill issue, thanks Tayrtahn * Fixed misinformation
* Craftable ducky slippers * fix node --------- Co-authored-by: Plykiya <plykiya@protonmail.com>
add paramedic to prototype Co-authored-by: deltanedas <@deltanedas:kde.org>
Update ZombieComponent.cs
initial infected icon
…implant working while dead/crit (#25978) * Fix SCRAM implant not being usable while in cuffs. Also fix freedom implant from working while dead/crit as a side effect * Move check up to apply to all actions and do thing I forgor to do before * Change check into an ActionBlocker check that also checks whether the user is sleeping. * Make checking for Consciousness the default for actions Went through and chose what I believe to be sensible defaults for actions that had CheckCanInteract. * Fix typos my beloved I had an unbelievable skill issue * Fix major skill issue
* Removes items from containers in reclaimers * Made it into an event instead * Sloth review comment * Fix indentation and rename field
* Update ArtifactReports.xml Fix conflicting info * Small tweak to wording
* Pulling rework Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame. * More pulling cleanup * stats * More cleanup * First draft * More pulling * weh * Fix puller * Pulling working * Fix merge * Dunked * Self-merge time * Fix hotkey * Fix container changes * oop * Fix multi-pulling * Move alerts cleanup. * pulling fixes
Removes else that accidentally enables refunds
…ok (#26253) * Fix name Forgot the name was also different * Fix Name, wording happened so fast I messed up
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement. * Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs. * Make DoAfterArgs only use OnMove to determine whether to check for movement and MoveThreshold to determine the threshold regardless of weightlessness. Gave DistanceThreshold a default value which will always be checked now. * Fix issue introduced by merge. * Use interaction system for determining whether a distance is within range * Fix incorrect doafter args introduced by previous merge. Forgor to commit these. * Exorcise ghost. The execution system should have been deleted when I merged previously. For a reason I cannot comprehend it came back, but only the execution system. * Exorcise ghost Pt. 2 * Allow for movement check to be overriden in zero g and adjust doafter args where needed. You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check. The following doafters were made to ignore the movement check in zero g: - Healing yourself with healing items, - Removing embedded projectiles, - Using tools like welders and crowbars * Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement. * Fix evil incorrect and uneeded comments
The rounding at 0,0 got memed.
* combine same-tile explosions in the same tick * ! --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
Fix atmos deserialization
This increases the probability for the following effects caused by Ion Storms: Chance to affect a Station Borg: 50% -> 80% Chance to replace a Law: 10% -> 20% Chance to remove a Law: 10% -> 20% Chance to shuffle Laws: 10% -> 20%
The FTL UI on the shuttle console would reset the FTL progress bar every time you open it. This is because the server only sends "time until completion", not a start/end time. The FTL code now uses a separate start/end time so the exact same progress bar can be preserved. For convenience, I made a StartEndTime record struct that stores the actual tuple. This is now used by the code and has some helpers.
Split GasTileOverlaySystem update over ticks
* all work done * adress whitespace * millions must factorio * conflict fix * i forgot
* Update base_clothingouter.yml * Update coats.yml * Change Flipped to Opened * labcoat * coat * Update meta.json * Update meta.json * Update meta.json * Update meta.json * Update meta.json * Update meta.json * Update meta.json * cmo * gene * rd * robo * sci * viro * Locale zip-unzip * Missing meta * Fix wrong sprites
Fix itemslots prediction
* Fixed pulled items spinning when moved * edited out others issues * more reverts * requested fix * Removed "Optional:"
* Hyposprays Draw from Jugs * Fix last onlyMobs usage in yml * Some Suggested Changes * Remove unnecessary datafield name declarations * Remove unnecessary dirtying of component * Same line parentheses * Added client-side HypospraySystem * Cache UI values and only updates if values change * empty line * Update label * Label change * Reimplement ReactionMixerSystem * Remove DataField from Hypospray Toggle Mode * Change ToggleMode from enum to Bool OnlyAffectsMobs * Add DataField required back since it's required for replays...? * update EligibleEntity and uses of it * Add user argument back * Adds newline Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Guard for dirty entity * Adds summary tag --------- Co-authored-by: Plykiya <plykiya@protonmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Balancing? Balancing!!! * Additional changes
* Atmos device performance improvements * AtmosDirection perf improvements * Fix errors * Add GasTileOverlayComponent arguments * Make excite no longer invalidate a tile
hardbomb tweaks
* up stimulants (no sleep) * Update SharedSleepingSystem.cs
* Fix GasMixers/Filters not working * OKAY GAS FILTERS TOO --------- Co-authored-by: Plykiya <plykiya@protonmail.com>
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