* ConstructionSystem: use proto name in examine text
* simplify examine message
* Revert "simplify examine message"
This reverts commit 3d38bdad61755c1b18d0f2e4420be4c567081ec0.
* Apply suggestions properly
* Borg laws UI initial refactor
* Randomize delay between 1 and 3 seconds
* Formatting
* Cooldown adjustments, also disable channel selection while announcing
* Ion Storm Fixes
Due to the RT update, these changes do not show on live.
They SHOULD work as they were working prior to the update breaking Ion Laws.
- Admin Edit now properly randomizes Ion Law Numbers.
- More Ion characters to choose from, includes comment.
* FTL Updates
Includes: Capitalization, Formatting, tooltip update.
* Revert & Fix
Why was it using the admin announce text?
* Margin(al) adjustments
* Footer Basic
Basic Footer Implement, changes to follow.
* Master Sync
Manual Master sync, god I hope this doesn't cause issues.
* Footer + Polish
Layout and UI Size have been polished.
* Count Law Changes with Version
The Version number now counts the number of times that a silicon has had its laws changed. See how high you can get on live! :)
Original Implement by @CroilBird for original derelict PR.
Co-Authored-By: Crude Oil <124208219+CroilBird@users.noreply.github.com>
* Field formatting
* Inject dependencies
* Admin edit UI
Co-authored-by: Mixelz <32188067+Mixelz@users.noreply.github.com>
* Add select all/none buttons + tooltip warning about stating secret laws
* Incorporate tooltip feedback
* Might as well try resolving the TODO
* Remove readonly from dependencies
* Address review feedback
* Revert to Version starting at 0
* Changed version back to 1 by default
* Cleanup according to PR review
* Deal with corrupted laws issue in admin menu + associated refactor
* Corrupt Law? -> Corrupted
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Co-authored-by: Mixelz <james@entropyfails.com>
Co-authored-by: Crude Oil <124208219+CroilBird@users.noreply.github.com>
Co-authored-by: Mixelz <32188067+Mixelz@users.noreply.github.com>
* button to new ui
* text box and button
* change size
* get the current round
* turn into a command
* fix round id not updating
* button to send log send message to server
* send message to discord
* use another cvar
* general fixes
* update event webhook
* use a place holder
* fix placeholder
* update button name
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
* move to a separate folder
* turn into a fancy window
* add margin
* center text in the button
* move reset button to the left
* update the window
* move send button to the left
* update color
* remove indentation
* set sawmill inside PostInject
* remove random newline
* move PostInject to start of the class
* use darkViolet
* summary
* remove whitespace
* comment
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Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
* add user id to adminlogs command, allow opening logs for specific player
* replace ban list with opening player logs in ahelp window
* add entity logs verb
* make it less obvious I blatantly copied stuff from admin notes
* player log verb now actually working as intended
* use logic, not call command
* implement TryGetLastMind and TryGetLastMindOwner
* replace double condition with TryGetLastMind
* oops
* Apply suggestion from @AJCM-git
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Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
* Add SpawnAfter for SpawnEntitiesBehavior
* Retry
* Please tell me it is a random fail
* Revert partially
* Better code
* forgot about it
* Apply suggestion from @whatston3
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* Review
* Review 2 part 1
* Review 2 part 2
* Fix random
* Review
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Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* Create new SetChatCommand.cs class
* Obsoleted the old "setchat" classes.
* Removed the obsolete classes
* Small fixes
* Small fixes reprise
* Fixed issues in PR
* Fixed issues in PR
* Renamed command and properly localized it.
* Renamed command and properly localized it.
* Updated Admin UI
* Sync debug gyroscope, rename SetAngularThrust to SetAngularThrustVisualState
* inertiaThreshold and GetInertiaThresholdScale
* basePowerLoad and UpdatePowerLoad
* Re-accumulate and update during OnShuttleTileChange
* Move to subscription on MassDataChangedEvent
* Fix for IsOn if the grid loses it's shuttle component
* Fixed return
* Reuse cached thruster ids
* Missing using
* Fixed map keys must be unique
* Somehow this got pasted in
* Copied basePowerLoad for large thrusters too
* Updated default threshold
* Fixed variable case
* Fix items deletion on recycling for entities with `ItemSlotsComponent`
* Make it to be dependent on `DestructionEvent` instead
* Revert testing changes
* Actual proto fix
* Fix some other recyclable prototypes with ItemSlots
Fixed character slots over the MaxCharacterSlots cvar being impossible to delete directly.
Also added a check that should prevent a deletion attempt being made on a slot that does not exist.
* Store last player whose mind was in container
* Send last player who controlled the entity's session ID along with other quick info
* No more spam
* Display last player info if there is no active player on entity
* Better looking separator
* Better looking separator but I didnt forget to ctrl s this time
* newline
* Address reviews
* cleaning
* Tiny tweaks
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Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: Connor Huffine <chuffine@gmail.com>
* Make grappling hooks work when you are under gravity on a floor
* Apply into the grappling rework, change the weight of grids
* Add *a* function to scale depending on mass
* Update the grappling system to feel a loooot better
* Just make the grappling hook lose grip if entity is unanchored, and also make it smoother to use.
* Tweak shuttle impact values to maintain current behavior
* Fix spray pushing with the new grid weights
* Update other thrusters to the new values (x1600)
* Update and reorder SharedGrapplingGunSystem
* "Fix" that one audio bug
* Include anchoring as being tethered to a grid
* Review fixed
* fuck everything
* i hate overlays hate client-sided systems i hate
* stuffs
* unused
* screw that event
* woaw
* relay
* Update SharedNightVisionSystem.cs
* SILLY!!!!
* Move CartridgeLoader to shared
* get containered bozo
* the dirtening
* mass shared the cartridges
* predict keb cartridges
* no overpopups
* the tidying continues
* review
* aaaaaa
* fix UI flickers
* dependency me
* mimed
* refactor: removed unused usings, dots at the end of old xml-doc, additional in line-breaks
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
* cvar for job priority
* add captain to dev build serverconfig
* new characters created via the UI will now also read the cvar
* removed a testing change
* needs to be anchored datafield
* add verb
* improve description
* Use Captalization
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* remove redudant thing
* remove redudant check
* update examine text
* make stinkt person not show examine text of a gas miner
* Update Content.Shared/Atmos/Components/GasMinerComponent.cs
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* redundant members
* catch IonLawSystem instances
* return the ion law sawmill, fix LogMan instances
* SalvageSystem LogManager inst
* IonLawSystem: public Sawmill
* what even is initialization order?
* Axes the easy IMapManager references
* Axes the references to unported (obsolete) IMapManager methods
* Converts salvageruler command to a LocalizedEntityCommand so it can use SharedMapSystem
* Removes IMapManager from GameTicker
This required axing the map nuke during restart, but that should be fine?
Maps are entities so EntityManager.FlushEntities should delete them all and that's the preceding line
* submodule update(?)
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Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>