Commit graph

1366 commits

Author SHA1 Message Date
Princess Cheeseballs
1e1f7748fe
Fix ancient 2022 ghost test failures (#46060)
* fix ancient 2022 ghost test failures

* remove my logs

* update the comment to be accurate

* remove braces

* better loggeewafsafasafsafsfasfasfasafs

* What does bro even do?
2026-09-18 04:12:59 +00:00
Whatstone
a023e5784c
Cleanup: Remove byte order markers from most files (#45796) 2026-09-17 23:23:54 +10:00
Princess Cheeseballs
2c6ffecf62
Move GameTicker to Shared (#45834)
* Scope creep my ass

* why was this shit not pushed????

* gone...

* fix that

* review plus buildd

* asfsafsafsafsafas

* grug

* burber

* I'll fix this later

* shrimply die

* also this

* it's snerf or snuthin

* assaads

* round snend

* aaaa

* fix this shit for real

* actually, don't start GameRules until MapInit now that I think aboot it.

* forgot u

* don't actually need this part nullable

* Deffer comp removal

* one liner

* do that too

* chungus

* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)

* deferred removal :V

* aaaaaaaaaaaaaaa

* whhop

* Whoop

* better

* landmine that I placed for myself then forgot about lmao

* cleanup

* FUCKING `!`

* gotovo

* amogus

* please don't check by metadata I beg

* waawsasfdfsasfa

* sfafsasfafsas

* fdsaasffsasfa

* code

* fix

* fasasffasfasfsad

* chungaas

* I may be stupid

* gra

* graaaaaaaaaaaaaaaaa

* comment

* gra

* clearing is not predicted and would require major refactors, so don't cache on client.

* lame shit :P

* last holes

* nukeopsfsafsasafsfafsa

* why  was that shit public bruh

* bubrbgwahrghfaka

* dynamic

* revert change that did nothing lmao
2026-09-16 19:34:19 +00:00
Princess Cheeseballs
bb98838d67
Energy Bow Nerf (#44138)
* phase 1

* delayed knockdown

* brudda

* microbalance

* enrrhguy gjkasnnboew

* does nothing

* whoop

* fix YAML linter

* some more changes

* no discounts

* I hate ContainerContainer

* gorbino's quest

* asfassaffsa

* dgdgsdgsgds

* humburber

* better description

* make it a metabolite...

* nevermind

* API text

* grok

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2026-09-05 23:45:37 +00:00
Sir Warock
ec63a41842
Cleanup of UseDelay (#45350)
* Moving into Systems & Components Folders

* splitting into API file

* Make Method accept null values

* small fix
2026-09-05 17:10:50 +00:00
Artem Lytkin
802b4e98a0
Only let the defib report on the entity it was used on (#45858)
Since #45062 the zap chain also covers whatever the target is buckled
to or pulled by, and TryRevive spoke its diagnosis for every one of
them. A patient on a bed therefore got an "inanimate object" warning
about the bed. Keep the chain heal/shock, emit the message only for
the original target, and cover it with an integration test.
2026-09-05 16:54:18 +00:00
UpAndLeaves
95432adaf4
Crew-sided stuns rebalance (#45823)
* Crew-sided stuns rebalance

* Test fail real

* Some otherwise unintended consequences

* More missed stuff

* I always forget stuff

* Fix shotgun

---------

Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
2026-09-04 15:51:01 +00:00
ScarKy0
9e065f7453
Fake Armblade Sting (#45724)
* init

* further work

TODO:
- Sprite
- Fix sound playing if item(s) were removed

* work work work

TODO:
- Sprite

* clean

* sprite

* yeah

* guh

* multi item support

* Update ForcedItemStatusEffectComponent.cs

* review + balance i dk
2026-09-03 19:58:20 +00:00
Fildrance
9c8df525bc
Stable to master sink after release 2026-08-31 (#45785)
* HOTFIX TeleportActionSystem map coords (#45659)

* Fix target map coords

* Improve performance

* Bonus improvement

* refactor: updated changelog

* refactor: fix changelog entry

---------

Co-authored-by: Fildrance <fildrance@gmail.com>

* [HOTFIX] fixing chameleon projector (#45689)

SpriteSystem.CopySprite instead of direct Copy Component

* Hotfix - Grappling gun assuming either end has physics component (#45683)

a can of monster does miracles at 4am

* Hotfix: Return hunger slowdown back to Starving from Peckish (#45693)

move hunger slowdown back to starving

* HOTFIX Set AI camera static to accessible variant by default (#45673)

* disable AI static

* comment

* [HOTFIX] Prevent Off-Station Objective Targets (#45692)

* init

* targets

* attempt 1 at this

* init

* rename file

* dont roll unkillable antags for kill objectives

* refactor: do not allocate on MindGetAllAntagTags when fail to get MindComponent, remove unneeded linq

* refactor: cleanup and added test for new condition. might be oddly specific but...

* oversight

* refactor: test cleanup after review

* refactor: fix changelog (AGAIN GOD DAMMIT)

* refactor: revert changelog thing, make it separate PR

---------

Co-authored-by: Fildrance <fildrance@gmail.com>

* [HOTIFX] Changelog actualisation for stable release (#45738)

* [HOTFIX] fix: make changelog discord publication not fail on missing 'labels' (#45779)

fix: make changelog discord publication not fail on missing 'labels' tag in changelog entry (which does not exist).

---------

Co-authored-by: Connor Huffine <chuffine@gmail.com>
Co-authored-by: xsainteer <156868231+xsainteer@users.noreply.github.com>
Co-authored-by: Velken <8467292+Velken@users.noreply.github.com>
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
2026-08-31 23:13:01 +03:00
Rouden
cc2c14f8e4
Device Network refactor part 1: API improvements (#44346)
* Refactor DeviceNetwork

* Singleton

* NetworkPayloads refactor

* Reorganize DeviceNetworkSystem

* Surveillance cameras

* Fix code

* Fix build

* Fix test fail by rewriting entire singleton logic

* Properly predict examine

* Update DeviceNetworkSystem.API.cs

* Update EntityTest.cs

* Update DeviceNetworkSystem.cs

* Alright I'll do this expensive check fine

* Fix disposals debug assert

* Implement device network static events support

* Use frozen dictionaries for performance

* Update SharedDeviceNetworkSystem.Payloads.cs

* Parallel payload handling support

* Fix some spagetti-code

* Optimize NetworkPayload cancellation

* Parallel payloads are now cancellable

* Fix screens

* Fix robotics console

* Allow new methods for shared

* Mail fix

* Turret fix

* Fix network system method usage + signal and borg fix

* finally fix atmos devices OH MY GOOOD

* Remove stupid parallelism from fax

* Fix surveiollance cameras

* Working on a single thing for 2 days straight award

* Fix the test?

* Update units.yml

* Add IDevice interface because why not

* Add more device network suffixes

* Fix camera router failing test

* yaml linter peak

* Improve docs for DeviceNetworkHandlers

* fix build

* Update CartridgeLoaderSystem.Relay.cs

* Remove parallel system and EntitySystem post init

* Add more docs and also events

* Remove unnecessary caching

* Update DevicePayloadComponentSystem.cs

* Back to entity events

* Implement DeviceData

* Remove serializable from payloads

* Update DeviceData.cs

* Add a prototype for a singleton

* Fix tests

* Fix air alarms

* Update DeviceNetworkSystem.cs

* Fix cameras

* Make camera router event-less

* Fix atmos sync payloads, add more docs

* Remove singleton + instant packets

* oops remove public access

* Fix tests?

* Why the hell overload effect makes puddle sparks

* Apparently it was redundant

* Update gates.yml

* Finish documentation

* Review

* Mark relay properties as obsolete

* Struct payloads support (#blazinglyfastmemorysafe)

* Update DeviceNetworkTest.cs

* Make device structs stuff better

* Move address prefix to DeviceNetworkComponent

* Locale fixes

* Fix tests

* Doesn't know boolean logic award

* Update AtmosAlarmableSystem.cs

* Fix address predicted examine

* Partial fix to air alarmables

* Fix deployable turrets UI

* Fix firelocks, maybe

* Apparently Activatable UI was enough lol

* Fix surveillance cameras

* Rename `QueuePacket` into `SendPacket`

* Simplify DeviceData as much as possible

* Update DeviceData.cs

* Update FaxMachineComponent.cs

* Remove DeviceData because its stupid

* Update ScreenSystem.cs

* Fix build (camera map broken still)

* Fix map

* fix usings

* Review changes

* Build fix
2026-08-31 19:42:56 +00:00
ScarKy0
f0df68011c
[HOTFIX] Prevent Off-Station Objective Targets (#45692)
* init

* targets

* attempt 1 at this

* init

* rename file

* dont roll unkillable antags for kill objectives

* refactor: do not allocate on MindGetAllAntagTags when fail to get MindComponent, remove unneeded linq

* refactor: cleanup and added test for new condition. might be oddly specific but...

* oversight

* refactor: test cleanup after review

* refactor: fix changelog (AGAIN GOD DAMMIT)

* refactor: revert changelog thing, make it separate PR

---------

Co-authored-by: Fildrance <fildrance@gmail.com>
2026-08-31 12:31:47 +03:00
āda
cbbc651957
EntTable EmptyContainerCondition (#45583)
* surprisingly easy

* touchup

* comment

* refactor: cleanup ContainerFillSystem.OnTableMapInit, more xml-doc for EmptyContainerCondition

* tested

---------

Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
2026-08-24 16:00:55 +00:00
Fildrance
ff495df549
Injecting entity table conditions into context (#45231)
* refactor: entity table condition injection and hierarhical condition checks

* refactor: rename IsNotRepeatingCondition into ExcludeEntitiesFromContextCondition, simplify EntityTableSelectorWithChildrenBase.CheckConditions logic, + new test

* refactor: fix test using old name of condition

* refactor: renaming

* refactor: fix no condition + RequireAll case and added test

* refactor: GetSpawns no more virtual

* refactor: more tests!

* refactor: use ScopedConditionsRestore for child conditions in EntityTableSelectorWithChildrenBase, not for current type conditions
2026-08-24 00:12:07 +00:00
chromiumboy
bbf24f904f
Atmospheric pipe layers YAML simplification (#44507)
* Initial commit

* Variantized most of the basic atmos devices

* ConstructionPrototype.AlternativePrototypes was removed

* Added Vox and freezer vent/pump variants

* Added prototype variants for thermomachines

* Added TODO for testing prototype variants

* Updated construction recipes

* Fixed naming error

* Attempt revert changes to RT

* Attempt to revert changes to RT

* Reverted unnecessary breaking change
2026-08-23 03:03:03 +00:00
Fildrance
1a5e9acb24
Extract notify on non-functioning from emitter (#45346)
* refactor: extracted notify-on-non-functioning feature from emitter component

* refactor: revert server side PowerStateSystem usage of SubscribeLocalEvent - it is not calling base Initialize, skip SetWorkingState raising event on init

* refactor: ensureAPC is now conditional for powerstate

* refactor: fix double notifiation on destruction and on un-powering for emitter

* refactor: added LocTurnedOff for NotifyOnNonFunctioningComponent, fix double alert on destruction, removed emitter-deconstructed-broadcast as it is unused (cannot deconstruct withou unanchor)

* refactor: modernize server PowerStateSystem subscription

* refactor: update and modernize PowerStatePrototypeTest

* refactor: give APE specific radio message upon unlocking

* refactor: extracted PowerStateSystem.SetPowerLoad to split init from triggering is-working change event

* Update Content.Server/Power/EntitySystems/PowerStateSystem.cs

---------

Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2026-08-16 23:08:58 +00:00
Centronias
ee5a413134
Make satiation able to increase over time & reframe satiation not assuming it decays by default (#45244)
* flerp

* pr comments: mostly comment editting, but also add one missing dirty for alerts

* force basesateffect to run update on first load

* I have ridden the mighty moon worm

* oh good, it just didn't work before :)

* oop
2026-08-16 16:17:45 +00:00
Whatstone
f32bc056ae
Fix entity leak in SaveLoadSaveTest, StackTest cleanup (#45079)
* StackTest await consolidation, clean SaveLoadSave

* you know what they say about assumptions
2026-08-16 09:40:04 +00:00
Andrei Hava
0b3e40713c
Make AFK events shared (#44995)
* Make AFK events networked

* Make AFK events ByRef again

* Fix compilation error

* fix

* Primary constructors
2026-08-16 06:05:32 +00:00
metalgearsloth
4de7f7322f
Remove TCS for constructioncomponentvalid (#45179)
* Remove TCS for constructioncomponentvalid

Shaves 1m of test time off of my PC can't imagine how much for gh runner.

* refactor: modernize ConstructionPrototypeTest.ConstructionComponentValid a tiny bit

---------

Co-authored-by: Fildrance <fildrance@gmail.com>
2026-08-15 22:10:46 +00:00
DrSmugleaf
82e28037a6
Make creating the database not take 2 whole seconds in integration tests (#45151)
* Make creating the database not take 2 whole seconds in integration tests

* gramar
2026-08-14 18:44:34 +00:00
DrSmugleaf
65f5f67cd5
Make every EntitySystem partial (#45220)
* Make every EntitySystem partial

* Oobs thats for a diff PR

* Also oops on that one

* Test systems

* git are we fr

* Update file templates

* cleanup empty classes while we are here

* forgor

---------

Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
2026-08-14 18:24:47 +00:00
Winkarst
b0026453c4
Refactor: Split `StunbatonComponent` into generic components (#44870)
* Refactor

* Update

* Rename

* Update prototypes

* Fix OnCollide

* Review

* Update

* Cleanup

* Update

* Update

* Update

* Cleanup

* Missed
2026-08-14 18:19:10 +00:00
Whatstone
195cd4bd45
Heisentests: SkinColorationStrategy.VerifyClamped for nearby RGB lookup, avoid HSV/HSL roundtrips (#45237)
* Add VerifyClampedSkinColor

* skin coloration tests

* haha just joking, unless...

* won't somebody think of the poor reviewers

* remove duped proto

* remove N=10000 test cruft

* remove added whitespace

* null coersion, not empty coersion

* Fix testColor assignment, reason nullability
2026-08-13 23:20:33 +00:00
Emisse
689de19a71
derotate 3 maps (#45302)
derotate maps
2026-08-12 22:11:16 +00:00
AftrLite
4645e40b60
The Respritening - Batch 1 (#44857)
* initial commit
LICENSES / COPYRIGHT ARE NOT FINALIZED.

* test push per ArtisticRoomba

* more progress

* nearly done

* push

* more progress

* second big wave
LICENSING REMAINS INCOMPLETE

* more progress + attributions

* astrotile consistency

* walls attribution pass!

* marble walls, concrete tweaks, attribution fixes

* linter fixes, provisional borders for marble walls

* test fixes

* why is PlatingDamaged load-bearing???

* fixed attribution that flew under the radar, updates to Damaged Plating & Damaged Steel tiles.

* requested changes

* airlock visualizer tweak

---------

Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
Co-authored-by: Whatstone <whatston3@gmail.com>
2026-08-12 17:46:16 +00:00
TheGrimbeeper
c724191e04
Xenoarchaeology - fix #42713, allow sibling nodes to count toward time add (#42721)
* Fix #42713 - refactor UnlockStateIncrementPerNode to allow sibling nodes to count towards time adding

* Only one foreach loop needed

* removed unnecessary variable

* whoops

* Remember that triggering the 'unlock target' node shouldn't count as failing the unlock!

* previous fix was incorrect

* refactor: whitespaces, unused usings and cleanup

* refactor: tests for special unlocking case timer

* refactor: fix namespaces for SharedXenoArtifactSystem after merge with master

---------

Co-authored-by: Fildrance <fildrance@gmail.com>
2026-08-12 08:27:09 +00:00
deltanedas
cf7fde3d62
Big prototype and datafield cleanup (#45202)
* giant protoid cleanup

* yml changes

* !

---------

Co-authored-by: deltanedas <@deltanedas:goida.zip>
2026-08-12 02:07:22 +00:00
āda
9fd1abcff6
Clumsy status effect + tests (#45262)
* component outline

* System port

* super bonk detour

* working good!

* relay changes

* the death of clumsy

* why it stop working??

* now to test it

* tested it

* Actual genuine tests

* final checks

* buff up catch test

* annoying test fail

* refactor: minor whitespace and var rename changes

* refactor: changed comments on top of methods to xml-doc for ClumsyStatusEffectSystem

---------

Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
2026-08-11 10:19:19 +00:00
DrSmugleaf
d59b3e936c
Disable resource auto deletion in tests (#45226) 2026-08-09 12:14:13 +00:00
Connor Huffine
8b48748048
Give mobs amusing name prefixes (#44977)
* Functional product

* Bugfix

* Handle empty case gracefully

* Fix inserting bad values

* First set of tests

* Don't need this

* Dont add empty modifers to names

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Typo and [SubscribeLocalEvent]

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Refactor GenerateUniqueName to GenerateUniqueNameModifier

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Fix returning name when empty

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Docs

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Tests

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Fix comment

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Fix FTL test

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Add adjectives

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Amateur hour

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Simplify spawning

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Even more streamlined

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Improve comment

Signed-off-by: Connor Huffine <chuffine@gmail.com>

* Apply suggestions from code review

Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>

---------

Signed-off-by: Connor Huffine <chuffine@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
2026-08-09 00:22:15 +00:00
Fildrance
1807635fa0
refactor: small selection of tests for EntityTableSystem (#45113)
* refactor: small selection of tests for EntityTableSystem

* refactor: extract variables, format indents in Prototypes string use proxy SProtoMan property
2026-08-09 00:12:37 +00:00
Centronias
8ad82dc665
Refactor hunger and thirst systems (#34166)
* ready

* oop forgot the HUD stuff

* woooo examinable generalized tooooo

* oop I forgot to rename the files

* bungled the merge, I guess

* this is called hubris

* Verin's comments

* PR comments

how did I use `ProtoId<> Hunger` in more than a few spots but then just say "thirst can stay a literal :^)"?

also changed a few spots to my beloved
```
functionInvocation(
  one
  param
  per
  line
)
```
```

* Satiation effect condition now with ADDED FUNCTIONALITY?? :o

* tfw you trust the markov chain recommendation because long generic type names are tough q-q

* TFW YOU TRUST THE MARKOV CHAIN BUT IT DOESN'T UNDERSTAND THE DIFFERING SEMANTICS OF MAX AND MIN AHHHHH

* tfw you think to yourself "i need to fix the effects", but then forget to and the code doesn't even compile.

* centralize satiation constants

* other small comments

* The enum is dead.
But at what cost?

* oop

* like 12 more ooperses

* green checks are mine by right; I have performed the rites; I have done my part; you will not deny me this succor

* oops I changed the semantics from `<=` to just `<` and didn't update the tests :)

* serialization has bested me :agony:

also PR comments

* never trust the auto merge :agony:

* literally just this

* force engine back to master because idk why it's different

* fix randomness and update master

* submodule fuckery

* fall before my might

* okay I ran the linter, ARE YOU HAPPY??

* cursed ovis, trouble me no more

* protoman stuff

* inb4 linter bonks me

* break non-critical stuff from the main satiation proto

* ![live crundle reaction](https://preview.redd.it/xh68xqcz518g1.png?width=677&format=png&auto=webp&s=79ba10fe49ec3f8306217732321a7c5429bdfb14)

inb4 this breaks something somewhere lmao

* my two greatest PRs COLLIDE

I wonder why robust says it's changed :hmmclueless

* sanity is at an all-time low

* serialization, I guess

* I don't believe you

* field deltas on class \w*satiation\w*components

* PR comments

* 我做泥團子 😔

* doc + kill one property that's trivially accessible after the threshold caching changes

* fixes

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
2026-08-08 22:44:24 +00:00
metalgearsloth
ef2cbf94ba
Fix firespreading test (#45199) 2026-08-08 19:03:00 +10:00
metalgearsloth
dd1a6d8606
Update engine to 288.0.0 and fix tests. (#45197) 2026-08-08 16:56:52 +10:00
metalgearsloth
4310a9e6d8
Job weight rework (#45056)
* Job weight rework

Instead of global job priorities we do:
- Fill up minimum job slots first by priority. Has same-department / anyone / never fallbacks.
- Players get their jobs by pref, filling up up to roundstart values on gamemapprototype (AKA maximums)

Default weights are used if the map doesn't specify.

* a

* I square to god
2026-08-08 01:44:53 +00:00
Голубь
c86c92c5cf
update namespace for shared ghost folder (#45095)
a
2026-08-03 07:16:25 +00:00
AndrewFenriz
e934829cb3
VendingMachine refactor (systems. UI, components) (#44896)
* better

* VendingMachineComponent upd

* move components

* small fix

* move some fields to VendingMachineEjectComponent

* move some fields to VendingMachineVisualsComponent

* fix

* move some fields to VendingMachineDispenseOnHitComponent

* move NextEmpEject to VendingMachineEjectComponent

* upd

* split shared system to eject

* no more dummies for name

* fix contraband inventory

* small fix

* and again

* move VendingMachineDispenseOnHitComponent to server

* upd dispense

* upd

* move visuals to client

* fix

* move canshoot to server

* fix client

* fix

* upd

* fix merge

* fix

* upd1

* afterhandlestate

* upd

* more docs and protoid

* upd visuals

* upd components

* reorganize

* Entity<>

* revert AfterAutoHandleState
2026-08-01 15:44:49 +00:00
JiyuSoftware
3a33309939
Added Sushi Station (#45017)
* Added Sushi Station

* Updated Sushi Station after feedback

* Add Sushi to tests/benchmarks + a little clean up
2026-07-30 22:15:59 +00:00
Whatstone
de1418ac2e
Fix stack test async + stack system warning (#44982)
fix stack test async + stack system warning
2026-07-30 14:40:11 -04:00
Oleksandr
1c680180a9
Fix highlights don't work for other languages (#41062)
* Update base system

* Update highlights.ftl

* Update highlights.ftl

* Fix some mistakes

* Fix lawyer and libriab hightlight... Arghhg

* Change string jobId to JobPrototype. Remove JobName from CharacterData

* Fix to use ProtoId<JobPrototype>

* Fixes for qrwas!

* fix using

* fix integration tests

* Update ChatHighlightTest.cs

---------

Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
2026-07-30 14:57:59 +00:00
Aaron
5781283a9c
Tramstation (#34191)
* Tram!

* add tram to test file and add prototype

* fixed prototype

* fixed map and prototype

* small changes

* changed dorms and tool room

* Ready for review.
please dont be too harsh i will cry

* Various fixes

medical front, sci front. edited some maints. fixed cramped atmos. added warden bedroom

* small updates

* new maints rooms and small fixes

* i hope this doesnt break anything

* i dont think anyone reads these

* renamed everything

* Firelock 198X is a fun game

tiles under doors, fixed airlock access in parts, more maints stuff. tried to fix tram air

* still no idea how many people belong on this station

* Genpop, silos and more!

* Fixed Sec and atmos pipes

* i am a fool

* sec entrance to genpop. more engi parts and tram adjustments

* everytime i fix something i break something else

* small fixes and tram stuff

* added turrets and attempted to fix mail system

* Resolved most issues from playtest and changed prototype

* small changes

* minor tweaks

* More small fixes

* changes from feedback

* colored pipes

* redid turrets

* small fixes

* chem, comm and other changes

* someone else might need to finish this

* air and power fix in sec

* fixed vault and minor firelocks around the station

* lawyer and map test/pool

* bugfixing

* maint and misc changes

* no more diy teg

* tram speed limited

* changed job roster adn added Tram Driver spawn

* im an idiot

* final changes

* fix tests

* fix tests for real this time

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
2026-07-30 03:18:39 +00:00
Julian Giebel
b68e5922ee
Stable into master (#45012)
* real

* ill add reporter to marathon soon

* haha emisse doesn't know the roles mapped on the map everyone point and laugh at her

* Update the Wizden maxpop count

---------

Co-authored-by: emisse <99158783+Emisse@users.noreply.github.com>
2026-07-29 17:59:35 +02:00
emisse
ff7dc00a06 real 2026-07-29 15:46:33 +02:00
Tim Blyth
97176cc41a
fix: bug where enabling auto chat highlights would overwrite existing custom highlights (#44640)
* fix: bug where enabling auto chat highlights would overwrite existing custom highlights

previously, with this option enabled, it would save the auto highlights
to disk, overwriting any custom highlights the user had set up.

now the auto highlights are stored in memory (as they are different round
to round) and will not overwrite the custom highlights on disk.

* fix: improve ChatHighlightTest logic per PR feedback
2026-07-29 03:08:05 +00:00
Whatstone
8d8fc951d5
Cleanup: fix content-side obsolete TransformComponent warnings (#44494)
* Resolve obsolete TransformComponent warnings

* all gas no lerp, a few unused imports

* Resolve TransformSystem via IEntityManager.System

* Revert to set anchored in ConstructionSystem.Graph

* pragma, no FIXME, redundant TransformSystems

* Remove unused variable

* Address sloth's suggestions

* oneliner rotation assignment

* Use spawn commands with rotation

* yet more spawnattachedto changes & cleanup

* Remove unused transform import

* more transform system cleanup, dump restock warn
2026-07-28 22:45:45 +00:00
JCGWE30
a569ad2d88
Fix the G.O.R.I.L.L.A Gauntlet (#44903)
* Fix Is Done

* Add godmode

* refactor: remove godmode from anoms

* Potential Solution?

* refactor: properly fix DamageAllPrototypesTest filter for entities

* refactor: some more changes according to other comments

* Replace test to be on Injurable Component

* refactor: minor cleanup in test

---------

Co-authored-by: Fildrance <fildrance@gmail.com>
2026-07-28 14:32:59 +00:00
Whatstone
d9943c9753
RecyclerLoopTest: check all materials, simplify test. (#44967)
* ReclaimerLoopTest: check every material

* Remove unused stuff

* constant Recycler, no GameScrounger dependency

* talked myself out of it

* o kurwa

* Tweak comments, convert asserts to assumes, remove return

Signed-off-by: Connor Huffine <chuffine@gmail.com>

---------

Signed-off-by: Connor Huffine <chuffine@gmail.com>
Co-authored-by: Connor Huffine <chuffine@gmail.com>
2026-07-28 01:15:35 +00:00
Sapphic_bee
483c30e997
Reclaimer Loop Prevention Integration Test (#43268)
* Started Making Test

* made reclaimMaterials false for the industral reagent grinder, to mimic the bug that #39690 fixed

* hopefully set up parameterization ok?

* un-parameterized Recyclables

* Changed name of file, have main loops

* in a better state, but still having issues with glass

* Updated to include stackEntities for Silk, gunpowder, bones, cotton, and meatearial. They were just missing bc they presumeably never interacted with Materials storage.

* Marked WebSilk as a material

* Made Gunpowder a material too

* A bugfix from moonheart08, already in #43207 but made it so my test could run

* Have it working, but still falls into a loop if it fails. which is just the same bug

* realized problem with my test paradigm

* made things smoother if reclaimsMaterials is false

* didn't end up needing the bugfix in triggersystem

* Ran into Heisentest with EnsureValidGroupAndSex

* Again ran into issue with EnsureValidGroupAndSex

* Made  produceableMaterials a HashSet instead of a list (im gonna love HashSets i can tell)

* ID strings moved to static readonly EntProtoIDs

* typo fix

* Using STarget better

* Cleaned up checking for spawners

* Fixed how I deal with filtering out spawners and random items

* Using ToServer now

* now enable the reclaimer in a server.waitPost

* Proper Indentation for Assertions

* Changes to comments and description

* Fixed spawner-exclusive logic

* Using protomanager instead of gamescrounger in test

* took StackEntity away from bones

* updated _reclaimers to readonly Reclaimers

* Removed redundnacy in hashet declaration

* removed redudant typing for MatStack

* got matInHandsUid via ToServer now, fixed apcid name

* using Is.Not.Null instead of is.not.equalto(null)

* removed reliance on strings to filter the prototypes

* Minor Comment Change

* Re-ordered imports

* Tiny cleanup

* Using SPlayer better now.

* refactor: fix test problems!

* refactor: modernize test (where possible

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
2026-07-27 09:26:21 +00:00
pathetic meowmeow
63c90e4d4e
Organ relations (#44812)
* Organ relations

* address reviews
2026-07-26 09:20:50 +00:00
Princess Cheeseballs
2e9c4c0103
IHeatContainers for TemperatureComponent (#42785)
* Hope I'm not forgetting anything...

* They call me the sender the way I'm sending it.

* remove commented out YAML

* last of the slop

* fix test fails

* first batch of test fails

* no more test fails

* make cryo pods work again.

* Make cryo work better-er

* I didn't like that a firesuit helmet was so effective on its own so I decided to be a dick about it.

* review.com

* oop

* actually real quick do this

* fix YAML issues

* IHeatContainer my beloved <3

* borger

* not networked :(

* jackets

* burgeewqjfrwjkhaskfjfsahjkfsahjkfsahjkfsajhkfsa

* utter yaml nonsense

* phishing

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2026-07-26 07:56:44 +00:00