* xenoborg oil
* xenoborg oil vial
* oil gun
* minor fix to all welders
* make it more flammable
* turn into a ampoule
* update the proto
* don't declare the anchors again
* rename state
* its now a proper item
* make it spill from hitting something, but not from the hand
* fix description
* AmmoVisuals.IsFull
* make reloading animation
* update sprite
* oil gun module
* add todo comment
* less fire stacks per direct hit
* increase evaporation speed
* make it darker and not recognizable
* make oil color darker on the sprite
* add a crystal
* make it slower
* add fire sprite
* oil gun now comes with a tiny fire
* some description
* make gun glow a little
* have to be ignited
* fix
* update sprite
* flame in separate layer
* ops
* make the bullets slower
* fix the angle
* ops, it was uppercase
* comment
* typo
* empty commit
* overkill behavior is now automatic
* fix xenoborg ampoule
* oil gun custom ammo sprites
* remove glass thing
* alphabetical
* fix ampoule proto
* use localizedLabel
* update ammo counter sprite
* loving it
* wording ig
* first pass
* makes more sense
* Update changeling.yml
* issuers to prototypes
* *screams!!!!!!!!!!!!!
* functional
* yes im salty about the order
* works!
* screw this text
* add it to rolls
* nah
* review
* partial review
* no more roundend text
* remove append stuff
* guh
* var
* Fix licenses in error
* beachball by-sa
* the rest of the goddamn owl
* shotguns
* Nem's suggestions, mislicensed goon files
* a move is both a creation and a deletion
* clown hours
* GOOD ENOUGH
* slightly better bizarresoft copyright
* ORIGINALLY
* Initial System and Comp implementation, moves FlammableSystem to Shared
* Revert "Initial System and Comp implementation, moves FlammableSystem to Shared"
This reverts commit 41b4ab839f97645705c733ca62c19851992caea1.
* Adds SharedFlammableSystem, adds hitscanignitesystem and hitscanignitecomponent
* Switching up method used
* Cleaning up system with notes
* THIS SHOULD WORK BUT WHY NOT
* converts random roll to proper function, adds firestacks field to HitscanIgniteComponent
* removed hitscanignite from laser
* Code cleanup, moving everything to Server
* more cleanup
* Expanded scope of PR, adding xenoborg module for Heavy xenoborg, firing burst ignite lasers
* typo
* Added xeno laser sprites
* passed adjustfirestacks into TryComp
* changed accuracy, recoil and damage values
* Altered accuracy values, removed lathe recipe
* fixing yaml errors
* new sprites for xenoborg burst fire laser, new sound for xenoborg burst fire laser, new icon for burst fire laser module
* Fixing sprite assignment
* typo
* sprite corrections, increased recharge speed
* sprite fixes and naming convention
* What did I doooo
* revert changes to submodule
* Remove changes to RobustToolbox
* Update Content.Server/Weapons/Hitscan/Systems/HitscanIgniteSystem.cs
Co-authored-by: Samuka <47865393+Samuka-C@users.noreply.github.com>
* Update Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json
Co-authored-by: Samuka <47865393+Samuka-C@users.noreply.github.com>
* Update Content.Server/Weapons/Hitscan/Systems/HitscanIgniteSystem.cs
Co-authored-by: Samuka <47865393+Samuka-C@users.noreply.github.com>
* Update HitscanIgniteSystem.cs
* Update HitscanIgniteSystem.cs
* Update borg_modules.yml
* Update HitscanIgniteSystem.cs
* Update borg_modules.yml
* module sprite change
* rename to xenoborg fire laser ray
* fix and balacne
---------
Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>
Co-authored-by: Samuel-C <samuelcamilo8@gmail.com>
Co-authored-by: Samuka <47865393+Samuka-C@users.noreply.github.com>
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* fixed MIDI percussion channel filter being overwritten by AllowPercussion property
* one-based channel indexes
* fixed percussion channel not being shown in UI for supported instruments
* always display all channels for MIDI input
* refactor: change cache-dependent commands to use _IPrototypeManager.Categories
* refactor: updated to use completion helper from RT
---------
Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
* 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
* Fix tail wag visibility
* SPACE
* use logical or, not bitwise or
* wow, new struct, so cool
* little cleanup, modernization, few fixes, organ ev
* ShouldHide, unconditional clear
* Back to HashSet, unindent comments
* No more permastuns
* Throwing rocks at the problem
* Update StunOnCollideSystem.cs
* Update Content.Server/Stunnable/Systems/StunOnCollideSystem.cs
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
---------
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* Removed the numeric identifier from Pun Pun's name
* Actually, why not ALL specific named pets?
* Whoops, put a parant in an ID instead of a parent
* Fixed parenting order
* Added dragons and rat kings too
* Comment typo fix
* Names now count as proper nouns, too
* Missed rk
* Revenants, too
* Whoops, revenants were bugged
* fix
* Code comment update
* Revenant cleanup