* Simplified HandIsEmpty implementation
previous implementation called GetHeldItem, which itself calls TryGetHeldItem. Refactored to just call TryGetHeldItem directly.
also added doc comment
* whoops
* all audio assets
* footstep soundcollection
* RGA compliance
* RGA won't let me link multiple source URLs. This'll have to do for the footsteps attribution.
* fix-PlantTraitLigneous
* HarvestToolQuality
* Update PlantHolderSystem.Relay.cs
* cache default storage size
* write a little test, also unused dep
* const string it is
* why no, I don't know how to write tests
how did you know?
* HandledHandledHandled
* TestPrototypes are overrated. Apply Pok's sugg.
Co-authored-by: Pok27 <113675512+Pok27@users.noreply.github.com>
* BRACES
* bullied by a pizza
Co-authored-by: SnappingOpossum
<181905634+SnappingOpossum@users.noreply.github.com>
* scamboni also pizza credit
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
---------
Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
Co-authored-by: Whatstone <whatston3@gmail.com>
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
refactor!: split suit_storage.rsi into door and effects counterparts
This is a preparation for new department/group specific suit storage sprites
BREAKING CHANGE: suit_storage.rsi has been split into two folders: SuitStorage/generic.rsi, and SuitStorage/effects.rsi. Lock/unlock and weld state has been moved to effects.rsi. SuitStorageBase prototype now uses a GenericVisualizer for the lock sprite layers.
Signed-off-by: Mazzie <mazziechai@gmail.com>
Co-authored-by: AftrLite <61218133+aftrlite@users.noreply.github.com>
* Fixed franks so that it's just the necessary changes and not my fucked history
* oops forgot the localization
* Spacing changes from Pok suggestions
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
---------
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* refactor: make relations etween node scanner and artifact more clear, remove errors on crushing artifact while scanner is attached, add generic `attached entities` collection for artifact to be used for other purposes
* Apply xml-doc suggestion from @Tayrtahn
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* fix: attaching scanner to other artifact now detaches it from original one
* refactor: fix whitespaces in SharedXenoArtifactSystem
* refactor: fix detaching artifact when scanning same artifact twice
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* delete defib_cabinet.yml(s), replace with cabinets.yml
* add construction components to fireaxe and extinguisher
shotgun already parents off of fireaxe so it doesn't need to be changed
* unlocked condition on decon
* appends Graph to ids, containers included
will do other requested changes tomorrow, I'm eepy.
* no access versions of cabinets
code here feels really iffy to me, I probably did *something* wrong here
with parenting/grandparenting, will add glass to construction in a bit
* glass in construction recipe, also lowers doAfter time
* requested changes
* Replace tourist shoes and wizard shoes with black/brown sandals
* Chaplain can pick sandals in the Loadout menu
* Color adjustments to better match old sprites
* Further color tweaks
* Initial commit
* RMC? I 'ardly know 'er
* Sprout
* Rework it to use job icons
* Revert the one change
* Always the one yaml
* Easy review changes
* We do a little salami
* Review changes
* NIGHTMARE NIGHTMARE NIGHTMARE
* Update to use StatusIconPrototype only
* Remove async
* Aaaand remove the comment, bah
* Review fixes
* Update master
* Add the ability for ghosts to see
* Byte backing
* Review fix + comment
* Update to 90 min
* Add todo message