* Simplified HandIsEmpty implementation
previous implementation called GetHeldItem, which itself calls TryGetHeldItem. Refactored to just call TryGetHeldItem directly.
also added doc comment
* whoops
* 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>
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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: 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
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Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* 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
* yml changes
* recursive code
* use the recursive stuff
* fix
* use enum
* remove blank line
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* remove code
* datafield removed
* add size proto
* rename to Plushie
* rename to cake
* cake size protos
* remove size protos
* ensure size smaller
* use map init and log error
* this is automatic now
* this is automatic now
* send to the client
* upgrade to error again
* update proto to avoid tiny items with secret stash
* ops
* add size to toilet
* update plushie protos to remove secret stash from ian
* ops, forgot to remove these lines
* remove datafield tag
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* use WasModified
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* review
* Update SecretStashComponent.cs
---------
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* would you rather have infinite traitors but no game or infinite game but no game
* whitespace of doom
* also don't need that anymore!
* I'm fucking stupid actually :P
* fix that bug before someone else has to dive it in 2030
* pish
* merge my fixes!!!
* Initial commit with shredder base functionality
* Fix items being deleted and make items continue moving after a grid tile gets deleted
* Make a bunch of previously unpullable/unrecyclable things work
* temp commit
* Fix the recycling hitbox to actually be good code
* Fix material spawning via tiles
* Finish up the prototype visuals for the shredder
* SHRED EVERYTHING
* Add reduced efficiency for recycling with shreder
* Fix miss in conflict merge
* Make more things pullable
* Update shredder textures to look different to recyclers
* Remove unused
* "fix" repairability and sprites
* Update sprites, set up TODO-s
* Fix switches, description
* Fix up some comments
* Add "Do Not Map" to the smelter
* Add to meta.json
* Review fixes
* Review changes
* Review changes
* Remove readonly in new system
* Aaaand partial class
* Fix the final test issues
* Update and resolve merge conflicts
* Update the impulse strength to match new mass values
* Fix issues after merge conflict
* Update size, fix physics resolve errors, prevent computers/circuitboards from being deleted
* Review comments
* Fix tiles giving steel
* Add a todo about tilestacking
* add support for dialogue variation for SpeakOnAction
* Requested Changes - replace random with PredictedRandom
* Requested Changes - use ProtoMan instead of dependency on IprototypeManager
* adjust field name, un-nullify speakchance, add the system's functionality to Fireball
* Update Content.Shared/Speech/EntitySystems/SpeakOnActionSystem.cs
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
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Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
* parcel wrap enhancements:
- bugfix: can't wrap stuff that can't be picked up because it's static (ie. usually anchored, maybe other cases, idk)
- enhancement: multi-handedness is inherited by the parcel from its contents
- technical: migrate to `EntityQuery` dependencies for all component lookups.
* Apply suggestion from @Centronias
* Update Content.Shared/ParcelWrap/Systems/ParcelWrappingSystem.cs
* Update ParcelWrappingSystem.cs
---------
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Add SpookyPoweredLight to PoweredSmallLightEmpty
* small light makes the flicker noise >:)
* SHUT UP
* reduce light_tube_on.ogg by 4 dB, no small tonk
small light no longer makes the flicker noise <:(
* hang on a minute
* fix the other instance of AnimationTrackPlaySound
* there is... another...
* unshaded positronic brain/mmi lights
* posibrain-occupied: partial alpha on trail
* Use var, not specific types
* peaceful-joules' comments + MMIVisuals comments
* slightly more accurate copyright
* return the slab
* Apply suggestion from @Pok27
0 reading
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* hate
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Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>