* 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>
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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!: 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>
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Co-authored-by: Pok <113675512+Pok27@users.noreply.github.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
* 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
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Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* Add giant spider variants
* update to modern
* reorganize proto
* standartize sprites
* and small cleanup
* maybe?
* add suffix and remove MobGiantSpider
* Add bolt signal to door outputs
* Update DoorSignalControlSystem.cs
* fix test
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Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
* handheld crew monitor - sprite splitting and unpowered state
* darken the screen some more
* handheld station map
* commit
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Co-authored-by: HoofedEar <HoofedEar@users.noreply.github.com>
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Add Salt and Pepper Containers and Sources
* Forgot the sprites
* Pepper container cleanup in ingredients.yml
* Added open and closed sprites.
* Added closing to containers, alphabetized json
* Adjustments to emergency/fire locker fills
* 2% chance for important items in emergency/fire lockers to not appear
* Adjustments to emergency toolbox fill
* Removed 2% chance for items to not spawn
* Reverted toolbox changes
* Moved emergency-locker prototypes to their own file (attempt 3, last two attempts I fucked up the filename)
* Fixed code comment typo