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Upstream merge #23
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Merged
Upstream merge #23
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It's simple. We kill the heisentest
It's simple. We kill the heisentest
* Fix some rounds failing to end due to mind roles Fixes #32791 This is caused by ShowRoundEndScoreboard running into a bug trying to display antags: some player is showing up as antag with MindIsAntagonist(), but has no antag roles listed in MindGetAllRoleInfo(). This was caused by one of the roles of the player having the Antag boolean set, but having no AntagPrototype set. The responsible mind role appeared to be MindRoleSubvertedSilicon which is missing a set for the SubvertedSilicon antag prototype. I also added resilience to the round-end code to make it so that an exception showing the scoreboard (and sending the Discord message) would not cause the round end logic to completely abort from an exception. I am planning to add an integration test to cover this bug (no prototype in mind roles), but I'll leave that for not-the-immediate-hotfix. * At least one maintainer approved this tiny PR without reading it, not naming names.
Fix tech anomaly nexttimer (#32805) Co-authored-by: metalgearsloth <[email protected]>
…bjective (#32721) * fixed warden being and qm being not considered head for traitor kill head objective * fixed hypothetical warden traitor not getting disk objective * change suggested by deltanedas * cleanup * cleanup * fix * changed as suggested * removed a dot in the comment * removed an empty line * reformulation
Set round restart time to 5 minutes Edited the .toml to allow people 5 minutes on centcom for extended RP.
…#32817) * fix * Other fix
* Implant the uplink if no PDA is found * comments * tidy up loose ends * Whoops usually I start with the namespace, how did I forget it, shame shame * Consistent data type for starting TC balance, misc changes * Implant briefing, guidebook * Update AutoTraitor, add uplink, codeword and briefing parameters to TraitorRuleComponent, no pda for reinforcements * engine 5c0ce43 * pass pda to AddUplink Co-authored-by: slarticodefast <[email protected]> * nicer string handling Co-authored-by: slarticodefast <[email protected]> * case typo 1 Co-authored-by: slarticodefast <[email protected]> * case typo 2 Co-authored-by: slarticodefast <[email protected]> * case typo 3 Co-authored-by: slarticodefast <[email protected]> * minor layout changes * removed redundant implant check * minor cleanup --------- Co-authored-by: slarticodefast <[email protected]>
* fix ninja bomb component check * remove TryGetRole
HOTFIX spider clan charges can be armed again (#32866) * fix ninja bomb component check * remove TryGetRole
* implement * react to revenants/AI eye * rare maints loot * sprite * description * review Co-authored-by: slarticodefast <[email protected]> * do changes * stats * networked --------- Co-authored-by: slarticodefast <[email protected]>
Fix: Plushies no longer delete items when recycled (#32838) fix Co-authored-by: beck-thompson <[email protected]>
* Towels * make smoler * Huh, wonder why that didnt fail locally. The curse of CaPiTaLiZaTiOn * Teal swapped for LightBlue for medical. * Appease the linter? * magic? * mimery * lefthandedness
You were already able to strip more items at once from somebody than you could hold, and they would drop to the floor. This matched the behavior in SS13. Annoyingly, however, you were not allowed to *start* a stripping action if you're holding something. This just feels like an annoying paper cut, so this is no longer a thing.
* im so tired * silly me * yeah * Update Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml --------- Co-authored-by: slarticodefast <[email protected]>
* exponential backoff for admin logs db update * Update Content.Server/Database/ServerDbBase.cs --------- Co-authored-by: Pieter-Jan Briers <[email protected]>
Update submodule This fixes an important memory leak.
fix for low zombie blood Co-authored-by: Łuaksz <[email protected]>
Update submodule This fixes an important memory leak.
* Initial implementation * currently it crashes on load, don't know why, maybe changing the products will provide some insight * I was overlooking part of the yaml formatting.
Co-authored-by: slarticodefast <[email protected]>
* Fix several jank issues with space ninja cell upgrades. * Rework the code to comply with maintainer request. * Fix some naming convention & formatting errors. * Change from a custom check to an item whitelist to avoid power cages from fitting. * Make the EntityUid of GetCellScore non nullable. * Remove a line from a previous solution to the above problem I forgot to remove. * Fix the magic number issue.
* golden apprasial tool when * thanks evan. very cool
* Atmospheric alerts computer * Moved components, restricted access to them * Minor tweaks * The screen will now turn off when the computer is not powered * Bug fix * Adjusted label * Updated to latest master version * Initial commit * Tidy up * Add firelocks to the nav map * Add nav map regions to atmos alerts computer * Added support for multiple region overlay sets per grid * Fixed issue where console values were not updating correctly * Fixing merge conflict * Fixing merge conflicts * Finished all major features * Removed station map regions (to be re-added in a separate PR) * Improved clarity * Adjusted the color saturation of the regions displayed on the atmos alerts computer
Packed map update, significantly changes arrivals, perma, AI core, and misc other QOL.
* Fix bug? * Fix :) * aaaa * AAAA!!! * comment * Nicer code * What's a pull requestWhat's a pull request?
…n-14 into staging
…n-14 into staging
…tem. (#32942) Fix loneop spawnrate by reverting it to not use the custom shuttle event system.
RSI Diff Bot; head commit 1a60fd1 merging into 3cde44e Resources/Textures/Objects/Devices/ai_card.rsi
Resources/Textures/Objects/Specific/Chemistry/syringe.rsi
Resources/Textures/Objects/Tools/appraisal-tool.rsi
Resources/Textures/Objects/Weapons/Guns/Ammunition/Boxes/anti_materiel.rsi
Resources/Textures/Objects/Weapons/Guns/Ammunition/Boxes/caseless_rifle.rsi
Resources/Textures/Objects/Weapons/Guns/Ammunition/Boxes/light_rifle.rsi
Resources/Textures/Objects/Weapons/Guns/Ammunition/Boxes/magnum.rsi
Resources/Textures/Objects/Weapons/Guns/Ammunition/Boxes/pistol.rsi
Resources/Textures/Objects/Weapons/Guns/Ammunition/Boxes/rifle.rsi
Resources/Textures/Clothing/Multiple/towel.rsi
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tests are failing but i do not care |
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rawr