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Upstream sync #567
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Upstream sync #567
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* remove senior backpacks * fix ID cards * Update atmospheric_technician.yml
This was removed in #25280 as the relevant DB entities didn't go outside the DB layer anymore. SS14.Admin however still uses them directly (as it only supports Postgres), so the interface is still useful there.
add autism pins to loadout
* inital * Update loadout-groups.ftl * fix order * add winter boots * fix test fails
* LobbyUI fixes I have no idea which were bugs prior but anyway fix stuff. * More fixes * Test moment
Update roundstart.yml
Adds Nun Hood to starting Chaplain loadout options
* Added Jukebox, along with music for jukebox * Fixed Jukebox meta.json copyright * Removed songs I couldn't find a license for. * Renamed files to solve check failures from spaces * Added missing attributions.yml * Fixed lack of description in Jukebox * Jukebox is now constructable. * Change Jukebox menu to FancyWindow * Moved Jukebox messages out of jukebox component * Removed Jukebox OnValueChanged. * JukeboxComp now uses AutoGenerateComponentState * Removed state code, since it's auto generated * Fixed various Jukebox code to match conventions. * Updated Standard.yml to match changed song list. * fixes * Jukebox workin * Fix * Polishing * Finalising * Revert * bad * jukey * Reviews * name * Update submodule to 218.2.0 --------- Co-authored-by: iNVERTED <[email protected]>
* Autogenerate MobStateComponentState * changed CurrentState to DataField, updated DataField attribute for AllowedStates * Update Content.Shared/Mobs/Components/MobStateComponent.cs * Update Content.Shared/Mobs/Components/MobStateComponent.cs --------- Co-authored-by: BuildTools <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
* Fix capitalization for pirates and rats * Deal with replacements better * Be smarter about caps * Do last word properly * Variables named a bit better * Fix Consistency * Undo change that's not needed anymore * Fix up pirate since it doesn't need to check early either * Make mobster replacin' a bit better anyway * Remove extra space * Use capture groups for mobster in', add comments for first and last words * Slightly more clarification with comments
I love lobby code :3
* Initial commit. No evil hidden files this time :) * Added newline because I forgot :( * We <3 tags :) * Fixed! Works now * Update Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs --------- Co-authored-by: metalgearsloth <[email protected]>
* saltern update * update atmos too * run fixgridatmos * fix power outside botany, fix botany air alarm --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
atlas update Co-authored-by: deltanedas <@deltanedas:kde.org>
* texture appropriation * add code for projector * add chameleon projector yml * damage and actions * prevent small props being killed round removing you (700 damage from a single shot) * tweak default * oop * do appearance properly, need engine update * fix bugs, blacklist pda * remove status icons * amou * sus * fix test + make props fast * amouuuung * remove funny log --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
* box update * argh
…ing (#24865) * Both winter coats with same armor as their counterparts * Matching description for HoS's, unarmored variants for balancing the uniform printer * Forgot some text * New sprite provided by PursuitinAshes, old sprite moved to unarmored version * Removed the 'unarmored' specifier, in line with the rest of the winter coats * Remove unarmored warden, no sprite * Re-implemented the warden's unarmored coat, with sprites from Dutch-VanDerLinde * CRLF to LF * Move armor values to abstract
* electrocution * slippery * flashibg * Update SlipperyComponent.cs * Update SlipperySystem.cs
* 1 * void --> "Unknown"
holy water can now be used to satiate thirst, water plants, and extinguish fires.
initial soft zombie rebalance - lower infection chance, damage, and chance of outbreak Co-authored-by: Bellwether <null>
de-sprites the remote signaller
fix soap
* inital * George orwell
…5574) * Implemented Shakeable * Prevent shaking open Openables * Prevent shaking empty drinks. Moved part of DrinkSystem to Shared. * DrinkSystem can have a little more prediction, as a treat * Cleanup * Overhauled PressurizedDrink * Make soda cans/bottles and champagne shakeable. The drink shaker too, for fun. * We do a little refactoring. PressurizedDrink is now PressurizedSolution, and fizziness now only works on solutions containing a reagent marked as fizzy. * Documentation, cleanup, and tweaks. * Changed fizziness calculation to use a cubic-out easing curve. * Removed broken YAML that has avoid the linter's wrath for far too long * Changed reagent fizzy bool to fizziness float. Solution fizzability now scales with reagent proportion. * Rename file to match changed class name * DoAfter improvements. Cancel if the user moves away; block if no hands. * Match these filenames too * And this one * guh * Updated to use Shared puddle methods * Various fixes and improvements. * Made AttemptShakeEvent a struct * AttemptAddFizzinessEvent too
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