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Upstream sync #588
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Upstream sync #588
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Doesn't fix anything but still.
Modified the Agent ID Card to persist the selected Job Icon between UI loads
* Add test for failing and then successfully starting nukeops preset * Make test independent from nukeops * Fix nullable error
Hide "Jump inside" verb showing for mobs that won't fit
Adjusts price of SWAT crate in cargo_security.yml from 5500 to 7500.
* cancer mouse * minor tweaks * less radioactive * less common * i forgor * even more rare
* welding gas mask * eek
* init commit * Review --------- Co-authored-by: metalgearsloth <[email protected]>
Requires space-wizards/RobustToolbox#5023 This uses the new engine features (above) to add a displacement map shader. This allows deforming a sprite based on another sprite. Primary use case is automatically adapting human clothing sprites to different species, something we want to make species like Vox a reality. A basic example of wiring this up with Vox has been added. The system is however incredibly simple and **will** need more work by a content developer to select and toggle displacement maps when appropriate. I am leaving that to somebody else. For example right now the displacement map is applied even if a species already has custom-fit sprites for a piece of clothing, such as the grey jumpsuit for Vox. Basic Aseprite plugins to help with authoring displacement maps have also been made.
It would try to pry the door and fail to resolve a prying component on the entity trying to open the door.
Some of prototypes don't specify their deconstructTarget node, which made them show the deconstruct verb as deconstructTarget is set to "start" node by default. This patch makes attempt to check if is it even possible from current construction node to reach specified deconstructTarget. Fixes #27330
# made the waistband position consistent when rotating
* Cane + Cane Blade * Add - type: ContainerContainer * Add another - type: ContainerContainer * Fix and add proper ContainerContainer component * Add UserInterface component * Remove Space * Stat Changes * review --------- Co-authored-by: metalgearsloth <[email protected]>
Add tooltips to indicate why "Extract" button is disabled. Co-authored-by: Eoin Mcloughlin <[email protected]>
* vox oxygen toxicity and related stuff * Review --------- Co-authored-by: metalgearsloth <[email protected]>
* Update miscellaneous.yml * Update mobspawn.yml * Update miscellaneous.yml * Update miscellaneous.yml
… (#26178) * Printable Empty Magazines * Adjust values of ammo boxes, adjust material costs, add empty lethal/non-lethal mags, swap secfab shotgun shells with shotgun ammo boxes, add recipe for shotgun ammo boxes * Adds fully loaded pistol mags at secfab, removes printing respective cartridges at secfab * Adds fully loaded rifle mags at secfab, removes respective cartridges * Adds fully loaded light rifle mags at secfab, removes respective cartridges from secfab * Adds fully loaded speedloader to secfab, removes respective cartridges from secfab * small id mismatch fix * another wrong ID fix * capitalize Ls in speedloader * Add missing SpeedLoader recipe * Adds fully loaded shotgun drums to secfab, removes respective shells from secfab * add rifle ammo unlocks back in, forgot ammo unlocks affect other fabs as well * Moves tranquilizer shells to the non-lethal ammunition research * Account for the removal of rubbers, adds in craftable disablers * rubber rounds don't exist, remove empty non-lethal mags to just have empty mags * Add in WT550 mags * Convert latheRecipes to use LayeredTextureRect instead of TextureRect * Fix for issue, texture layering now works * Add in missing shell uranium box art * add shelluranium to meta.json * Fix yml issue * Get rid of unused single ammo printing unlocks --------- Co-authored-by: Plykiya <[email protected]>
* A beer can and a wine can * fix wrong file locations --------- Signed-off-by: c4llv07e <[email protected]> Co-authored-by: c4llv07e <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
* Added localization of groups and types: damage, metabolism (displayed in the guide book). The text for the health analyzer, weapon damage inspection is now taken from damage prototypes * fix damage tests * fix damage test yml * fix damage test prototypes * Update Content.Shared/Damage/Prototypes/DamageGroupPrototype.cs * Update Content.Shared/Damage/Prototypes/DamageTypePrototype.cs --------- Co-authored-by: metalgearsloth <[email protected]>
* Create Medal tag and assign tag to medals * Update Resources/Prototypes/tags.yml --------- Co-authored-by: metalgearsloth <[email protected]>
actual actual locker construction fix
* Reverts Exterminator * Includes commented out parts + sprites * Readd stuff, comment out yaml * Popup ads * review --------- Co-authored-by: metalgearsloth <[email protected]>
* moved from 9 sheets of glass to 5 sheets of glass for all circuit recipes * Revert "moved from 9 sheets of glass to 5 sheets of glass for all circuit recipes" This reverts commit 45bb8d40150cddbbe005f5d66d34532b79143f98. * adresses merge conflict * fixed error * parents base computer board to base machine board * Revert "parents base computer board to base machine board" This reverts commit dec3a799a90b4a0cb121b6694ecf65d9a0abd6a3. * other thing was causing errors, guess it's this now
* not done yet * i may be stupid * Update electronics.yml --------- Co-authored-by: metalgearsloth <[email protected]>
* feat(fax): Client fax file-print parses and stores label * feat(fax): Fax machines print, copy, and send paper labels * style(Fax): Comments and formatting * feat(fax): Make fax admin logging more consistent and clear * refactor(fax): Replace ternary with a simpler null coalescing * refactor(fax): Make FaxSystem Send method signature consistent with Copy, PrintFile * refactor(fax): Read entire file and process later instead of peeking first * refactor(fax): Remove local variables only used for style * style(fax): Fix some nearby style errors * fix(fax): Undo an inaccurate change to admin log formatting * refactor(fax): Separate `firstLine` variable * fix(fax): Use Environment.NewLine * bienvenidos --------- Co-authored-by: metalgearsloth <[email protected]>
Actual fix for lockers and deconstruction Co-authored-by: Plykiya <[email protected]>
…m Glass Shards (#26764) * Hardsuits and softsuits count as having shoes for step triggers * Add softsuit tag prototype * Change to suitEVA tag * Get rid of softsuit tag, found suitEVA tag * Full pass of ShoesRequiredStepTriggerImmune * Adds check to outerClothing for ShoesRequiredStepTriggerImmune * return * fuck Dionas * Convert to comp, space dragons immune as well * Merge conflict * Merge conflict * fix leftover tags * empty spaces * turns out the dragon didn't need it * minor optimization * Add access for system, add comp to baseShoes, check slotflags for every slot besides pockets * fix * fuck it we ball --------- Co-authored-by: Plykiya <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
Update bow.yml
* WIP * sprites n stuff * flavour * maybe fix * add stack * fix parent
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