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Upstream sync #2360
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Upstream sync #2360
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Set the still rod's max velocity to 0 so it gets a 0 mangintude impulse on init
Revert "Make wearing an Ushanka also apply accent to your name (#29111)" This reverts commit e5a85e2.
* map renderer fixes * remove useless casts
… a bow pull sound. (#29508) Fixed foam Crossbow making a flash sound to just a bow pull sound Co-authored-by: JIP <[email protected]>
* admin Object tab sorting and searchable * Fix for showing disconnected players on player admin tab * Fix namespace and search bar location. * Change linq to loop. * No more Linq to sort * Fix item click vv menu * Added refresh button and refresh on opening tab. * Clear spaces. * Move tab magic numbers to enums * Get rid of old unused xaml * Fix code style issues and button event type. * Merge in baby jail * More style cleanup and move cast around. * Make the localization a little more easy to read, same loc var names. * Missed Loc for label * Fix class field order * Over zelous delete. * Small updates. * Min syntax issues fix
* Hide doafters if you're in a container * Out of the loop --------- Co-authored-by: plykiya <[email protected]>
give passive vents the correct sprite
suit storage whitelist
Miners' prototype have been changed to reflect this (I read somewhere that we have about 1 atmos tick/0.5s, my tests show more like 1/0.53 but that looks close enough). This also means that miner's spawnAmount is now expressed in mol/s. See: #18781
EntityPrototypeView my beloved Co-authored-by: plykiya <[email protected]>
webedit ops
tweak(oasis): Swap floppa and paperworkspawns
fixed sprites
There were TWO bugs here FIRST, APCs *did* update their visual state on initialization, but at that point the relevant power state hasn't been initialized yet, so it always returns a bogus result. There aren't guaranteed to be subsequent power updates that actually trigger the APC to update so this can get it stuck. Fixed by just deferring the on-init update to be after the first update tick, which is itself ordered to be after power update. SECOND: Once I fixed that, I ran into the issue that APCs created at *server startup* also fail to update, because the throttling system (to prevent frequent APC updates) thinks the LastChargeStateTime was at server startup. Fixed by making that variable nullable so it defaults to null. Also removed the useless datafields on the "last update" fields. These are all just used to cache and throttle updates, something that should not be persisted to a map file.
Add Destructible component to BaseMech So all mechs are destructable now
It greatly annoys me in the rare instance I do play.
* Added fovarite button * Some fixes in xaml * added some events for favorite recipes * set methods for presenter * fixes for presenter * added translates * reset seach when you select any category * added some margins * some fixes from compared * fixed PR notes about arrays * deleted controls & margins * did simpleer with arrays * review --------- Co-authored-by: metalgearsloth <[email protected]>
* add textures * add SealingCabinet system * add StoreUnlocker/ObjectiveUnlock system * add plutonium core and nuke core container * make nuke deconstructable * add steal core objective * add core extraction toolbox to new category * typo ops wrench fuel * use queries and resolve, have it resolve instead of using Comp --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
* add dress * add dress * add dress * add dress * add dress * add dress * add dress * add dress * add dress yml * add dress in dresser
fix sleeper agents not showing in summary Co-authored-by: deltanedas <@deltanedas:kde.org>
Obsolete anchor entity functions Co-authored-by: plykiya <[email protected]>
* make bar sign selectable * ajcm strongest soldier * AJCM comes down hard for round 2 * good shit * ok ballin * bless'ed be the webedit
* helm fireproofing * suit fireproofing * Update hardsuit-helmets.yml * Update hardsuits.yml
1984'ed via pull/26978 but was likely missed.
remove blurry vision examine mispredict
* Add slowdown to dragging Items that slow when held * Heh, fancy * Heh, fancy * rename SetMovementSpeedModifiers to GetHeldMovementSpeedModifiers because it was not setting anything
* Add FTL arrival visuals * weh * Update Content.Shared/Shuttles/Components/FTLComponent.cs Co-authored-by: Tayrtahn <[email protected]> --------- Co-authored-by: Tayrtahn <[email protected]>
…ream-sync # Conflicts: # Content.Client/Chat/TypingIndicator/TypingIndicatorSystem.cs # Content.Server/Chat/TypingIndicator/TypingIndicatorSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Resources/Prototypes/Datasets/ion_storm.yml
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Status: Needs Review
This PR requires new reviews before it can be merged
Changes: Sprites
Should be reviewed or fixed by people who are knowledgeable with spriting or visual design
Changes: Map
Can be reviewed or fixed by people who are knowledgeable with mapping
Changes: UI
Can be reviewed or fixed by people who are knowledgeable with UI design
Changes: Localization
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Status: Needs Review
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Jul 1, 2024
RSI Diff Bot; head commit 322dd7c merging into f968866 Resources/Textures/Structures/Power/Generation/teg.rsi
Resources/Textures/Clothing/Uniforms/Jumpskirt/dresswestern.rsi
Resources/Textures/Clothing/Uniforms/Jumpskirt/elegantdress.rsi
Resources/Textures/Clothing/Uniforms/Jumpskirt/stripeddress.rsi
Resources/Textures/Clothing/Uniforms/Jumpskirt/turtledress.rsi
Resources/Textures/Structures/Piping/Atmospherics/vent.rsi
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Changes: Localization
Can be reviewed or fixed by people who are knowledgeable with translation
Changes: Map
Can be reviewed or fixed by people who are knowledgeable with mapping
Changes: Sprites
Should be reviewed or fixed by people who are knowledgeable with spriting or visual design
Changes: UI
Can be reviewed or fixed by people who are knowledgeable with UI design
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