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Fixes #42581, I think
bittersweet nostalgia for a departing era
* foamblade sound * foamblade volume change * requested changes
* Refactor DeviceNetwork * Singleton * NetworkPayloads refactor * Reorganize DeviceNetworkSystem * Surveillance cameras * Fix code * Fix build * Fix test fail by rewriting entire singleton logic * Properly predict examine * Update DeviceNetworkSystem.API.cs * Update EntityTest.cs * Update DeviceNetworkSystem.cs * Alright I'll do this expensive check fine * Fix disposals debug assert * Implement device network static events support * Use frozen dictionaries for performance * Update SharedDeviceNetworkSystem.Payloads.cs * Parallel payload handling support * Fix some spagetti-code * Optimize NetworkPayload cancellation * Parallel payloads are now cancellable * First attempt at prediction * Add buffers * Port most DeviceNetwork server-side to Shared + rename * half-predicted device linking * Fix cherry-pick consequences * Fix sandbox violation * Fix screens * Fix robotics console * Allow new methods for shared * Mail fix * Turret fix * Fix network system method usage + signal and borg fix * finally fix atmos devices OH MY GOOOD * Remove stupid parallelism from fax * Fix surveiollance cameras * Working on a single thing for 2 days straight award * Fix the test? * Update units.yml * Add IDevice interface because why not * Add more device network suffixes * Fix camera router failing test * yaml linter peak * Improve docs for DeviceNetworkHandlers * fix build * Update CartridgeLoaderSystem.Relay.cs * Remove parallel system and EntitySystem post init * Add more docs and also events * Remove unnecessary caching * Update DevicePayloadComponentSystem.cs * Back to entity events * Implement DeviceData * Remove serializable from payloads * Update DeviceData.cs * Add a prototype for a singleton * Fix tests * Fix air alarms * Update DeviceNetworkSystem.cs * Fix cameras * Make camera router event-less * Fix atmos sync payloads, add more docs * Remove singleton + instant packets * oops remove public access * Fix tests? * Why the hell overload effect makes puddle sparks * Apparently it was redundant * Update gates.yml * Finish documentation * Review * fix * Fix build * Update DeviceNetworkComponent.cs * fix linter * Mark relay properties as obsolete * Fix obsoletes * Update SharedDeviceNetworkSystem.API.cs * Finish predicting DeviceNetworkSystem * Struct payloads support (#blazinglyfastmemorysafe) * Update DeviceNetworkTest.cs * Code fixes + massive code cleanup * Make device structs stuff better * Move address prefix to DeviceNetworkComponent * Refactor to use wrapper structs + ProtoIds * Make device structs stuff better * Move address prefix to DeviceNetworkComponent * Locale fixes * Fix tests * DeviceConfigurator folder + attempt to UI predict * Unfinished UI fix * Doesn't know boolean logic award * Update AtmosAlarmableSystem.cs * Fix address predicted examine * Partial fix to air alarmables * Fix deployable turrets UI * Fix firelocks, maybe * Apparently Activatable UI was enough lol * Fix surveillance cameras * Rename `QueuePacket` into `SendPacket` * Fix cameras * New structs fixes, generalize and centralize code * Stupid git grrrrr * Simplify DeviceData as much as possible * Update DeviceData.cs * Fix * Fix build * Fix linter * fix * Update SurveillanceCameraSystem.cs * Probably fix integration tests * Serialization improvements & saveload fix * build fix * Review fixes * Predict signal timer UI * Update SignalTimerSystem.cs * Replace a bunch of strings with ProtoId<> * Cleanup DeviceLinking and add custom serializer * Update DeviceLinkingTest.cs * Merge JammerSystem into Shared, try to fix UIs * Reorganize & cleanup * Refactor device signal overload to entity effects * Fix * review * fix UI * more cleanup * more doc * fix UI part 100 * Update NetworkConfiguratorSystem.UI.cs --------- Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
* eeee * kehq9urwer * mor ethings * oofddfgdfgdfgeqwpokwqeoqewq * the cloning... its so pretty!!!! * stock o' stonks * return of the horror form * wawa * non-yaml somewhat completed :godo: * yeqweqweqwe * qweqwe * hate let me tell you how much i hate * we are so back * killed some horror form checks because i'm just so sexy and shit * lings real omagod * more fixes so pok27 is HAPPY!!!! SMOLL LITTLe HAPPY POK COME HERE AND APPROVE MY PR <3 <3 <3 <3 * the slothening * some more things like sprite update and hopefully eye fix :3 * eyes fixed * tortoise (do not look at this pr plz) * 10000 zillion microbalances * wooops * make it buff again * one zillion bugfixes * robust fix ????? * RIP flash protection you will be missed </3 * whatson3 * i fear no man but that thing it scares me * le fix * le fixing of some bs * k * scar is evil, wicked i'm telling you! * guuh * spring cleaning TODO: - Armblade visuals fix - Make it need 3 devours and cost DNA - Armblade action enable/disable fix - Make shockwave attached to the ling - Make horror form give screech + remove it from store - Make fleshtomb not experimental and make it faster to use idk - ??? * STRAIGHT UP. LINGING. IT. * made it tanky because lol lmao :3 * yeah - cleanup - less tanky - no +30% attack speed and stronger damage >:( * last fixes * safe transform + footsteps * unused ftl --------- Co-authored-by: nomdéraisonnablementlong <you@example.com> Co-authored-by: ScarKy0 <scarky0@onet.eu>
… weld status from DoorState (`DoorState.Welded` is gone, use `WeldableComponent` instead)) (#45907) * Alternate implementation for #45897 which completely decouples 'welded' from 'DoorState' * fixed that one welded door which caused integration tests to fail (door.doorstate -> closed, weldable.welded = true) * review * removing usage of DoorState.Welded --------- Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
* Fake ID's * smol texture change * even smoler texture changer * better descriptions * Update from comments * EntityQuery --------- Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
* plant-analyzer * review * review 2 * more scans * more fix * plant health warning * Update PlantAnalyzerWindow.xaml.cs * fixing all issues (maybe) * revert fix * fix * fix 2 * wawa * fix * MutationsEvent * oops
…Max.NextFloat`) (#46274) * unhardcoded breaker flip quantities * unhardcoded BureaucraticErrorRule * refactored MinMax.NextFloat method to not add 1 to `Max` * existing method call now adds 1 to `Max` to preserve prior behaviour. * Can adjust chance of it rolling the 'close all slots but one' variant * Can adjust proportion of job slots affected by the other variant * Can adjust range of how many slots should be added/removed from other variant * AnomalySpawn and BluespaceArtifact events can now spawn a random quantity of anoms/artifacts (default is still a constant 1) * bonus doc comment * Correcting `BureaucraticError` event yaml * Unhardcoding VentClogRule * using previously-hardcoded values as default values * dangit * removing default numbers from yaml * refactored that other existing use of MinMax.NextFloat to use Next instead (turns out it only needed an int, no reason to call NextFloat) also removed optional MaxOffset param from MinMax.NextFloat (it's unnecessary) * doc --------- Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
…some of their contents) (#46260) * initial iteration, mostly copy-pasted from the breaker flip event * added localization + random eject quantity * added some yaml for the vendor malfunction event. * missed one :p * minor rephrase * seems to work? * oh wait that warning about the nullables on line 48 can be dismissed with a ! * newlines at end of file(s) * AsNullable * Moved the minimum/maximum affected quantities to the component * extra clarity * malfunction now has a very short delay * 50% chance of enabling contraband inventory emag inventory could be tricky to enable (likely to require some refactoring of other systems in order to do that), will defer for time being. * oops * removing some unused `using`s * datatype simplification * it will eject multiple items from the vending machine. also added the requested guard statement * tweaked the initial ejection code always rolls ejection quantity, only skips if rolled quantity is 0 or below ensures that it will definitely play the ejection noise on the first ejection, and that any subsequent ejections will be silent. * refactoring in the requested changes * seeing as the BreakerFlipRule's ProtectedGrid blacklist has been deprecated, I have similarly rewritten the implemementation for this event to not rely on that other component still being mapped. It will still only hit on-station vending machines which aren't broken and are powered. It just handles the logic in a slightly different way. * forgor to remove the now-unused property from the component :p * cleaning up comments a bit * Update Content.Server/StationEvents/Events/VendorMalfunctionRule.cs Co-authored-by: āda <ss.adasts@gmail.com> * Update Content.Server/StationEvents/Events/VendorMalfunctionRule.cs Co-authored-by: āda <ss.adasts@gmail.com> * bit more cleanup * making last few requested changes --------- Co-authored-by: āda <ss.adasts@gmail.com>
tramdriver skirt
…leanup (#43754) * no more names in microwavemealrecipes * update group sorting * Update Content.Shared/Kitchen/MicrowaveMealRecipePrototype.cs Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com> * Update Content.Shared/Kitchen/MicrowaveMealRecipePrototype.cs Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com> * update --------- Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* Map box - readds psychologyst job * marathon
link everything up
Anyways, that's how I lost my medical license
* dresses in uniform printer * move alphabetically oops
* basics * Fake ID's * smol texture change * even smoler texture changer * better descriptions * Update from comments * EntityQuery * fake id * stealthy headsets * reorder * reparent * increase price slightly * Tweak phrasing --------- Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com> Co-authored-by: Connor Huffine <chuffine@gmail.com>
Syndiedrobe Maid Headband Moves the Tactical Maid Headband from the emagged inventory to the contraband inventory with the rest of the set
* nuclear operative job titles * C# fix for undefined jobTitles fixes double spacing issue
* Predict-spawn rounds taken from unspawned ballistic ammo They were plain client-side entities, so the one moved into the chamber triggered the engine's warning about client-side entities in networked container slots. * Remove MagazinePredictionTest
* Uppercase superiority * a * b * migration * migration * forgot * oops * there
* yup * renames * part 2 * linting fix * comments re added * one more * one more * it's partial now * remove readonly * fix from pr 44539 * SubscribeLocalEvent * wacky light refueling * var * refueling part 2 * networking changes and more docs * more docs * final touch * serialisation * better timespan handling * fix * entity * fixes * cleanup * shuffle * comment fixes * make byte * access limit * comment fix * Apply suggestions from code review Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * missing DataField * cleanup * adding lots of boilerplate :v * cleanup * audio fix * fix * minor refactoring --------- Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* moved sourcse.txt sound effect attributions into attributions.yml * attribution corrections + correct source for mech sounds
fix: gas mixer/filter placement
* Available keybind touchups * RQC
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