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ambuzol beef #25119

Merged
merged 1 commit into from
Feb 11, 2024
Merged

ambuzol beef #25119

merged 1 commit into from
Feb 11, 2024

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Emisse
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@Emisse Emisse commented Feb 11, 2024

make ambuzol require zombie blood
make ambuzol blood require omnizine

rn its metagaming to create this and admins are stepping in when people make it preemptively which is stupid so just make it require zombies first and problem solved

🆑

  • tweak: Ambuzol now requires zombie blood

@github-actions github-actions bot added the Changes: No C# Changes: Requires no C# knowledge to review or fix this item. label Feb 11, 2024
@Emisse
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Emisse commented Feb 11, 2024

idk why i named this ambuzol beef i just got off a 16 hour shift

@deltanedas
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ambuzol plus requiring omnizine will mean:

  • on zombie gamemode it will be impossible to make since 3 minutes in botany hasnt made omnzine
  • midround zombies it will still be easy to make since botany has made 1500u of omnizine

@UbaserB
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UbaserB commented Feb 11, 2024

i feel like this is a bad idea

@Emisse
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Emisse commented Feb 11, 2024

ambuzol plus requiring omnizine will mean:

  • on zombie gamemode it will be impossible to make since 3 minutes in botany hasnt made omnzine
  • midround zombies it will still be easy to make since botany has made 1500u of omnizine

yea thats fine

@Emisse
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Emisse commented Feb 11, 2024

i feel like this is a bad idea

no

@arimah
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arimah commented Feb 11, 2024

Funny, I had the exact same idea not 10 hours ago before going to bed. Great minds etc. I like this. It adds more risk to zombies, in that you would now have to kill a zombo and retrieve its body before you can start treating the infection.

@LankLTE
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LankLTE commented Feb 11, 2024

I swear I've been told before by admins that making this pre-emptively is fine? I don't see how it's any more metagaming than making bicar before anyone has any brute damage is. With limited chems it's probably not an issue to just let people use their resources on it if that's what they're choosing to use it on tbh- normal ambuzol was intentionally designed to not be a round-ender for zombies (since it has to be re-applied constantly and you can realistically only carry so much).

@LankLTE
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LankLTE commented Feb 11, 2024

A better solution might just be to make ambuzol use more chem resources so they aren't making as much of it vs actual meds but I'll stand by the fact that making it pre-emptively isn't really something admins should be stepping in on

@Emisse
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Emisse commented Feb 11, 2024

no because we just had a giga large argument in admin chat about it

@Emisse
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Emisse commented Feb 11, 2024

also thats the wrong solution

@Emisse
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Emisse commented Feb 11, 2024

its either this solution or taking more drastic measures at removal

@LankLTE
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LankLTE commented Feb 11, 2024

I don't really see why as a discussion that had to be private, but if why making this early is considered metagaming could be explained that'd probably be helpful, I think that's kind of an unreasonable thing to say imho given literally every chem is made pre-emptively (that's literally the point of them)

@Emisse
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Emisse commented Feb 11, 2024

i would agree thats unreasonable as well but changing admin policies is a nightmare

@Emisse
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Emisse commented Feb 11, 2024

as well as many admins believing that making the chem pre emptively is meta gaming

@LankLTE
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LankLTE commented Feb 11, 2024

might be a discussion worth having publicly then? rules are up to admins but again, really don't see how making ambuzol early is metagaming any more than making phalanx before any genetic damage sources come up is & if game stuff is being changed around it, is worth discussing

@Admiral-Obvious-001
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Admiral-Obvious-001 commented Feb 11, 2024

I will point out that earlier today I played a partial shift on Salamander where I was the Janitor. Using a mop and bucket alone I was able to supply med with enough zombie blood to inoculate the entire station from the virus using blood puddles before I had to leave via cyro.

I do think this change would be a step in the right direction to making the virus more of a long term problem and further integrates botany into the solution.

@Holinka4ever
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I like these pr, because its nailing two problems with zombies gamemode:

1)Making Ambuzol like in industrial level is a bit frustrating for zero patients and zombified crew cause, having a bunch of vaccine is kinda killing all they joy from infected players.

2)Powergamers has an egoistical manner to make ambuzol to be prepared for zombie apocalypse, that would not come, or would come. This is hilarious at some points.

@deltanedas
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on mrp i rarely if ever see powergamed ambuzol, only happened when i got romerol on salv and started making vaccines ultrapowergamer style

@Hrosts
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Hrosts commented Feb 11, 2024

Maybe instead of omnizine, ambusol plus should require any of the high-tier anti-poison medicines - Diphenhydramine, Ultravasculine, Stellibinin? I mean to have 3 interchangeable recipes at the same time.

This:

  • Still locks the vaccine behind a harder-to-get chem
  • Gives botany less of a push to hard focus omnizine, giving them more freedom (it's already used in necrosol and is very valuable on its own)
  • Makes it possible, though hard, for chemistry to get ambusol plus when botany is out of order/botanists are absent.
  • Kinda makes more sense recipe-wise

As it stands now, this might hurt MRP servers to solve the issue which is not present there in the first place.

@Holinka4ever
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Ultravasculine,

You cant get ultravasculine, cause it makes from histamine, source of it was emagged booze dispenser... thats means.. uhh oh.
Ohhh... yeap.

  • Still locks the vaccine behind a harder-to-get chem

If a pep would see an obstacle, that can be walk though, they will do it, means that still gonna make ambuzol without zombees.

  • Gives botany less of a push to hard focus omnizine, giving them more freedom (it's already used in necrosol and is very valuable on its own)

Thing is, that,in chaos of zombie infection, peps will not sudenly rush to botanics to make reagent from zombie virus.

  • Makes it possible, though hard, for chemistry to get ambusol plus when botany is out of order/botanists are absent.

Same problem with zombies infection panic.

@K-Dynamic
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I don't really see why as a discussion that had to be private, but if why making this early is considered metagaming could be explained that'd probably be helpful, I think that's kind of an unreasonable thing to say imho given literally every chem is made pre-emptively (that's literally the point of them)

My personal thoughts: It seems like making other chems before injuries occur is acceptable meta, because crewmembers are guaranteed to get injured. Compared to ambuzol which is only ever used for zombies, which occur like 20%(?) of rounds and is not guaranteed (this point is kinda moot because you could then argue phalanxamine is meta since cellular damage is rare).

The other issue is that zombies aren't an injury to heal but a full-blown antag, with their own antag rules. Thus the station technically can't prepare against them with ambuzol without evidence they exist.

Lastly, ambuzol is actually really easy to make thanks to muscle memory, and chem making ambuzol makes zombies winning much less likely.

(This is just my interpretation, and I personally still think you should able to flex on lazy initial infects by making all your meds first then ambuzol later.)

(Also, imo zombies need a rework again; command initial infect sabotages comms and chems too easily and wins, yet being a zombie with no abilities is boring.)

@deltanedas
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ambuzol just needs a harder recipe than playing with lego, so metagaming or not you cant just crank it out in 5 seconds

@Hrosts
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Hrosts commented Feb 11, 2024

You cant get ultravasculine, cause it makes from histamine, source of it was emagged booze dispenser... thats means.. uhh oh.
Ohhh... yeap.

Ultravasculine can be found in lingzhi mushrooms, which botany can grow. Alternatively, common nettles contain histamine.

If a pep would see an obstacle, that can be walk though, they will do it, means that still gonna make ambuzol without zombees.

I'm talking about ambusol plus, not the normal one. As it still requires ambusol as a precursor, you will need zombie blood to get the vaccine.

Thing is, that,in chaos of zombie infection, peps will not sudenly rush to botanics to make reagent from zombie virus.

This can be also said about Emissee's requirement for omnizine. If no omnizine - no vaccine. Except in my case chemists can still make dyphenhydramine for ambusol plus.

@Holinka4ever
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Ultravasculine can be found in lingzhi mushrooms, which botany can grow. Alternatively, common nettles contain histamine.

Ahh alright! Nothing lost forever!

This can be also said about Emissee's requirement for omnizine. If no omnizine - no vaccine. Except in my case chemists can still make dyphenhydramine for ambusol plus.

That might work actually, cause botanics is still luck-dependece job. I am only here for standard ambuzol that asking zombie blood.

@IamVelcroboy
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If you don't want it preemptively made, have it require a reagent that can only be found in the body of a zombie. No zombies no vaccine.

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good change, I think that ambuzol+ should be removed entirely though tbh

@UbaserB
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UbaserB commented Feb 11, 2024

Ambuzol+ is simply for the scenario that if people manage to kill most of the zombies in time and the station isn’t entirely dead, they now are vaccinated against zombie diseases and have a proper chance to fight back.
As a proposal instead of removing it entirely, what if ambuzol+ was incredibly difficult to make? So that it’d only be feasible after zombies were mostly/entirely cleared out so that any chances of it popping up in the future (like a zombie hiding in maintenance) had no chance to spread.
OR
You could even make it REMOVE the zombie infection from people already dead. That would probably be a better solution actually because if you make the recipe hard enough, it would only be feasible after the station recovers and it would also help with removing bring some people back into the round and also give a proper reason for moving all the corpses into medical.

After-all, the original idea was to allow for gameplay after the zombie apocalypse occurs and succeeds fighting against but also to not have anything (or at least much) related to it until it begins.

@EmoGarbage404 EmoGarbage404 merged commit 0aa35af into space-wizards:master Feb 11, 2024
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@thebadman4662
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Amb+ unzombifying dead bodies does sound nice, yeah.

People should not be getting to medical in first place if you gonna attack them as zombie and zombie vs survivor war is pretty much lost or won over cargo and/or armory as without ranged weapons survivors will have way harder time stopping zombie tide.

@Emisse Emisse deleted the beef branch February 11, 2024 21:06
@IProduceWidgets
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I'm late to the party, and did not participate in the admin beef stew, but my 2c is this is a good change because
a) Making ambuzol with no threat removes most of the tension from zombies, and immediately stops any chance for zombies to snowball into a horde which they need to win.
b) Ambuzol needs to be fast to produce so its a winnable race against the clock for chemists to get it done before the zombies inevitably target chemistry.

joshepvodka pushed a commit to joshepvodka/space-station-14 that referenced this pull request Feb 18, 2024
joshepvodka added a commit to TucanoStation/tucano-station-14 that referenced this pull request Feb 18, 2024
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* Change yellow color

* Update StyleNano.cs

just spacing fixed

* Cook time countdown now detached from server


Instead of the server constantly sending out messages for the cook countdown, it is now predicted client side using TimeSpan

* Update MicrowaveMenu.xaml

forgot to re-add item space

* Automatic changelog update

* Additional damage visualisers (space-wizards#24618)

* brute

* add

* Anomaly Synchronizer + Signallers tweaks (space-wizards#24461)

* content

* nerf

* fix rsi

* Automatic changelog update

* saltern update (space-wizards#25182)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Allow players to run saveconfig command. (space-wizards#25200)

Benign client-side command.

* Revert "Allow configuring gen_build_info.py through environment variables" (space-wizards#25201)

Revert "Allow configuring gen_build_info.py through environment variables (#2…"

This reverts commit 163e6d2.

* Fax machines can print from text file (space-wizards#23262)

* added

* checks tweaking

* fixed what sloth wanted

* fixed?

* dialog diposing fix

* checks tweaking

* more changes

* dispose streamreader

* Update Content.Client/Fax/UI/FaxBoundUi.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/Fax/FaxSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* fix minor typo

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Automatic changelog update

* Vox names, species prototype cleanup, some cosmetic changes (space-wizards#24994)

* voxnames

* New generator parameters, names are more readable

* bunch of missing vox stuff

* more names

* sad

* Balanced ChemVend Stock (space-wizards#25207)

* Balanced ChemVend Stock

ChemVend needs more balanced stock for what actually gets used

* +1 Sugar

* Ranged Holosigns (space-wizards#25120)

* Changed holo signs to be ranged and used on click rather than Z.

* Updated comments

* Failed attempt at ignoring walls

* Getting rid of unused libraries

---------

Co-authored-by: Plykiya <plykiya@protonmail.com>

* Automatic changelog update

* Minor test fixes (space-wizards#25174)

Stuff that probably shoulda been wrapped ig but our test runner stinky.

* Add pun to diagnostic hud description (space-wizards#25209)

Seaborgium is element number 106 and is presumably what lets these glasses "see" "borgs".

* Add events for TemperatureProtection and PressureProtection (space-wizards#25165)

* Update criminal-records.ftl (space-wizards#25229)

* Adds always powered variants of colored lights (space-wizards#25185)

Co-authored-by: Jeff <velcroboy333@hotmail.com>

* Fixes silver bars being whole stacks (space-wizards#25239)

Co-authored-by: Jeff <velcroboy333@hotmail.com>

* Makes clumsy not delete guns (space-wizards#25243)

clumsy no longer deletes guns

Co-authored-by: Jessica M <jessica@maybe.sh>

* Predict Injector (syringes), cleanup (space-wizards#25235)

At least the mode/transfer amount logic. Actual transfer logic needs Bloodstream which I didn't wanna move into shared.

* Updated disabler to have suitStorage tag under slots. (space-wizards#25238)

* Automatic changelog update

* Updates to Origin (space-wizards#24908)

Replaced medical's HM console with a CM console, added janitor equipment closet

* Fix spawn priority persistence on reconnect and restart (space-wizards#25246)

Because of course I would forget one line

* Add French accent beret (space-wizards#21430)

* Allow thermomachines to exchange with air instead of inlet (space-wizards#25247)

Add purely atmospheric heat exchange to the gas thermomachine component (in preparation for space heaters).

* Fix: Holosigns can be stored again (space-wizards#25249)

* Holosigns can be stored again

* TryComp to HasComp

---------

Co-authored-by: Plykiya <plykiya@protonmail.com>

* Death acidifier fix (space-wizards#25251)

* Automatic changelog update

* Clarify stripping logs (space-wizards#25190)

* Indicate whether pickpocketing is stealthy in logs, change :user to :actor, and clean up messages.

* Remove ugly whitespace

* Do the thing I should have done but didn't because I didn't want to think

* Fix spacing

* Fix disposals bins not automatically flushing after an object is inserted (space-wizards#25233)

Fix disposals bins not automatically flushing after an object is inserted.

Because of Spaghetti Code:tm:, AfterInsert() in DisposalUnitSystem still handles insertion itself. Except in all cases except drag/drop insert, the object is already inserted so this check fails and the remaining logic doesn't happen anymore. Fixed now.

* Sec & greysec jumpskirt fix (space-wizards#25269)

* "resprites" sec & greysec jumpskirts

* adjustments

* Automatic changelog update

* Reduce eshield hp (space-wizards#25258)

reduce eshield hp

* Automatic changelog update

* Artifact hemoglobin trigger now accepts all sentient blood types (space-wizards#25240)

* Artifact blood trigger now accepts all sentient blood types

* Update artifact-hints.ftl

* Update engine to v210.1.0 (space-wizards#25288)

* Made ghost.role_time a server modifiable only cvar (space-wizards#25292)

Fix

* Nuke fancification (space-wizards#25297)

Actually use more icon states for deployed/armed/about to explode

Also unlit layer.

Also examine text

* Automatic changelog update

* Change copper blood from ferrous to metallic (space-wizards#25217)

changed copper blood from ferrous to metallic

* Thindow glass dupe fix (space-wizards#25304)

smite glass dupe off the face of the planet

eww nasty dupe exploits blehh

* Automatic changelog update

* Kill Seperated Mindshield Icons (space-wizards#25303)

* Unghettoify mindshield icons

Adds support for layers in status icons, through the StatusIconLayer enum and the new "layer" datafield. Defaults to the Base layer where functionally remains unchanged.

* TG icon for shield

probably better than the shitty one I made in paint

* forgor meta.json

I forgor

* Emo review

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* MORE SUFFIXES (space-wizards#25314)

Co-authored-by: Jeff <velcroboy333@hotmail.com>

* Fix spawning glass shard for each glass sheet in stack (space-wizards#25308)

* fix: SpawnEntitiesBehavior now works with stacks

Fixed the issue of SpawnEntitiesBehavior not executing multiple times on
entities with stack conponent.

Fixes space-wizards#25287

* fix: reduced dictionary iterations

* Automatic changelog update

* Adds atmospherics access to the fire fighting door remote. Feels like… (space-wizards#25097)

Adds atmospherics access to the fire fighting door remote. Feels like an oversight for the atmos door remote to not have atmos access.

Co-authored-by: Plykiya <plykiya@protonmail.com>

* Automatic changelog update

* Re-organise main menu screen (space-wizards#25173)

- The dummy control of 2px size has annoyed me for almost 5 years.
- Why is it in the top-right.
- Why is the server address not labelled.

* Allow t-ray to penetrate carpets and puddles (space-wizards#25276)

* Allow t-ray to penetrate carpets and puddles

* handle edge cases

* Automatic changelog update

* Add sfx for writing on paper (space-wizards#25257)

* Initial commit

* Moved params to sound

* Removed type tag

* Removed null check

* Forced default

* Automatic changelog update

* New sprites for guidebooks (space-wizards#25232)

* added books to roles

* First pass

* removed yaml to split pull requests into resprite first, then giving the books to assistants

* new science

* Automatic changelog update

* LockVisualizer (space-wizards#25224)

* LockVisualizer

* Fix state

* Clean some code

* Make it component, fix tests fail

* Fix for StateUnlocked

Now it is possible to manually set the unlocked state and it will work!

* Optimize LockVisualizer, add check for unlocked state

* No todo I guess

* Solution precision fixes (space-wizards#25199)

* Add test for two chemistry issues

1. rounding issue with reaction processing when making chloral hydrate
2. reliable assert trip due to the ValidateSolution() heat capacity issue.

* Fix FixedPoint2 arithmetic

Fix internal floating point arithmetic in places where it could be avoided.

Fix incorrect rounding mode used in other places (it should always floor, like regular int arithmetic).

I had to add an explicit epsilon value for float -> FixedPoint2 because something like 1.05 is actually like 1.04999 and that'd cause it to be rounded down to 1.04.

This fixes reaction reagent processing in cases where the reagent inputs can't cleanly divide. Previously, when making 30u chloral hydrate by adding the chlorine in 10u increments you'd end up with 0.04 chlorine left over. This was caused by division in the reaction code rounding up in some cases. Changing division here to always round down fixes it.

* Attempt to fix heat capacity precision assert issues.

Fixes space-wizards#22126

First, we just increase the tolerance of the assert. It was way too low.

Second, actually put a cap on float drift from one-off _heatCapacity changes.

* Fix float -> FixedPoint2 epsilon for negative number, fix tests.

* Fix DamageableTest

* Oh yeah I need to call CleanReturnAsync

* Automatic changelog update

* WebP lobby images (space-wizards#25184)

* Allow webp in lobby background files

* Make lobby art webp images

Reduces folder from 10 MB to 2.5 MB without only slight quality loss.

* Update PutLobbyScreensHere.txt

* New lobby art : Blueprint (space-wizards#25179)

* add

* replace image with webp version

waiting on space-wizards#25184

* Automatic changelog update

* Diona Nymphs & Splitting (space-wizards#24630)

* Porting & implementation

* Fix two stupid errors

* Human not humans

* fix audio path

* Fix test fails & update cooldown

* Work on reviews & test fail

* Rework nymph organ system.

* Make the nymph organs nospawn.

* IsDeadIC

* Automatic changelog update

* reform cooldown 10 minutes (space-wizards#25328)

* Change plant clipping mechanics (space-wizards#25326)

Make seeds from clipped plants inherit the decreased health from parents.
Also require one growth stage before clipping.

* Automatic changelog update

* Fix nymphs being deleted immediatly after spawning (space-wizards#25344)

* nymphs now don't get deleted together with the body of the diona

* moved nymph system to server

* Automatic changelog update

* Fix: Grenades don't make trigger sound (space-wizards#25321)

* Fix: Grenades don't make trigger sound

* transform instead of trycomp transform

---------

Co-authored-by: Plykiya <plykiya@protonmail.com>

* fixed the specific if statement called when plant age is under 0 (space-wizards#25346)

* Save round information into replay_final.yml (space-wizards#23013)

* Save round information into the replay

* Add round end text too

* This is way better

* Get actual job

* oop

* OK THERE

* Fake line endings to make life easier

* I was told this yaml is legal

* I just realised this will make my life easier

* REVIEWS BABY IM A PROGRAMMER MOMMY

* Live pjb reaction

* Live pjb reaction 2

* Reviews 2

* Dont need this

* Please no more have mercy on my soul

* Oh frick

* Adds a massban flag to the admin flags (space-wizards#25327)

Adds a massban flag to the admin flags used on ss14 to ban large amounts of players rom a .tsv file

Co-authored-by: Geekyhobo <66805063+Ahlytlex@users.noreply.github.com>

* Automatic changelog update

* Fix missing line in nuke exploding sprite (space-wizards#25351)

I could've sworn I corrected this before committing but guess not ???

* Added Evidence Markers for the Detective! (space-wizards#25255)

* added evidence markers

* box tweak

* fixed a spelling mistake

* new sprites, tweaked yml too

* Add "tailed" hair (space-wizards#25216)

* add

* yes

* Clean up scars.yml and add a new chest scar (space-wizards#25215)

add

* Automatic changelog update

* Add new "OptionsVisualizer" (space-wizards#25128)

This is a visualizer somewhat similar to the Generic. It allows configuring appearance info based on specific CVars the user has set. This allows YAML to easily configure alternatives for accessibility CVars like reduced motion.

* Suffix spelling mistake on seed vendor (space-wizards#25352)

spelling error

* Update engine to v210.1.1 (space-wizards#25354)

Important fixes from the UI PR

* Stop wagging tails on crit (space-wizards#25323)

* Add Flammable Touch Reaction for liquid tritium

* Stop tail wagging action on crit

* Revert "Add Flammable Touch Reaction for liquid tritium"

This reverts commit 41be57b.

* Automatic changelog update

* EVA suit helmets now have (un)equip sounds (space-wizards#25349)

add (un)equip sounds to EVA helms

* Automatic changelog update

* Newton Cradle Fix + Addition to Bureaucracy Crate (space-wizards#25357)

fixes

makes the newton cradle not able to decimate ears while also adding it to the bureaucracy crate and lowering its volume and range a little bit

* Automatic changelog update

* Shadow anomaly respects "reduced motion" (space-wizards#25355)

Enabling "reduced motion" now makes the smoke effects not animate. This helps some people with vision issues.

* Fixed directional window durability (space-wizards#25259)

shit

* Very little cleanup (space-wizards#25364)

* atualiza locale

* arruma uns locales novos

---------

Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
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joshepvodka added a commit to TucanoStation/tucano-station-14 that referenced this pull request Feb 19, 2024
* predict egg cracking + refactor (space-wizards#25028)

* move stuff to server and some refactoring

* update spikables to not use triggering

* add Delete bool just incase

* a new egg

* mom can we have webedit. no, we have webedit at home

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Paper is now bad food (space-wizards#25065)

* allow building atmos devices on lattice or thindow tiles (space-wizards#25057)

do

* Remove tail wag emote text (space-wizards#25054)

Removed emote text

* Automatic changelog update

* Small t-ray scanner resprite (space-wizards#25047)

add

* Automatic changelog update

* Fix brig timer labels to displaying correctly. (space-wizards#25033)

* Fix brig timer labels to displaying correctly.

The TextScreenSystem was expecting a string, but the value inputted for
the label was an array of strings.

* Address nitpick

This should do the exact same thing but it is semantically clearer I guess.

* fix follow comannd help locale (space-wizards#25032)

* Automatic changelog update

* Fixes indestructible mop buckets (space-wizards#25001)

* destructible mop buckets

* remove wwod

* spacing

---------

Co-authored-by: doom <ghostrecon5123@gmail.com>

* Automatic changelog update

* Straw hat. (space-wizards#24997)

* Straw hat.

A craftable, flammable straw hat.

Thats it.

* seems to made it go in flames!

* Automatic changelog update

* Alphabetically sorted guidebook entries  (space-wizards#24963)

* - Renamed GetSortedRootEntries to GetSortedEntries and added child sorting logic
- Removed unessesary Tree.SetAllExpanded(true) call in RepopulateTree

* Adding back deleted setallexpanded call to check if test passes

---------

Co-authored-by: Your Name <you@example.com>

* Automatic changelog update

* atlas update (space-wizards#25071)

* atlas update

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* box update (space-wizards#25074)

* fland update (space-wizards#25075)

* marathon update (space-wizards#25076)

* meta update (space-wizards#25077)

* Syndicate key grammar fix (space-wizards#25085)

* Syndicate encryption key grammar fix

An encryption key used by... wait... Who is owner of this chip? > An encryption key used by... wait... Who is the owner of this chip?

* Syndicate key grammar fix

An encryption key used by... wait... Who is owner of this chip? > An encryption key used by... wait... Who is the owner of this chip?

* Fix hybridization seedless probability (space-wizards#25084)

Fix comparison

Hybrids (different plants being crossed) are supposed to have a high
chance of becoming seedless to balance overpowered plants.

However, a logic error in the comparison gave seedless to plants when
they were from the same seed (not hybrids) rather than the other way
around.

Reported by:    @genderGeometries

* Added Tourniquets to stop bleeds (space-wizards#23198)

* Fixed Error with RobustToolbox Edits. Removed the addition of secbelt tag from assault belt.

* Resprite of the monstrosity

* Resprite of the tourniquet NO LONGER PHALLUS SHAPED

* too bright, now darker and edgier

* Tourniquet resprite

* metajson yay

* Update Skelly Vs The Rev lobby art (space-wizards#25088)

Someone said the original was a bit low res
and I agreed.

This is a 1440p (from an 8k base image) rendition
of the same scene, with a new dramatic forced
perspective look, and generally cleaner art throughout.

Also now there's two mothroaches.

* Automatic changelog update

* Minor airlock assembly clean up (space-wizards#25073)

1

* Update README.md (space-wizards#25067)

* Update README.md

* emo review

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* prevent opening debug menus without perms (space-wizards#25091)

prevent people without permissions from opening the tile, entityspawn, or decal menus

* Remove battery from crew observation kit, fix description (space-wizards#25000)

-Remove battery from crew observation kit, fix description

* Laughin' Peas (space-wizards#25089)

* laughter

* make clownmobs bleed laughter

* laughin syrup and laughter recipe

* add laughin peas

* Automatic changelog update

* QM drip DLC (space-wizards#24477)

* New Drip for the QM

QM beret and QM formal uniform

* Asd

Asd

* Adds the new clothing to the uniform printer

what it says on the tin

* I always forget to update the copyright RAAAAAH

yup

* EMT Belt Part 2 (space-wizards#24289)

* add

* fix

* aaaa

* Flipped caps real (space-wizards#24961)

* Flipped caps real

* oops

* whoops

* flip not fold

* fix formatting

* cargosoft formatting

* Automatic changelog update

* Nerf Beanbags (space-wizards#24653)

Lowers beanbag damage from 55 stam to 30 stam

* Automatic changelog update

* Fix screenspace popups (space-wizards#24987)

* Fix screenspace popups

Never got around to it earlier but need to draw it above UI controls.

* Minor null change

* Automatic changelog update

* Fix crew manifest department bugs (space-wizards#24975)

* Automatic changelog update

* Changed door remote to trigger based on vision occlusion(space-wizards#25093)

Changed door remote to trigger based on vision occlusion rather than opaque collision targeting check. Ian's butt will no longer absorb your 5G signals.

Co-authored-by: Plykiya <plykiya@protonmail.com>

* GPS In Paramed Locker (space-wizards#25096)

GPS in paramed locker

* Remove 'travis scott day' from the game (space-wizards#25106)

* remove travis scott from the game

* KILL TRAVIS EVEN MORE

* Automatic changelog update

* Remove erroneous changelog (space-wizards#25107)

* fixed fland cargo shuttle not having tiny fans (sorry) (space-wizards#25095)

* Glass box for antique laser pistol (space-wizards#25104)

* glassbox

* fix

* Gibbing refactor (Per-part gibbing and giblet throwing!) (space-wizards#24989)

* Moving Gibbing rework out from medrefactor into it's own PR

* Re-enabled warning for missing gibbable on TryGibEntity

* Implemented better logic for gibbing failover and better logging

* Allowing audio params and drop scattering customization per component. Created UnGibbable organ base types and made brains ungibbable.
Removed delete brain from gibBody function. Artifact crusher does not destroy brains anymore. It only destroyed brains before not other organs which was wierd.

* Update Content.Shared/Body/Systems/SharedBodySystem.Body.cs

Fixing space for multiplication

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Added event raised when attempting to gib contained entities to allow modification of allowed and excluded container ids

* removing audioParams var from component (sound specifier includes it)

* Fixing signature

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Automatic changelog update

* Gibbing contents hotfix (space-wizards#25114)

Fixing gibbing contents not respecting Include/Exclude container lists. This is currently unused

* Predict two-way levers (space-wizards#25043)

* Predict two-way levers

Annoys me the rare occasions I touch cargo. Doesn't predict the signal but at least the lever responds immediately.

* space

* a

* Replace Romerol with Ambuzol in chemist guidebook (space-wizards#25108)

replace romerol with ambuzol

* Fix borgs being able to emag themselves (space-wizards#24748)

* Fix self emagging borgs

* Add popup on self emag failure.

* Ectoplasm is grindable into Necrosol (space-wizards#25053)

add

* Automatic changelog update

* Automatic changelog update

* Roundstart Food Service research (space-wizards#25046)

add

* Automatic changelog update

* Add option for character name colors in chat & move coloration to clientside (space-wizards#24625)

* Adds option to disable character names in chat/speechbubbles

* Moved the coloring of names to clientside

* Move string functions to SharedChatSystem to avoid duplicate code in SpeechBubble.cs

* Changed to be put under Accessibility section

* Cache CVar

* Automatic changelog update

* Update Credits (space-wizards#25115)

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>

* Replace fixed drink glasses with metamorphic versions (space-wizards#25134)

* Replaced fixed drink glasses with metamorphic versions

* Fine, no milkshake then

* ambuzol beef (space-wizards#25119)

* Automatic changelog update

* Shuttle floor resprite (space-wizards#25127)

* resprites shuttle tiles

* resprites shuttle floor tiles & adds grey/black shuttle tiles

* attributions.yml update

* Adding a period to an object description (space-wizards#25138)

Added a period to an object description.

Adds a period to silk's description. This is my first and last pull request.

* Door Remote Changelog Entry (space-wizards#25144)

I'm so dumb.

Co-authored-by: Plykiya <plykiya@protonmail.com>

* Automatic changelog update

* Lowered Ion Storm Reoccurence Delay to 20 (space-wizards#25135)

* Lowered reoccurencedelay to 45

* Lowered Further down to 20

* Re-added shivs to crafting menus (space-wizards#25094)

Added a recipe for crafting menu

* Automatic changelog update

* Color Tipped Ammo (space-wizards#25103)

* Tipped .35 ammo

* used layers instead of new sprites

* remove the useless old sprites

* changed the green slightly

* Automatic changelog update

* Add overlay decals for mini tiles and bricks (space-wizards#24949)

Add minitile and brick decals overlay

* Update Core (space-wizards#24862)

* add

* Update Resources/Textures/Parallaxes/attributions.yml

* sprite change

* address review

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Buyable Jani Trolley (space-wizards#25139)

Trolley

* Added display for amount of hits left in stun batons/stun prods. (space-wizards#25141)

Added display for amount of hits left in stun batons/stunprods.

Co-authored-by: Plykiya <plykiya@protonmail.com>

* Automatic changelog update

* autolatheable air tanks (space-wizards#25130)

* gastankening

* fix price

* Automatic changelog update

* Fix pointing arrow trajectory (space-wizards#25061)

Initial commit

* make linking logic gates 1000% better (space-wizards#25041)

* make door status use SendSignal

* LastSignals and logic, add ClearSignal api too

* make everything outputting a logic signal default to false

* refactor ops

* :trollface:

* :trollface:

* protoid for LastSignals

* oop

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Buff emergency toolbox fill (space-wizards#24225)

Resolves issue space-wizards#23059, for which the submitter wrote:

Emergency toolboxes contain a crowbar, two flashlights (sometimes one), two breath masks, and two chocolate. With the addition of water bottles to survival boxes and emergency nitrogen tanks, I think emergency toolboxes should be updated to include said water bottles and emergency tanks. Would make these just a little bit more useful. It feels weird they don't have oxygen tanks when they have two breath masks, and since water bottles are now commonplace it would be a good idea to put them in a place where emergency food is stored as well.

* Void jetpack resprite (space-wizards#25150)

add

* Automatic changelog update

* Allow configuring gen_build_info.py through environment variables (space-wizards#25162)

This makes the life of forks slightly easier by letting you pass an
environment variable instead of having to maintain this file yourself.

* Significantly nerf Deathnettles (space-wizards#25068)

* Balancing my beloved

Significantly nerfs deathnettles so botanists can't just take down jug's like it's no issue, we have guns, we should be using them

* Additional Balancing Changes.

* Losing my mind

* Automatic changelog update

* Fix spelling errors in mechs.yml (space-wizards#25168)

* fix showhealthbars perms (space-wizards#25157)

* Allow inspecting ID's and Health of people behind glass (space-wizards#25163)

Hops will love me

* Automatic changelog update

* Fix decal error spam (space-wizards#25172)

* Restore MonoOverlay (space-wizards#25170)

space-wizards#24949 nuked it.

* Automatic changelog update

* Added "wink" and "tearfully smiles" emotes + more cry emote variations (space-wizards#25129)

Added wink and tearfully smiles emote + more cries  variations

* Automatic changelog update

* Update submodule to 210.0.0 (space-wizards#25175)

* Update submodule to 210.0.0

* 210.0.1 instead, the previous one was broken

* 210.0.3 instead, the previous one was ALSO broken

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>

* The medical beret is real (space-wizards#25176)

* 1

* 2

* button is real.

* Automatic changelog update

* Fixed Tipped ammo not being Spent (space-wizards#25167)

Fix Tipped Ammo not being Spent

* Automatic changelog update

* Hoods and some chaplain's hats now hides hair (space-wizards#25142)

* Hoods now hide hair

* additional

plague hat and witch hat now hide hair

* fixing some tags in hats

* hoods tag fix

* Glassbox shatter resprite (space-wizards#25136)

* Automatic changelog update

* Random spontaneous cleanup PR (space-wizards#25131)

* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>

* Decrease the chemical cost of regen mesh and sutures and move them to their own file (space-wizards#24948)

* WHYWEREMEDSINMEALRECIPES

* 20chem

* didiforgettosavethis

* Split slime marking leg gradient (space-wizards#24928)

* Split slime marking leg gradient

* up markings to 4

* Automatic changelog update

* Require plants to be harvestable before sampling (space-wizards#24851)

* Add verbs to Open/Close Openable containers, and add optional seals (space-wizards#24780)

* Implement closing; add open/close verbs

* Add breakable seals

* Allow custom verb names; make condiment bottles closeable

* Remove pointless VV annotations and false defaults

* Split Sealable off into a new component

* Should have a Closed event too

* Oh hey, there are icons I could use

* Ternary operator

* Add support for seal visualizers

* Moved Sealable to Shared, added networking

* Replaced bottle_close1.ogg

* Automatic changelog update

* Shadow anomaly returns (space-wizards#24629)

* content

* add cat

* ambient

* I FORGOT HEARTS!

* fix ambient

* some fixes

* canCollide: false

* connect to damageable

* pi

* remove fx

* some fixes

* *sad bruh*

* hazed

* Update base_shadow.yml

* Automatic changelog update

* Microwave UX enhancements  (space-wizards#24547)

* Facelift Microwave UI

Includes new background light in UI, Uses predictive input, UI now properly disables buttons when microwave is active

* Microwave now shows Elapsed time

* Fixed bad formatting

* Added new term for "BottomMargin"

* Change yellow color

* Update StyleNano.cs

just spacing fixed

* Cook time countdown now detached from server


Instead of the server constantly sending out messages for the cook countdown, it is now predicted client side using TimeSpan

* Update MicrowaveMenu.xaml

forgot to re-add item space

* Automatic changelog update

* Additional damage visualisers (space-wizards#24618)

* brute

* add

* Anomaly Synchronizer + Signallers tweaks (space-wizards#24461)

* content

* nerf

* fix rsi

* Automatic changelog update

* saltern update (space-wizards#25182)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Allow players to run saveconfig command. (space-wizards#25200)

Benign client-side command.

* Revert "Allow configuring gen_build_info.py through environment variables" (space-wizards#25201)

Revert "Allow configuring gen_build_info.py through environment variables (#2…"

This reverts commit 163e6d2.

* Fax machines can print from text file (space-wizards#23262)

* added

* checks tweaking

* fixed what sloth wanted

* fixed?

* dialog diposing fix

* checks tweaking

* more changes

* dispose streamreader

* Update Content.Client/Fax/UI/FaxBoundUi.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/Fax/FaxSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* fix minor typo

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Automatic changelog update

* Vox names, species prototype cleanup, some cosmetic changes (space-wizards#24994)

* voxnames

* New generator parameters, names are more readable

* bunch of missing vox stuff

* more names

* sad

* Balanced ChemVend Stock (space-wizards#25207)

* Balanced ChemVend Stock

ChemVend needs more balanced stock for what actually gets used

* +1 Sugar

* Ranged Holosigns (space-wizards#25120)

* Changed holo signs to be ranged and used on click rather than Z.

* Updated comments

* Failed attempt at ignoring walls

* Getting rid of unused libraries

---------

Co-authored-by: Plykiya <plykiya@protonmail.com>

* Automatic changelog update

* Minor test fixes (space-wizards#25174)

Stuff that probably shoulda been wrapped ig but our test runner stinky.

* Add pun to diagnostic hud description (space-wizards#25209)

Seaborgium is element number 106 and is presumably what lets these glasses "see" "borgs".

* Add events for TemperatureProtection and PressureProtection (space-wizards#25165)

* Update criminal-records.ftl (space-wizards#25229)

* Adds always powered variants of colored lights (space-wizards#25185)

Co-authored-by: Jeff <velcroboy333@hotmail.com>

* Fixes silver bars being whole stacks (space-wizards#25239)

Co-authored-by: Jeff <velcroboy333@hotmail.com>

* Makes clumsy not delete guns (space-wizards#25243)

clumsy no longer deletes guns

Co-authored-by: Jessica M <jessica@maybe.sh>

* Predict Injector (syringes), cleanup (space-wizards#25235)

At least the mode/transfer amount logic. Actual transfer logic needs Bloodstream which I didn't wanna move into shared.

* Updated disabler to have suitStorage tag under slots. (space-wizards#25238)

* Automatic changelog update

* Updates to Origin (space-wizards#24908)

Replaced medical's HM console with a CM console, added janitor equipment closet

* Fix spawn priority persistence on reconnect and restart (space-wizards#25246)

Because of course I would forget one line

* Add French accent beret (space-wizards#21430)

* Allow thermomachines to exchange with air instead of inlet (space-wizards#25247)

Add purely atmospheric heat exchange to the gas thermomachine component (in preparation for space heaters).

* Fix: Holosigns can be stored again (space-wizards#25249)

* Holosigns can be stored again

* TryComp to HasComp

---------

Co-authored-by: Plykiya <plykiya@protonmail.com>

* Death acidifier fix (space-wizards#25251)

* Automatic changelog update

* Clarify stripping logs (space-wizards#25190)

* Indicate whether pickpocketing is stealthy in logs, change :user to :actor, and clean up messages.

* Remove ugly whitespace

* Do the thing I should have done but didn't because I didn't want to think

* Fix spacing

* Fix disposals bins not automatically flushing after an object is inserted (space-wizards#25233)

Fix disposals bins not automatically flushing after an object is inserted.

Because of Spaghetti Code:tm:, AfterInsert() in DisposalUnitSystem still handles insertion itself. Except in all cases except drag/drop insert, the object is already inserted so this check fails and the remaining logic doesn't happen anymore. Fixed now.

* Sec & greysec jumpskirt fix (space-wizards#25269)

* "resprites" sec & greysec jumpskirts

* adjustments

* Automatic changelog update

* Reduce eshield hp (space-wizards#25258)

reduce eshield hp

* Automatic changelog update

* Artifact hemoglobin trigger now accepts all sentient blood types (space-wizards#25240)

* Artifact blood trigger now accepts all sentient blood types

* Update artifact-hints.ftl

* Update engine to v210.1.0 (space-wizards#25288)

* Made ghost.role_time a server modifiable only cvar (space-wizards#25292)

Fix

* Nuke fancification (space-wizards#25297)

Actually use more icon states for deployed/armed/about to explode

Also unlit layer.

Also examine text

* Automatic changelog update

* Change copper blood from ferrous to metallic (space-wizards#25217)

changed copper blood from ferrous to metallic

* Thindow glass dupe fix (space-wizards#25304)

smite glass dupe off the face of the planet

eww nasty dupe exploits blehh

* Automatic changelog update

* Kill Seperated Mindshield Icons (space-wizards#25303)

* Unghettoify mindshield icons

Adds support for layers in status icons, through the StatusIconLayer enum and the new "layer" datafield. Defaults to the Base layer where functionally remains unchanged.

* TG icon for shield

probably better than the shitty one I made in paint

* forgor meta.json

I forgor

* Emo review

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* MORE SUFFIXES (space-wizards#25314)

Co-authored-by: Jeff <velcroboy333@hotmail.com>

* Fix spawning glass shard for each glass sheet in stack (space-wizards#25308)

* fix: SpawnEntitiesBehavior now works with stacks

Fixed the issue of SpawnEntitiesBehavior not executing multiple times on
entities with stack conponent.

Fixes space-wizards#25287

* fix: reduced dictionary iterations

* Automatic changelog update

* Adds atmospherics access to the fire fighting door remote. Feels like… (space-wizards#25097)

Adds atmospherics access to the fire fighting door remote. Feels like an oversight for the atmos door remote to not have atmos access.

Co-authored-by: Plykiya <plykiya@protonmail.com>

* Automatic changelog update

* Re-organise main menu screen (space-wizards#25173)

- The dummy control of 2px size has annoyed me for almost 5 years.
- Why is it in the top-right.
- Why is the server address not labelled.

* Allow t-ray to penetrate carpets and puddles (space-wizards#25276)

* Allow t-ray to penetrate carpets and puddles

* handle edge cases

* Automatic changelog update

* Add sfx for writing on paper (space-wizards#25257)

* Initial commit

* Moved params to sound

* Removed type tag

* Removed null check

* Forced default

* Automatic changelog update

* New sprites for guidebooks (space-wizards#25232)

* added books to roles

* First pass

* removed yaml to split pull requests into resprite first, then giving the books to assistants

* new science

* Automatic changelog update

* LockVisualizer (space-wizards#25224)

* LockVisualizer

* Fix state

* Clean some code

* Make it component, fix tests fail

* Fix for StateUnlocked

Now it is possible to manually set the unlocked state and it will work!

* Optimize LockVisualizer, add check for unlocked state

* No todo I guess

* Solution precision fixes (space-wizards#25199)

* Add test for two chemistry issues

1. rounding issue with reaction processing when making chloral hydrate
2. reliable assert trip due to the ValidateSolution() heat capacity issue.

* Fix FixedPoint2 arithmetic

Fix internal floating point arithmetic in places where it could be avoided.

Fix incorrect rounding mode used in other places (it should always floor, like regular int arithmetic).

I had to add an explicit epsilon value for float -> FixedPoint2 because something like 1.05 is actually like 1.04999 and that'd cause it to be rounded down to 1.04.

This fixes reaction reagent processing in cases where the reagent inputs can't cleanly divide. Previously, when making 30u chloral hydrate by adding the chlorine in 10u increments you'd end up with 0.04 chlorine left over. This was caused by division in the reaction code rounding up in some cases. Changing division here to always round down fixes it.

* Attempt to fix heat capacity precision assert issues.

Fixes space-wizards#22126

First, we just increase the tolerance of the assert. It was way too low.

Second, actually put a cap on float drift from one-off _heatCapacity changes.

* Fix float -> FixedPoint2 epsilon for negative number, fix tests.

* Fix DamageableTest

* Oh yeah I need to call CleanReturnAsync

* Automatic changelog update

* WebP lobby images (space-wizards#25184)

* Allow webp in lobby background files

* Make lobby art webp images

Reduces folder from 10 MB to 2.5 MB without only slight quality loss.

* Update PutLobbyScreensHere.txt

* New lobby art : Blueprint (space-wizards#25179)

* add

* replace image with webp version

waiting on space-wizards#25184

* Automatic changelog update

* Diona Nymphs & Splitting (space-wizards#24630)

* Porting & implementation

* Fix two stupid errors

* Human not humans

* fix audio path

* Fix test fails & update cooldown

* Work on reviews & test fail

* Rework nymph organ system.

* Make the nymph organs nospawn.

* IsDeadIC

* Automatic changelog update

* reform cooldown 10 minutes (space-wizards#25328)

* Change plant clipping mechanics (space-wizards#25326)

Make seeds from clipped plants inherit the decreased health from parents.
Also require one growth stage before clipping.

* Automatic changelog update

* Fix nymphs being deleted immediatly after spawning (space-wizards#25344)

* nymphs now don't get deleted together with the body of the diona

* moved nymph system to server

* Automatic changelog update

* Fix: Grenades don't make trigger sound (space-wizards#25321)

* Fix: Grenades don't make trigger sound

* transform instead of trycomp transform

---------

Co-authored-by: Plykiya <plykiya@protonmail.com>

* fixed the specific if statement called when plant age is under 0 (space-wizards#25346)

* Save round information into replay_final.yml (space-wizards#23013)

* Save round information into the replay

* Add round end text too

* This is way better

* Get actual job

* oop

* OK THERE

* Fake line endings to make life easier

* I was told this yaml is legal

* I just realised this will make my life easier

* REVIEWS BABY IM A PROGRAMMER MOMMY

* Live pjb reaction

* Live pjb reaction 2

* Reviews 2

* Dont need this

* Please no more have mercy on my soul

* Oh frick

* Adds a massban flag to the admin flags (space-wizards#25327)

Adds a massban flag to the admin flags used on ss14 to ban large amounts of players rom a .tsv file

Co-authored-by: Geekyhobo <66805063+Ahlytlex@users.noreply.github.com>

* Automatic changelog update

* Fix missing line in nuke exploding sprite (space-wizards#25351)

I could've sworn I corrected this before committing but guess not ???

* Added Evidence Markers for the Detective! (space-wizards#25255)

* added evidence markers

* box tweak

* fixed a spelling mistake

* new sprites, tweaked yml too

* Add "tailed" hair (space-wizards#25216)

* add

* yes

* Clean up scars.yml and add a new chest scar (space-wizards#25215)

add

* Automatic changelog update

* Add new "OptionsVisualizer" (space-wizards#25128)

This is a visualizer somewhat similar to the Generic. It allows configuring appearance info based on specific CVars the user has set. This allows YAML to easily configure alternatives for accessibility CVars like reduced motion.

* Suffix spelling mistake on seed vendor (space-wizards#25352)

spelling error

* Update engine to v210.1.1 (space-wizards#25354)

Important fixes from the UI PR

* Stop wagging tails on crit (space-wizards#25323)

* Add Flammable Touch Reaction for liquid tritium

* Stop tail wagging action on crit

* Revert "Add Flammable Touch Reaction for liquid tritium"

This reverts commit 41be57b.

* Automatic changelog update

* EVA suit helmets now have (un)equip sounds (space-wizards#25349)

add (un)equip sounds to EVA helms

* Automatic changelog update

* Newton Cradle Fix + Addition to Bureaucracy Crate (space-wizards#25357)

fixes

makes the newton cradle not able to decimate ears while also adding it to the bureaucracy crate and lowering its volume and range a little bit

* Automatic changelog update

* Shadow anomaly respects "reduced motion" (space-wizards#25355)

Enabling "reduced motion" now makes the smoke effects not animate. This helps some people with vision issues.

* Fixed directional window durability (space-wizards#25259)

shit

* Very little cleanup (space-wizards#25364)

---------

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TheArturZh added a commit to TheArturZh/space-station-14 that referenced this pull request Feb 22, 2024
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