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Changes2 - #77
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* Adds the ESAR-550 * Tag and parent fixes * This could be it! * Locker Replacement * Linter appeasement
Remove some stuff deleting people also FCNC duped thing by accident
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RSI Diff Bot; head commit 82d03cb merging into edb3f9c Resources/Textures/Mobs/Silicon/Chassis/engineering/antique.rsi
Resources/Textures/Mobs/Silicon/Chassis/engineering/cricket.rsi
Resources/Textures/Mobs/Silicon/Chassis/engineering/generic.rsi
Resources/Textures/Mobs/Silicon/Chassis/engineering/noble.rsi
Resources/Textures/Mobs/Silicon/Chassis/generic/default.rsi
Resources/Textures/Mobs/Silicon/Chassis/generic/droid.rsi
Resources/Textures/Mobs/Silicon/Chassis/generic/generic.rsi
Resources/Textures/Mobs/Silicon/Chassis/generic/noble.rsi
Resources/Textures/Mobs/Silicon/Chassis/janitor/cricket.rsi
Resources/Textures/Mobs/Silicon/Chassis/janitor/generic.rsi
Resources/Textures/Mobs/Silicon/Chassis/janitor/mopbot.rsi
Resources/Textures/Mobs/Silicon/Chassis/janitor/noble.rsi
Resources/Textures/Mobs/Silicon/Chassis/janitor/standard.rsi
Resources/Textures/Mobs/Silicon/Chassis/medical/cricket.rsi
Resources/Textures/Mobs/Silicon/Chassis/medical/droid.rsi
Resources/Textures/Mobs/Silicon/Chassis/medical/generic.rsi
Resources/Textures/Mobs/Silicon/Chassis/medical/needles.rsi
Resources/Textures/Mobs/Silicon/Chassis/medical/noble.rsi
Resources/Textures/Mobs/Silicon/Chassis/medical/standard.rsi
Resources/Textures/Mobs/Silicon/Chassis/mining/cricket.rsi
Resources/Textures/Mobs/Silicon/Chassis/mining/droid.rsi
Resources/Textures/Mobs/Silicon/Chassis/mining/generic.rsi
Resources/Textures/Mobs/Silicon/Chassis/mining/noble.rsi
Resources/Textures/Mobs/Silicon/Chassis/mining/standard.rsi
Resources/Textures/Mobs/Silicon/Chassis/service/brobot.rsi
Resources/Textures/Mobs/Silicon/Chassis/service/cricket.rsi
Resources/Textures/Mobs/Silicon/Chassis/service/default.rsi
Resources/Textures/Mobs/Silicon/Chassis/service/generic.rsi
Resources/Textures/Mobs/Silicon/Chassis/service/maximillion.rsi
Resources/Textures/Mobs/Silicon/Chassis/service/noble.rsi
Resources/Textures/Mobs/Silicon/Chassis/service/standard.rsi
Resources/Textures/Mobs/Silicon/Chassis/service/waitress.rsi
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* Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * added 25 new swords * Added textures for blades, balance changes * Improved balance and textures
* Borg type switching. (#32586) * Borg type switching. This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything. New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis. These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI. The modules that each borg type starts with: * Generic: tools * Engineering: advanced tools, construction, RCD, cable * Salvage: Grappling gun, appraisal, mining * Janitor: cleaning, light replacer * Medical: treatment * Service: music, service, clowning Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5. Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire. The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs. Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those. The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future. There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code. * Fix sandbox failure due to collection expression. * Module tweak Fix salvage borg modules still having research/lathe recipes Engie borg has regular tool module, not advanced. * Fix inventory system breakage * Fix migrations Some things were missing * Guidebook rewordings & review * MinWidth on confirm selection button * Borg type switching. (#32586) * Borg type switching. This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything. New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis. These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI. The modules that each borg type starts with: * Generic: tools * Engineering: advanced tools, construction, RCD, cable * Salvage: Grappling gun, appraisal, mining * Janitor: cleaning, light replacer * Medical: treatment * Service: music, service, clowning Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5. Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire. The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs. Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those. The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future. There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code. * Fix sandbox failure due to collection expression. * Module tweak Fix salvage borg modules still having research/lathe recipes Engie borg has regular tool module, not advanced. * Fix inventory system breakage * Fix migrations Some things were missing * Guidebook rewordings & review * MinWidth on confirm selection button * Guh messed up the ID... * Merge pull request #1804 from Road-Train/borg-subtypes porting AL borg subtypes * commenting as of yet unused tags. * Merge pull request #1383 from ss14Starlight/borg-rsi-fixes Borg rsi fixes * port subtypes * Merge pull request #1961 from R3v3l4t1on/change-default-borg-chassis Swapping default borg chassis * Merge pull request #1961 from R3v3l4t1on/change-default-borg-chassis Swapping default borg chassis * Customization should be free! * Remove pricing logic because I can't be arsed to fix it for 1 sprite and the system is kinda stupid anyway. * BEGONE ENT * Fixing several sprite paths and PROPERLY applying the restoration of the OG borg frames. * Tallborg sprites (Not yet added to the subtypes) * Delete the AL port due to possible licensing issues * Add the CD version of the system instead. My sanity is at ease. * Leftover changes. * Another one! Guuuuh * Gonna kill myself with all these fucking typos * Why the fuck will this just not work... * I am genuinely lost for why this is not working. * Fairly sure I've fucked up SEVERAL rsi's but... I just want this shit to work man... * WHYYYYY JUST WORK GOD DAMN IT * SERVER LAUNCHES, SELECTING A BORG CRASHES IT. BUT BY GOD. IT'S PROGRESS. * VICTORY!!!!! * Duplication moment Just 1 linter fail? Surely not * Fixing RSI's of several borgs so they work properly. * Borgs use labels instead of tooltips since it is more convenient (need to adjust the location though). Also fixed medical standard not using an .rsi (and updated ID's to match the SL convention) * refactor ChassisSpriteSelection.xaml.cs - Remove code duplication by changing CreateDefaultSubtypeButton into CreateSubtypeButton which can create both the default and other buttons. Also hopefully fixed the labels being slapped RIGHT on top of the borg sprites? * Further refactoring: Pass only the subprototype instead of the entire action. * UI works... several of the borgs are a tad broken though time to look into that. * Removed unnecesary subtype mentions from the FTL file, hopefully fixed all the broken dummy protos. * Yeah no I am not redoing all of the quadborgs as well. That's a future me problem. * Fixing ID's. * Fixed engi quadborg accepting arms, reinstated all the borg legs/torso/heads so quadborgs can still be built. To be removed when quadborgs become switchable. * Reinstated the removed modules, but moved them to be craftable at base so quads don't get cucked. * Whoops forgot to re-parent the heads. * Tags moment. * Split the Civilian folder into Jani/Service. Also, prototyped all the Tallborgs. * FUCKASS TYPOS * I swear I can't read BUT THIS TIME I'VE GOT IT. * I swear I have eyes. I just. Can't seem to use them. --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: Matthew Herber <32679887+Happyrobot33@users.noreply.github.com> Co-authored-by: Rinary <rinary.super@gmail.com>
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