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Upstream sync #601
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Merged
Upstream sync #601
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Co-authored-by: poeMota <[email protected]>
Co-authored-by: lzk <[email protected]>
* Add dock device link port * SpawnAndDeleteAllEntitiesInTheSameSpot moment * The fuck is TryStopNukeOpsFromConstantlyFailing?? Do we have a new test that can randomly fail?
just a week away
Missed one translation
* chilled * external
# Conflicts: # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MobsterAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Resources/Audio/Announcements/attributions.yml # Resources/Prototypes/Accents/word_replacements.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Maps/train.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Textures/Objects/Consumable/Drinks/energy_drink.rsi/icon.png # Resources/Textures/Objects/Consumable/Drinks/energy_drink.rsi/icon_open.png
… ensureSolution!) (#27478) * Added warning to tryGetSolution, moved SolutionContainer code to shared - Added an optional warning (false by default) to print an error if a solution is missing when using tryGetSolution methods - Moved ensuring solution containers to shared, left the old method stubs for compatability and marked them as obsolete. * Update SharedSolutionContainerSystem.cs * Update SharedSolutionContainerSystem.cs * Update SolutionContainerSystem.cs * Update SharedSolutionContainerSystem.cs * Fixing ensuring chem solutions always returning false on client - ensuring chem solutions will only return false on the client if it is waiting for a server solutionEntity to be synced * Added concentration helpers * fix whitespace
* Add ghost role raffles * GRR: Fix dialogue sizing, fix merge * GRR: Add raffle deciders (winner picker) * GRR: Make settings prototype based with option to override * GRR: Use Raffles folder and namespace * GRR: DataFieldify and TimeSpanify * GRR: Don't actually DataFieldify HashSet<ICommonSession>s * GRR: add GetGhostRoleCount() + docs * update engine on branch * Ghost role raffles: docs, fix window size, cleanup, etc * GRR: Admin UI * GRR: Admin UI: Display initial/max/ext of selected raffle settings proto * GRR: Make a ton of roles raffled
* non-displacement-mappable vox sprites part 2 * fixes * more fixes * a * more para sprites + ntrsa voidhelm * no more clown...
First bug: if an error occured during pref loading code, it would fail. If the person then readied up, it would likely cause the round to fail to start. Why could they ready up? The code only checks that the prefs finished loading, not that they finished loading *successfully*. Whoops. Anyways, now people get kicked if their prefs fail to load. And I improved the error handling. Second bug: if a user disconnected while their prefs were loading, it would cause an exception. This exception would go unobserved on lobby servers or raise through gameticker on non-lobby servers. This happened even on a live server once and then triggered the first bug, but idk how. Fixed this by properly plumbing through cancellation into the preferences loading code. The stuff is now cancelled properly. Third bug: if somebody has a loadout item with a playtime requirement active, load-time sanitization of player prefs could run into a race condition because the sanitization can happen *before* play time was loaded. Fixed by moving pref sanitizations to a later stage in the load process.
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Labels
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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