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Merge branch 'master-ru' of https://gitlab.workbench.network/Workbench-Team/space-station-14 into arumoon-server
# Conflicts: # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs # Content.Shared/Access/Systems/AccessReaderSystem.cs # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/tattoos.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks-cartons.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/Containers/tin.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/snacks.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Structures/Holographic/projections.yml # Resources/Textures/Clothing/Uniforms/Jumpsuit/security.rsi/meta.json # Resources/Textures/Structures/Machines/smartfridge.rsi/meta.json # Resources/Textures/Structures/Machines/smartfridge.rsi/panel.png
2 parents b65f17e + e909648 commit b63734d

709 files changed

Lines changed: 66825 additions & 11214 deletions

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.github/CODEOWNERS

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/Resources/ServerInfo/ @crazybrain23
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/Resources/ServerInfo/Guidebook/ServerRules/ @crazybrain23
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/Resources/Prototypes/Maps/** @Emisse @ArtisticRoomba
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/Resources/Maps/** @Emisse @ArtisticRoomba
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/Resources/Prototypes/Maps/** @Emisse @ArtisticRoomba @spanky-spanky
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/Resources/Maps/** @Emisse @ArtisticRoomba @spanky-spanky
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/Resources/Prototypes/Body/ @DrSmugleaf # suffering
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/Resources/Prototypes/Entities/Mobs/Player/ @DrSmugleaf

.github/workflows/publish-testing.yml

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@@ -34,7 +34,7 @@ jobs:
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run: dotnet build Content.Packaging --configuration Release --no-restore /m
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- name: Package server
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run: dotnet run --project Content.Packaging server --platform win-x64 --platform win-arm64 --platform linux-x64 --platform linux-arm64 --platform osx-x64 --platform-osx-arm64
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run: dotnet run --project Content.Packaging server --platform win-x64 --platform win-arm64 --platform linux-x64 --platform linux-arm64 --platform osx-x64 --platform osx-arm64
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- name: Package client
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run: dotnet run --project Content.Packaging client --no-wipe-release

.github/workflows/publish.yml

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@@ -41,7 +41,7 @@ jobs:
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run: dotnet build Content.Packaging --configuration Release --no-restore /m
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- name: Package server
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run: dotnet run --project Content.Packaging server --platform win-x64 --platform win-arm64 --platform linux-x64 --platform linux-arm64 --platform osx-x64 --platform-osx-arm64
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run: dotnet run --project Content.Packaging server --platform win-x64 --platform win-arm64 --platform linux-x64 --platform linux-arm64 --platform osx-x64 --platform osx-arm64
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- name: Package client
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run: dotnet run --project Content.Packaging client --no-wipe-release

.github/workflows/test-packaging.yml

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@@ -60,7 +60,7 @@ jobs:
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run: dotnet build Content.Packaging --configuration Release --no-restore /m
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- name: Package server
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run: dotnet run --project Content.Packaging server --platform win-x64 --platform linux-x64 --platform osx-x64 --platform linux-arm64
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run: dotnet run --project Content.Packaging server --platform win-x64 --platform win-arm64 --platform linux-x64 --platform linux-arm64 --platform osx-x64 --platform osx-arm64
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- name: Package client
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run: dotnet run --project Content.Packaging client --no-wipe-release

Content.Client/Access/UI/AccessOverriderWindow.xaml.cs

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@@ -29,7 +29,7 @@ public void SetAccessLevels(IPrototypeManager protoManager, List<ProtoId<AccessL
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foreach (var access in accessLevels)
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{
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if (!protoManager.TryIndex(access, out var accessLevel))
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if (!protoManager.Resolve(access, out var accessLevel))
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{
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continue;
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}

Content.Client/Access/UI/GroupedAccessLevelChecklist.xaml.cs

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@@ -57,21 +57,21 @@ private void ArrangeAccessControls()
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foreach (var accessGroup in _accessGroups)
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{
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if (!_protoManager.TryIndex(accessGroup, out var accessGroupProto))
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if (!_protoManager.Resolve(accessGroup, out var accessGroupProto))
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continue;
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_groupedAccessLevels.Add(accessGroupProto, new());
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}
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// Ensure that the 'general' access group is added to handle
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// misc. access levels that aren't associated with any group
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if (_protoManager.TryIndex(GeneralAccessGroup, out var generalAccessProto))
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if (_protoManager.Resolve(GeneralAccessGroup, out var generalAccessProto))
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_groupedAccessLevels.TryAdd(generalAccessProto, new());
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// Assign known access levels with their associated groups
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foreach (var accessLevel in _accessLevels)
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{
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if (!_protoManager.TryIndex(accessLevel, out var accessLevelProto))
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if (!_protoManager.Resolve(accessLevel, out var accessLevelProto))
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continue;
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var assigned = false;

Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs

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@@ -4,6 +4,7 @@
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using Content.Shared.CCVar;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.CrewManifest;
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using Content.Shared.Roles;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using static Content.Shared.Access.Components.IdCardConsoleComponent;
@@ -74,7 +75,7 @@ protected override void UpdateState(BoundUserInterfaceState state)
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_window?.UpdateState(castState);
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}
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public void SubmitData(string newFullName, string newJobTitle, List<ProtoId<AccessLevelPrototype>> newAccessList, string newJobPrototype)
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public void SubmitData(string newFullName, string newJobTitle, List<ProtoId<AccessLevelPrototype>> newAccessList, ProtoId<JobPrototype> newJobPrototype)
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{
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if (newFullName.Length > _maxNameLength)
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newFullName = newFullName[.._maxNameLength];

Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs

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@@ -123,7 +123,7 @@ private void SelectJobPreset(OptionButton.ItemSelectedEventArgs args)
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foreach (var group in job.AccessGroups)
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{
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if (!_prototypeManager.TryIndex(group, out AccessGroupPrototype? groupPrototype))
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if (!_prototypeManager.Resolve(group, out AccessGroupPrototype? groupPrototype))
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{
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continue;
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}

Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs

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@@ -316,8 +316,9 @@ private void AddRoleCheckbox(string group, string role, GridContainer roleGroupI
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};
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// This is adding the icon before the role name
319-
// Yeah, this is sus, but having to split the functions up and stuff is worse imo.
320-
if (_protoMan.TryIndex<JobPrototype>(role, out var jobPrototype) && _protoMan.TryIndex(jobPrototype.Icon, out var iconProto))
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// TODO: This should not be using raw strings for prototypes as it means it won't be validated at all.
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// I know the ban manager is doing the same thing, but that should not leak into UI code.
321+
if (_protoMan.TryIndex<JobPrototype>(role, out var jobPrototype) && _protoMan.Resolve(jobPrototype.Icon, out var iconProto))
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{
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var jobIconTexture = new TextureRect
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{

Content.Client/Atmos/AlignAtmosPipeLayers.cs

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@@ -134,7 +134,7 @@ private void UpdateHijackedPlacer(AtmosPipeLayer layer, ScreenCoordinates mouseS
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var newProtoId = altPrototypes[(int)layer];
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if (!_protoManager.TryIndex(newProtoId, out var newProto))
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if (!_protoManager.Resolve(newProtoId, out var newProto))
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return;
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if (newProto.Type != ConstructionType.Structure)

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