200 Commits

Author SHA1 Message Date
Gersoon
97d1ad3dde AlmagestV3 First update (#1088)
* AutoEquip+redEdit

* guns+projectile+equip for red

* rsi fix

* +blue

* review suggestion

* startingGear + deleteSpawnOnGamerule

* DeleteSpawnOnGamerule + map

* +magboots for marine

---------

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
2026-03-22 14:30:39 +02:00
Spatison
26f154af10 fix wizmerge 2026-02-13 19:57:34 +03:00
Sigil
5b71366fe7 Added a component that lets ranged weapons make melee attacks. (#29484)
(cherry picked from commit 3ce81d35be92273a71d638d3cbc621a5d58d35c2)
2026-02-13 19:02:06 +03:00
themias
cf9435ea93 Fix thrust animation rotation (#34713)
* Fix thrust animation rotation

* directly update sprite instead

(cherry picked from commit 8a12017cfd750b50ca8e2c9ab2755ffb1c452b73)
2026-02-13 18:31:26 +03:00
Kyle Tyo
7c43cbdaad Replace obsolete FromMap calls with ToCoordinates (#35304)
(cherry picked from commit c8dce26dbbb8af7a431bb31ebe6f29d1b3aa6a24)
2026-02-07 20:39:51 +03:00
vanx
c318667385 [Fix] Melee Lunge Animation (#960)
found it !!!!!!!!!!!!!!

Co-authored-by: vanx <vanxxxx@discord>
2025-12-28 01:00:22 +03:00
Leon Friedrich
b585af487d Fix hitscan visuals (#34515)
* Fix hitscan visuals

* remove unnecessary changes

* rename `mapDirection`

(cherry picked from commit ca9479fe697a3bd0877111383bb5faca9c5ba4fd)
2025-10-04 12:50:51 +03:00
SlamBamActionman
52eb369c33 Fix hitting through directional windows (and more!) (#34793)
(cherry picked from commit f25720124ab5fe63a4389af74f67c9d430ae2294)
2025-09-20 20:34:16 +03:00
Spatison
462ecb429e [Tweak] Hud UI (#834)
* combat mode ui

* movement ui

* some fix

* fix

* more fix

* fix
2025-09-13 17:38:24 +03:00
RedFoxIV
ba7630aaa7 [tweak] overcooked attempt 2 (#776)
* SUPER

* HOT

* ok it runs

* please work

* test

* tteesstt

* забыл

* fugg

* reword
2025-08-17 00:22:20 +03:00
RedBurningPhoenix
3b88595aa9 [Fix] Boxes/magazine's examine. And UseButton for extract. (#673)
* Fix examine and Z button

* okay?
2025-07-23 10:28:35 +10:00
Spatison
9854f225cf fix upstream: part 1 2025-07-21 20:45:10 +10:00
Plykiya
aaeda1b538 Replace xform.WorldPosition with xformSystem method for Setting/Getting (#30029)
* GET WORLD POSITON, ROTATION

* Missing parentheses

* ui system depndency

* the issue

* Unused

* Let the function do the transform

---------

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

(cherry picked from commit a87efd7d0157a0c4074e639b1da923f5c335f663)
2025-07-14 14:23:40 +10:00
DrSmugleaf
941e2da878 Fix the client not passing the weapon to can attack checks (#28040)
(cherry picked from commit c94751f2d2c0d3951d1252d2c3955b01cedb543e)
2025-07-14 14:04:28 +10:00
VMSolidus
4ca5bf2131 Weapon Range Fixes (#2442)
My previous code for melee weapon range modifiers was missing, this PR
restores and adds actual functionality for weapon range modifiers in all
instances of weapon range, as well as adds specific range modifiers for
light attack and disarm attack.

🆑
- fix: Fixed melee weapons "Bonus range for heavy attacks" not
functioning correctly.
- add: Added support for melee weapons having bonus range on disarms or
light attacks.
2025-07-12 02:16:34 +10:00
Leon Friedrich
7c9cb44466 Use non-generic TryComp() for metadata & transform (#28133) 2025-07-12 01:13:23 +10:00
RedFoxIV
0536fc8645 Fuselage rust stage 2 (#629)
* the definition of insanity

* the definition of insanity

* the definition of insanity

* we have hullrot at home

* maybe the real hullrot was the friends we made along the way

* john hullrot

* i am going to hullroooooot

* it's hullrotver

* we're so hullback

* we're rotting the hull with this one

* hullmerge

* the hullrot is leaking

* never gonna rot you up

* hullfresh

* john starsector

* god i wish we had grid collision damage

* you can tell I am very tired because I stopped forcing a hullrot joke into every commit message

* hr

* this is a surprise sprite that will help us later

* motherfucker

* i have nothing good to say

* still nothing

* brb

* random letter random letter random letter dash random number random number random number

* ass

* blast

* ffs

* fcuk

* RE: ffs

* RE: RE: ffs

* гнида жестяная

* continue

* i hate tests

* i love tests

* slide to the right

* i hate tests again

* what the fuck

* ты шиз?

* ??

* bbgun
2025-06-28 11:31:07 +03:00
Spatison
54086988e3 Mass clean up (#587)
* mass clean up

(cherry picked from commit 12bb873b02c1ef50e20763542b030452cc0613da)

* Revert "Centrifuge buff (#393)"

This reverts commit 2a59a18230.

(cherry picked from commit 9ee495ab4bb365e1ccd3dc627ecb55114fea6944)

* Shoving merge conflict

* fix rich traitor

* fix test

* yml

* fix test

* fix test

* ohh
2025-06-16 20:35:48 +03:00
RedFoxIV
af21168537 Fuselage rust (#551)
* the definition of insanity

* the definition of insanity

* the definition of insanity

* we have hullrot at home

* maybe the real hullrot was the friends we made along the way

* john hullrot

* i am going to hullroooooot

* it's hullrotver

* we're so hullback

* we're rotting the hull with this one

* hullmerge

* the hullrot is leaking

* never gonna rot you up

* hullfresh

* john starsector

* god i wish we had grid collision damage
2025-06-11 11:04:48 +03:00
Remuchi
2bbaaafd67 [Fix] Fixed laser's regulator lamp's visualizer (#530)
* Reapply "[Fix] Regulator Lamp Visuals" (#523)

This reverts commit 5337022158.

* Reapply "[Fix] Regular Lamp Layers" (#522)"

This reverts commit 2ebf5e18

* fix: fixed lamp layers

* style: styled overheat systems

* fix: fixed advanced regulator lamp layers
2025-05-28 15:38:18 +03:00
Spatison
7d72b86d19 Reapply "Hot reload 2: Electric Boogaloo" (#524) (#525)
* Reapply "Hot reload 2: Electric Boogaloo" (#524)

This reverts commit d856b8e7a0.

(cherry picked from commit c02e513f4f26877f2fc69478a0701ab9e751d603)

* blya

(cherry picked from commit 777edbfbd9ef560c511505e4811d1d59ce4c81ee)
2025-05-27 14:02:22 +03:00
DVONIKS
d856b8e7a0 Revert "Hot reload 2: Electric Boogaloo" (#524)
Revert "Hot reload 2: Electric Boogaloo (#518)"

This reverts commit 2fd1dd9a51.
2025-05-27 13:50:09 +03:00
RedFoxIV
2fd1dd9a51 Hot reload 2: Electric Boogaloo (#518)
* What have i become?

My sweetest metagang

* Everyone i know disconnects

In the end

* And you could have it all

My repo of dirt

* I will let you down

I will make you hurt

* I wear this crown of commits

Upon my liar's branch

* Full of broken code

I cannot compile

* Beneath the stains of time

The comments disappear

* You are someone else

I'm still down here

* What have I become?

My sweetest metafriend

* Everyone i know gets perma'd

In the end

* And you could have it all

My broken repo

* I will let you down

I will get you banned

* If i could start again

A million servers away

* I would keep myself

I would find a way

* ...

* . . .

* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

* какая удобная фича

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

* .  .  .

* mnda

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

* Apply suggestions from code review

* Apply suggestions from code review

---------

Co-authored-by: Boevi4ok <156510964+89Eblan@users.noreply.github.com>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
2025-05-27 00:56:11 +03:00
DVONIKS
8eed4ab003 Revert "Hot reload" (#517)
Revert "Hot reload (#500)"

This reverts commit c754a645d7.
2025-05-25 18:16:04 +03:00
RedFoxIV
c754a645d7 Hot reload (#500)
* What have i become?

My sweetest metagang

* Everyone i know disconnects

In the end

* And you could have it all

My repo of dirt

* I will let you down

I will make you hurt

* I wear this crown of commits

Upon my liar's branch

* Full of broken code

I cannot compile

* Beneath the stains of time

The comments disappear

* You are someone else

I'm still down here

* What have I become?

My sweetest metafriend

* Everyone i know gets perma'd

In the end

* And you could have it all

My broken repo

* I will let you down

I will get you banned

* If i could start again

A million servers away

* I would keep myself

I would find a way

* ...

* . . .

* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

* какая удобная фича

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

* .  .  .

* mnda

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

* Apply suggestions from code review

* Apply suggestions from code review

---------

Co-authored-by: Boevi4ok <156510964+89Eblan@users.noreply.github.com>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
2025-05-25 02:26:27 +03:00
Remuchi
1e363c7346 Revert "Merge pull request #462 from WWhiteDreamProject/revert-460-upstream"
This reverts commit 092dba42e5, reversing
changes made to e6315c2320.
2025-04-20 11:15:45 +07:00
DVONIKS
6c19771020 Revert "Upstream 04.04-18.04" 2025-04-20 06:34:09 +03:00
VMSolidus
a040f93ced More Gun Reworks: Manual Action Edition (#2165)
# Description

This PR is yet another step on an ongoing set of refactors for guns.
This restores the functionality for weapons to operate as "Manually
Cycled", IE: Bolt Action or Pump Action. I've also fixed some older bugs
related to firearms, such as manually loading cartridges not updating
the ammo display, and manually cycling the gun not ejecting the
cartridge. And even further, fixing instances where guns would fail to
correctly eject cartridges using ejection force variables set by the gun
itself.

There's also some other small balancing changes to other guns that make
use of the DamageModifier datafield added in my previous rework. Namely
the Cobra and Mosin both use this datafield now. The .25 cartridge has
had its damage reduced to 15 per shot(from 19), so that it is properly
smaller than the .35 cartridge. This is largely to address issues of the
FPA-90 and R25 rifles being kinda overpowered in their damage output. To
keep this nerf from affecting the Cobra however, the Cobra has picked up
an innate damage modifier that restores it to the original damage
output.

The Mosin's been rebalanced around its hunting rifle powerhouse
aesthetic, it has a beefy damage modifier that brings it up to 42 damage
per shot. This is acting as a fun tradeoff for it having only a 5 round
internal magazine, and being changed to a bolt action weapon. It's still
insanely cheap, to a point a traitor or a head revolutionary can afford
40 of them. This 42 damage calculation is specifically set such that you
can consistently drop "wound into crit" unarmored crew in 2 shots (84+
HEAVY bleed will drop them consistently), while shooting security
requires the full 5 rounds.

The general gist of what these bolt action guns is that they'll
typically have better characteristics for "Single source damage" than
their non-bolt action counterparts. While for Shotguns, we can now make
shotguns follow various common shotgun tropes that players expect from
video games, such as the "Super shotgun" that obliterates anything at
pointblank, or the "Street sweeper" that trades some of its accuracy for
extra room coverage. Or the "hunting shotgun" that beats all of them at
midrange.

<details><summary><h1>Media</h1></summary>
<p>

https://github.com/user-attachments/assets/00ae2b34-f3f2-4fd9-adad-7147507a6c31

</p>
</details>

# Changelog

🆑
- add: Added "Bolt Action" or "Pump Action" gun options.
- add: Added new sound fx for shotshells when landing on the ground or
colliding with objects after being thrown.
- tweak: Kammerer and Enforcer are now pump action shotguns, featuring a
choke that gives them 50% tighter spreads in return for needing to be
pumped (press Z) after each shot.
- tweak: Mosin Nagant is now a proper bolt action rifle. The bolt must
be worked manually (press Z) after each shot. The fun tradeoff is that
it now hits like a truck with 42 damage a shot.
- tweak: Bulldog shotgun now has a wide choke, it fires 33% more
projectiles per shotshell, while also having a 50% wider spread. Cover
the station hallways in lead. Pairs nicely with birdshot if you really
want to sweep rooms.
- tweak: R25 and FPA-90 both now deal 15 damage per shot, instead of 19.
- fix: Fixed guns not correctly ejecting cartridges(they were instead
dropping them at your feet).
- fix: Fixed guns not updating the ammo counter UI when loaded manually.

(cherry picked from commit a86362b8ad712678f1316e2cd55f5e888736f718)
2025-04-18 19:08:27 +03:00
vanx
15e0b54964 [Tweak] Shove 3 (#304)
* shove 3

* forgor

* marks

---------

Co-authored-by: vanx <discord@vanxxxx>
2025-03-10 14:27:06 +03:00
vanx
3f8b51df13 [Fix] General Fixes (#303)
* conscription kit fix

* swords can cut

* batong

* npc can hit prone

* no bullshit RequiresWield examine

* bbs no longer fly indefinetly

* swat launcher ! very cool yes

* aiming lines removed middle ones & use current theme color

* no lavaland in debug

* no player limit for respawn

* mirror fix

* clusterbangs

* usable stunprod

* fireaxe animation rotation

---------

Co-authored-by: vanx <discord@vanxxxx>
2025-03-09 20:11:31 +02:00
vanx
cce56e56ce [Tweak] The Gunnening (#285)
* wrapped examine (pretty)

* so mentally done

* remove ammo counters

* fix

* the soundening

* less visual recoil

* rifle fixes

* the soundening 2

* i loved # WWDP too much

* review fixes

* fix mag visuals

* top round examine

---------

Co-authored-by: vanx <discord@vanxxxx>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
2025-03-08 10:35:03 +02:00
vanx
07fbd44cf0 [Fix] Melee Bugs (#273)
autoattack fixes

Co-authored-by: vanx <discord@vanxxxx>
2025-03-07 11:25:23 +07:00
RedFoxIV
6d4215b08d dollar store spookston (#258)
* initial sidestream port

* ru locale

* blyatison

* упс

* jannie qol (#6)

* initial sidestream port

* blyadison

* cs1.4 (#4)

* initial sidestream port
* blyatison

* antitryaska (#7)

* initial sidestream port (still fucked though)

* blyatison

* o fugg (#8) speedmerge

* o fugg

* fugg :-DDD

* attempt numero uno (#9)

* fix desword sound (#10)

* раз уж я тут сижу

* whoops

* shit

---------

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
2025-03-03 14:29:21 +02:00
vanx
78e50c80b3 [Add] Melee Visuals (#264)
* I think it just works

* prototypes

---------

Co-authored-by: vanx <discord@vanxxxx>
2025-03-03 14:28:24 +02:00
sleepyyapril
6249942d3e Goob Mechs (#1611)
# Description

<!--
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How might this affect the game? The codebase?
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We like mechs here, yeah?

---

# Changelog

<!--
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🆑 Mocho, John Space
- tweak: The H.O.N.K. has received an airtight cabin for honk operations
in outer space.
- add: Added the Ripley MK-II, a heavy, slow all-purpose mech, featuring
a pressurized cabin for space operations.
- add: Added the Clarke, A fast moving mech for space travel, with built
in thrusters (not certain if they work properly though :trollface:)
- add: Added the Gygax, a lightly armored and highly mobile mech with
enough force to rip walls, or someone's head off.
- add: Added the Durand, a slow but beefy combat suit that you dont want
to fight in close quarters.
- add: Added the Marauder, a specialized mech issued to ERT operatives.
- add: Added the Seraph, a specialized combat suit issued to ???
operatives.
- add: The syndicate has started issuing units under the codenames "Dark
Gygax" and "Mauler" to syndicate agents at an introductory price.
- add: The exosuit fabricator can now be emagged to reveal new recipes.
- add: There are 4 new bounties cargo can fulfill for mechs. Feedback on
the cost/reward is welcome!

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: John Space <bigdumb421@gmail.com>
Co-authored-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: ScyronX <166930367+ScyronX@users.noreply.github.com>

(cherry picked from commit e3003b67014565816e83556c826a8bba344aac94)
2025-01-23 08:06:20 +03:00
Skubman
41fde3eb0b Martial Artist Rework + Fix MeleeWeapon Wizmerge Bugs (#1560)
# Description

Reworks the Martial Artist trait, making it a more impactful and
visually distinct trait.
- Left-clicks are now single-target power attacks, requiring less aim
than before.
- **50%** damage bonus reduced to **20%** damage bonus (same overall DPS
with next change).
- Gain **25%** attack rate bonus.
- The attack rate bonus helps make the trait feel and look distinct from
non-Martial Artist melee attacks.
- **50%** range bonus reduced to **10%** range bonus.
- The damage bonus is now also applied to Asphyxiation and Poison
damage, which Lamia unarmed attacks deal.
- Trait cost increased from **-3** points to **-5** points.
- Striking Calluses (which requires Martial Artist) cost reduced from
**-4** points to **-3** points to prevent the Martial Artist/Striking
Calluses combo from being too expensive. The combo used to cost **-7**
points, now it is **-8** points.

The reworked Martial Artist trait is also given to the Boxers, Martial
Artists and Gladiators.

Also reverted some wizmerge messery that messed up the melee attack rate
**again**, and messed up pistol whipping by making the cooldowns of
gunshots and melee attacks intertwined.

Also while we're at it, Natural Weapons Removal has been disabled for
all species whose damage is pure Blunt, including Diona, Dwarf, Arachne
and IPC. (IPC have 6 blunt so the trait would literally be a 0-point
negative trait for them)

## Technical Details

A new trait function has been added for Martial Artist:
`TraitModifyUnarmed`, which modifies the player entity's
`MeleeWeaponComponent`.

The Claws, Talons, Natural Weapon Removal, and Striking Calluses traits
have also been refactored under the hood to use `TraitModifyUnarmed`,
instead of replacing `MeleeWeaponComponent` which would wipe out all the
changes made by the Martial Artist trait.

## Media

### New Description

![martialartist](https://github.com/user-attachments/assets/de51530f-5f2a-41a8-b686-c12f746b5e4a)

### Martial Artist In Action

https://github.com/user-attachments/assets/7890aac2-2c74-4abd-be9f-b28c2922c865

### Striking Calluses New Description

![strikingcalluses](https://github.com/user-attachments/assets/bc15425e-3460-49f2-88f5-840c686e0053)

### Natural Weapons Removal New Description

![naturalweaponsremoval](https://github.com/user-attachments/assets/583adaa4-48c0-46e3-882b-1bb0f470018c)

# Changelog

🆑 Skubman
- add: Martial Artist Rework: Martial Artist now costs 5 points, but it
turns all unarmed melee attacks into single-target power attacks, with
20% bonus damage, 25% bonus attack rate and 10% bonus attack range.
- tweak: The reworked Martial Artist trait is now given for free to
Boxers, Martial Artists, and Gladiators.
- tweak: Martial Artists (the job) and Gladiators can now select the
Striking Calluses trait.
- tweak: The Martial Artist trait now applies bonus damage to the
Lamiae's unarmed Asphyxiation and Poison damage.
- tweak: The cost of Striking Calluses has been reduced from 4 points to
3 points.
- fix: Fixed a bug where slow weapons were fast and fast weapons were
slow.
- fix: You can pistol whip (right-click melee) immediately after firing
a gun again, and the cooldown on firing the gun after pistol whipping is
always 0.528 seconds again.
- fix: Prevented Dionas, Arachnae and IPCs, who all have pure Blunt
damage from selecting the redundant Natural Weapons Removal trait.

(cherry picked from commit 6c43d005e0804fe29007371a46a56e27bccbd4f8)
2025-01-20 20:50:21 +03:00
sleepyyapril
885ee5a831 Wizmerge for Station AI (#1351)
<!--
This is a semi-strict format, you can add/remove sections as needed but
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Remove these comments before submitting
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com>
Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com>
Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>
Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com>
Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Intoxicating-Innocence <188202277+Intoxicating-Innocence@users.noreply.github.com>
Co-authored-by: Saphire <lattice@saphi.re>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00
Spatison
afaceb8a42 Upstream 12.12-26.12 (#208)
* Pistol-Whipping (Guns as Melee Weapons) (#1335)

# Description

Adds the ability to use guns as melee weapons and throwing weapons.

The gun melee attack is a Light Attack done with a right click. The
attack rate is slower than average melee weapons.

The cooldown on melee attacks after shooting has been removed entirely,
so you can right-click immediately after shooting (like in hero shooters
😎). The cooldown on shooting after a melee attack has been set to a
constant 0.5 seconds.

## Balance

Technically speaking, weaving shooting and pistol-whipping lowers your
overall DPS in most cases, because you can't shoot for 0.5 seconds after
doing a melee attack. With _skillful_ usage, however, it provides some
key tactical advantages:
- Preserving ammo by dealing damage without firing a shot.
- Deal stamina damage as a natural effect of dealing melee Blunt damage.
- Most non-pistol guns have increased blunt stamina damage factors to
help with this.
- Bypassing Piercing resists of armors with a higher Piercing resist
than Blunt resist like plate carriers.
- Doing the combo of right-clicking immediately after shooting deals a
big burst of damage.

Pistol-whipping also helps as a last resort when you run out of ammo.
However, it's almost always better to use a proper melee weapon instead
of a gun as a pure melee weapon, because you can't power attack with
guns and the guns' melee attack rate are slower by design than most
melee weapons.

Shotguns benefit the most from pistol-whipping, because their ideal
range is close-range where a melee attack can be performed, and their
low fire rate means they're not affected too much by the 0.5s shooting
cooldown.

Guns have received throwing damage. You can throw guns at the enemy once
you're out of ammo to deal extra damage. I think this makes fights a
little more spectacular to watch.

Melee damage sorted by group (from least to greatest):

1. Revolver
2. Pistol (+ Energy Pistol)
3. Sniper rifle
4. Rifle  (+ Energy Rifle)
5. Sub Machine Gun
6. Shotgun
7. Light Machine Gun (L6 saw)
8. Heavy Machine Gun

## Media

**mk 58**

![image](https://github.com/user-attachments/assets/d17bc1c7-7ec5-4124-93c3-306026f7a23f)

**Kardashev-Mosin (Wielded)**

![image](https://github.com/user-attachments/assets/52132262-48ae-48fa-a72c-3df5ae6bfd17)

**Basic Combat**

https://github.com/user-attachments/assets/922998d1-0cd0-4fea-8f0b-365bcff3c12b

**Particle Decelerator Combo (80 damage)**

https://github.com/user-attachments/assets/ce62334a-13dd-46d9-9c0e-453e26bf1261

Combo: Shoot + Power Attack, wait 1.6s then Power Attack + Throw

This combo costs 90 stamina which almost depletes 100 stamina leaving
you vulnerable, so the Vigor trait can help you pull off this combo.

## Changelog

🆑 Skubman
- add: Pistol-whipping has been added. You can press right click with a
gun to perform a Light Attack. Most guns will deal Blunt damage, apart
from the Kardashev-Mosin dealing Piercing/Slash damage with its bayonet.
Weaving bullets and melee attacks correctly will give you the upper hand
in combat.
- add: Guns can now be thrown to deal the same damage as their melee
damage.

(cherry picked from commit 5899f4ea5a978ded0362bdf46185f8fbb1a2607c)

* local #1335

* Fix Interact Verb (#1346)

Finally fixed it.

Interact verbs weren't appearing because this is required in BaseMob.

(cherry picked from commit 3e3ca59850f1a21f2bb8e249455d655ec6b63d2c)

* Fix Ripley Hydraulic Clamp (#1344)

# Description

Fix a bug in `MechGrabberSystem` causing the hydraulic clamps in Ripley
to drop items far away.

---

<details><summary><h1>Media</h1></summary>
<p>

https://github.com/user-attachments/assets/d2c8e951-e391-42d7-b45d-78a275dc8bf2

</p>
</details>

---

# Changelog

🆑
- fix: Hydraulic clamps now drop entities correctly

(cherry picked from commit f0e4612612fe18a126cdf47d712b63bc083b5483)

* Automatic Changelog Update (#1344)

(cherry picked from commit 6dcb367adb769f51bcaf1a647a4ca6c886a10be7)

* Salvage Magnet UI and Character Switching Height/Width Bug Fix (#1347)

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# Description

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i fixed it

also added a button "Connect & Go to Lobby" for people testing lobby
stuff!

Resolves #1131

---

# Changelog

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🆑
- fix: Fixed the bug where switching characters made your width/height
change to incorrect values.
- fix: Fixed the salvage magnet opening ten times.

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>

(cherry picked from commit c4c3e4283ae077fd0f55e4cce31710f31de046f7)

* Automatic Changelog Update (#1347)

(cherry picked from commit 8ff70215d9f6e2a73150b55313333b9d5ca87749)

* Update Credits (#1350)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
(cherry picked from commit 2a7a4719d39b51ffd232c667b1ca49dbce68dce6)

* Fix Bartender Mosin (#1337)

Bartender Mosin was replacing their duffel bag at roundstart.

(cherry picked from commit 3aa430f486dcdf40629468c715092aee0089187c)

* Trait Purchasable Mentalic Powers (#1343)

# Description

This PR adds a few of the "Mentalic" category of psionic abilities to
the Traits System, allowing them to be purchased by any character that
is also a Latent Psychic. These powers are:
- Dispel
- Metapsionic Pulse
- Xenoglossy (Also requires Natural Telepath)
- Psychognomy (Also requires Natural Telepath)

These are all quite expensive, so to help address the "Expensive trait
proliferation", I've increased the points granted by the Blindness trait
to 10. Have fun being a blind wizard. From this point on, we're going to
need to start adding more "High point value" negative traits.

# Changelog

🆑
- add: Dispel, Metapsionic Pulse, Xenoglossy, and Psychognomy can all be
purchased during character creation using trait points.
- tweak: Blindness now grants 10 trait points instead of 6.

(cherry picked from commit acec14d08879ebaf16e5425fccd26d8f066eda55)

* Automatic Changelog Update (#1343)

(cherry picked from commit adddc1df27184f74e5e48e5220e0cd4eeb57084c)

* Pointy Ears For Harpies And Arachne (#1348)

# Description

Like half the art references I have for Harpies have them with elf-like
pointed ears, another half have them with their feather tufts. We have
pointy ears markings, so this PR makes it so that Harpies can have them.
Actually it also gives them to Arachne, for similar reasons(It's an
oddly common thing on Arachne/Lamia art depictions).

# Changelog

🆑
- add: Added a variety of Pointy Ears markings for Harpy and Arachne
characters.

(cherry picked from commit 59a55c9d6ae6772d4ead0e73d5dab7b24c539e53)

* Automatic Changelog Update (#1348)

(cherry picked from commit 99d616953af89462d827fd8ca6e50a92e63e8203)

* Port Cosmatic Drift Arrivals (#1340)

# Description

Done after a lengthy discussion with @OldDanceJacket about mapping
issues, namely the existence of "Walk-In Closets" on maps that take up
an inordinate amount of space that would otherwise be usable for other
purposes. Seriously, Saltern has a 4x6 room that contains >200 medical
uniforms, and is on a map intended only for 15 people(And maximum of 6
medbay personnel). Every map in rotation is like this.

Ostensibly, Loadouts were created to provide a solution to this problem,
by making it so that players choose their DRIP before spawning in, so
that mappers don't need to put in a whole ass room dedicated to medical
uniforms. But Mappers ended up keeping the "Walk-in Closets" even after
Loadouts were introduced to serve as a "Sanity check" in case of events
such as people not choosing their loadouts, or getting hired during the
round by the HoP to work in the medbay, etc. To solve this, me and ODJ
agreed upon adopting Cosmatic Drift's solution to this, by making it so
that the Arrivals Terminal serves as the "Walk-in Closet Hotel" that
every map can just piggyback off of. Nobody needs to make the stupid
closet rooms, on ANY map, because every map is fully guaranteed to have
every closet the players could ever need in arrivals.

# Media
<details><summary><h1>Media</h1></summary>
<p>

Dock

![image](https://github.com/user-attachments/assets/af28d549-83ab-4da0-9a4f-a5ec4bb52c7c)

Dorms(Spawn points)

![image](https://github.com/user-attachments/assets/b3d57428-ea91-4c4d-ab99-28a46e647b17)

Medbay:

![image](https://github.com/user-attachments/assets/ebd47dce-5fb3-45fc-858d-39680d5c511a)

Security

![image](https://github.com/user-attachments/assets/0f26a112-eeff-48da-b916-15d69ede601d)

Captain/HOP

![image](https://github.com/user-attachments/assets/74ec295f-154e-4743-b36f-8161a966ee4e)

Cargo:

![image](https://github.com/user-attachments/assets/ae9f7ee1-c6c8-4c94-8dd1-13731eeb1036)

Epistemics:

![image](https://github.com/user-attachments/assets/68293436-9b69-4157-a8eb-8471c18d4f73)

</p>
</details>

# Changelog

🆑
- add: Ported Cosmatic Drift's version of the Arrivals Terminal.
Terminal now includes every version of department clothing and material
lockers that players could ever need, allowing them to try on their
chosen job equipment and drip before departing for the station.

(cherry picked from commit 4509a9d030efb7eb45378824559a3f88c4caf4b4)

* Automatic Changelog Update (#1340)

(cherry picked from commit 9a1cda889a085974f666adb99c753ba4e1392355)

* More Dangerous Mindbreaking (#1249)

# Description

Somehow people weren't getting the memo despite the **HORRIFYING** texts
associated with Mindbreaking, that doing so is an almost comically evil
act akin to murder. So this PR fixes that. By making it even more
obvious.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/cf3280a5-42b3-4137-9191-f1ad26773ced)

</p>
</details>

# Changelog

🆑
- add: Added a server option for "Scarier Mindbreaking". Mindbreaking
now irreversibly converts a player character into a non-sentient NPC.
- fix: Mindbreaking now only works on Psychics.

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 80f83484e9653f159581ea0dfc82d56256e4947c)

* Automatic Changelog Update (#1249)

(cherry picked from commit 4d87be6ea66356156cdac6e7e9cd70af36daae24)

* Redshirt And Brittle Bone Traits (#1352)

# Description

This PR adds two additional "High Value" physical negative traits, to
help address a growing need for more high point value negatives, since
there is also a very large number of high point positive traits. These
two traits are fairly simple, the first is Redshirt, which decreases
your Dead threshold by 100, and Brittle Bone Disease , which reduces
your Crit threshold by 50. Taking both on an ordinary human would give
+18 trait points to work with, but would in turn give a healthbar of
only 50/100, compared with the standard healthbar of 100/200.

# Changelog

🆑
- add: Added Redshirt and Brittle Bone Disease traits. These give
extremely large negative modifiers to your healthbar, but also grant a
large amount of trait points to work with.

(cherry picked from commit 88edcd05aef76acb10e3d0924dd874eef22c7f71)

* Automatic Changelog Update (#1352)

(cherry picked from commit ed0e56aa446ea9ad9ecae1a1a1685438378b1814)

* Jackboots Slowdown Mitigation (PORT) (#1342)

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# Description

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Ports jackboot slowdown mitigation from [space-wizards
github](https://github.com/space-wizards/space-station-14/pull/30586).
Adds fake version for civilian use.

---

# Changelog

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🆑
- add: Added slowdown mitigation to jackboots
- add: Added fake jackboots for style outside of sec

---------

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit f5d45d790d793acbba7d21258cd206568fe79f99)

* Automatic Changelog Update (#1342)

(cherry picked from commit 03dc85aa7071c70cd9f01392cabf7cb7fb2fa6ac)

* Fix Redshirt & Brittle Bone Traits (#1355)

These were supposed to be negative traits(They give you points), but I
accidentally made them positive traits(They cost points).

(cherry picked from commit ec60940fe5eae5d7d3e969bac132e1da2a659272)

* Example Hub Ad List (#1356)

# Description

this PR extends the list of default advertiser hubs to include every
existing hub except for SSMV(Which is mutually exclusive with the
others). If there are more hubs I have missed, please let me know. This
will allow our servers to appear on as many hubs as possible.

(cherry picked from commit 577126f987ff70ba213f2898ea9e5170b0dc5ea6)

* Saltern Update (#1357)

# Description

I would like to offer my thanks to the Singularity Network Mapping Team
for this update, they've done some great work! This PR launches Saltern
with a significant rework to everything on it except for arrivals.

<details><summary><h1>Media</h1></summary>
<p>

Sorry, Map Renderer is dead right now.

![image](https://github.com/user-attachments/assets/53ad601b-087e-4525-b6b6-74b16c5e4dbd)

![image](https://github.com/user-attachments/assets/25bbbed0-18c4-4757-a966-c919379dc5e1)

</p>
</details>

# Changelog
Death do NOT change the name given for the Changelog author, the mappers
here have requested that "SiN Mapping Team" be given as the name for
this PR.

🆑 SiN Mapping Team
- add: Saltern has been fully reworked!

(cherry picked from commit a06b4661b08abe6f64460655962b98f4ccb9db07)

* Automatic Changelog Update (#1357)

(cherry picked from commit aab36bfe65d82cff13bb6d8b6a55c2b70a031aa2)

* v237.3.0 (#1354)

the robust toolbox updater!!

https://github.com/space-wizards/RobustToolbox/blob/v237.3.0/RELEASE-NOTES.md
(cherry picked from commit bf1b0d03aede161d62aedfc9166589335a5d7c4c)

* Hotfix Saltern (#1359)

# Description

Small maintenance to do. Bridge needed FixGridAtmos done, and a single
light in dorms needed wiring.

# Changelog

🆑
- fix: Fixed the Saltern bridge being a hard vacuum at roundstart.

(cherry picked from commit 3c1ed56ed3122866b32249006496c37be825c82a)

* Automatic Changelog Update (#1359)

(cherry picked from commit 48413d6a435de700197a4f6ceb1290d61f5130b4)

* Loadouts Debloating (Colorable Items) (#1364)

# Description

This PR cuts down significantly on Loadouts bloat by removing all
specific color versions of colorable items from the loadouts. I left the
original items untouched for compatibility reasons since certain things
in the game still need to be able to spawn a "Blue jumpsuit" etc.

Additionally, to help aid in clarity for players, I've added
localizations for all the generic colorable items so that they have
(colorable) in the loadout names, so that players can tell which items
have the option without needing to click into the customize button on
every item.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/7ab30002-c7d4-4eeb-b018-45a9fda80ae6)

</p>
</details>

# Changelog

🆑
- add: Added labels to all generic colorable items in loadouts, so that
players can see which items have custom colors as customization options.
- remove: Removed all 'specific color' variants of colorable items from
Loadouts, such as "Blue Jumpsuit" when a colorable jumpsuit exists.

(cherry picked from commit 452b9113f61790e8258b95904361de5ed34a034f)

* Automatic Changelog Update (#1364)

(cherry picked from commit cd5a6f8b5743904dbecbf04e5d70614e4444d149)

* More Colorable Items (#1365)

# Description

This PR adds even more colorable items to loadouts, this time making
entirely new whitescale versions of existing items that did not have one
previously. This replaces several more options for items that had a
whole bunch of specific color entries with a single item that can take
any color.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/31438bf7-6ca3-45d2-bf10-af5db5f6e4c4)

</p>
</details>

# Changelog

🆑
- add: Added colorable variants of fingerless gloves, headbands, berets,
hairflowers, cloth masks, and the neck gaiter.

(cherry picked from commit 0674895a3b6a84c2761eb13c7b5f35bc826fe19c)

* Automatic Changelog Update (#1365)

(cherry picked from commit cc1e52c47c7b27b8da9be5da701580efe42590ca)

* Make the EE Logo Match the Banner (#1361)

# Description

Light mode logo

(cherry picked from commit 35c95a5da3ccb7d23620eaa1aad43022be3d6673)

* Loadout Modular Functions (And Loadout Pets) (#1366)

# Description

This PR implements a reflection based system for applying functions
directly to entities spawned by loadouts. In order to provide an
"Example" use of this system, I have created a "LoadoutMakeFollower"
function, which can be applied to a loadout entity that happens to be an
NPC with the Follower blackboard, making it follow the player who
purchased that loadout.

Basically. Pet mouse. The pet mouse will follow its owner.

Yes I actually have tested this ingame, and it works great. The longest
part about coding this was me spending almost 30 minutes straight
wondering why the mouse wasn't following my character, until I
remembered that I had to make a special "Pet" mouse variant that had the
right HTN root task.

This could be extended to other things. I happen to know that Nuclear14
wanted something like this for a Pet Dog.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/a18b026b-07a3-4ad7-8cce-4ea4dc4c3036)

</p>
</details>

# Changelog

🆑
- add: Loadouts can now apply modular functions to items upon spawning
in.
- add: A new LoadoutMakeFollower function, which lets you buy NPC
followers in loadouts.
- add: added Pet Mice, Cockroach, Mothroach, and Hamster to Loadouts.
All of which use the new LoadoutMakeFollower function.

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 311b86e012ac7d40363b5027ab51b09c9d2285e2)

* Automatic Changelog Update (#1366)

(cherry picked from commit 18a751d5c3d53cd4ff36728dd585ada37e9175b9)

* Plushies! (#1369)

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Added two new plushies to the game! A harpy plushie and a plushie for
the beloved station pet Morty!

![image](https://github.com/user-attachments/assets/3e202da2-3571-4c67-82c9-54a6aaf3c91f)

![mortplush](https://github.com/user-attachments/assets/9f131eb9-ed89-4818-b54c-e9da949e8ce2)

![harpyplushie](https://github.com/user-attachments/assets/47aa5b91-0747-4a2c-8c5c-18c5429ab570)

---

# Changelog

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This includes all available types for the changelog
-->

🆑
- add: two new cuddly friends to the station! (harpy and morty plush)

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: juniwoofs <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>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 6fb12233d48de476c2b06415031fa2e9c9a1d327)

* Automatic Changelog Update (#1369)

(cherry picked from commit 5293b92007f7ca81375d9806cccf9be38846c8d3)

* Traits System Anticheat (#1358)

# Description

It turns out that there was no system in place for serverside fact
checking of whether or not people have a legal traits list. Last night a
bug was reported whereby a player used Cheat Engine to give himself
every trait in the game, bypassing the points system entirely. It's not
actually possible to reduce a trait selection down to a legal list
without creating interesting race conditions, which limits my options on
how to deal with it.

So I made it a vote on the Einstein Engines discord, and the vote was
unanimous. PUNISH THE CHEATERS.

<details><summary><h1>Media</h1></summary>
<p>

https://www.youtube.com/watch?v=X2QMN0a_TrA

</p>
</details>

# Changelog

🆑
- add: Implemented Anti-cheat for Traits. Attempting to join a round
with an illegal traits list will result in hilarious consequences.

(cherry picked from commit 2fc1f25bc0daa29e2017490adbdf41f9db4f4927)

* Automatic Changelog Update (#1358)

(cherry picked from commit 9d738c8f36c0762e0ba3942fb26ef25735ade327)

* Make Prisoner Not Shitter Role (#1341)

# Description

Prisoner is consistently the most problematic role in this entire game,
being seen as "The Self Antagging Role", which produces endless amounts
of administrative burden. This is especially a problem with lowpop
servers, or servers that are understaffed with admins. Players just join
as Prisoner, *immediately* break out of the permabrig, and then go on a
self antagging spree. The solution to this was staring us in the face
the whole time. Just give them the same Pacified component that the
Thief antag has. Now it's impossible for them to smash the permabrig
windows, someone has to intentionally let them out, and even if they do,
they will be hard pressed to selfantag when they can't turn on harm
intent.

# Changelog

🆑
- add: Prisoners now spawn with a Pacifier Implant.

(cherry picked from commit 7f8d76ea6f63d334c894fc0f7ada6fd1359408f1)

* Automatic Changelog Update (#1341)

(cherry picked from commit 68cb9ea4888c16056c6cfe9fea17de1a78420374)

* Fix Jittering (#1334)

<!--
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the order/format should be kept the same
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-->

# Description

<!--
Explain this PR in as much detail as applicable

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How might this affect the game? The codebase?
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Title.
Ported from https://github.com/Fansana/floofstation1/pull/393
Resolves #1277

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑
- fix: Fixed jittering displacing your character when shaken.

(cherry picked from commit a13d9640ec77e07b532b729ac540dc95b689c557)

* Automatic Changelog Update (#1334)

(cherry picked from commit bfb32cf24eda47ff3dbd5d4b15b58e25ae597947)

* Basic Soft-Crit Implementation (#1370)

# Description

This PR adds a simple server configuration option for enabling basic
"Soft-Crit", and not much else because oh my god this system is horribly
complicated. When enabled, characters can crawl around very slowly while
in crit, and really not much else. This more or less mirrors how crit
affects character movement in SS13, where you can at least crawl to
relative safety while bleeding to death.

# Changelog

🆑
- add: Added server config options for basic "Soft-Crit". When enabled,
characters who are critically injured can still slowly crawl, but are
otherwise still helpless and dying.

(cherry picked from commit dff8c69f2afff6714b893a7c9572a84bd384ff89)

* Automatic Changelog Update (#1370)

(cherry picked from commit 9430b9046a9a40cc2f96bb3c66251aabbaf9e80a)

* local upstream

* Revert "Make Prisoner Not Shitter Role (#1341)"

This reverts commit c7d0eddc96.

* RobustToolbox 237.3.0

* fix: snowball testfailing fix

---------

Co-authored-by: Skubman <ba.fallaria@gmail.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: Kyoth25f <41803390+Kyoth25f@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: juniwoofs <jakbroeder@gmail.com>
Co-authored-by: Remuchi <72476615+Remuchi@users.noreply.github.com>
2024-12-31 08:58:44 +02:00
Spatison
615a4ca436 fix 2024-11-24 14:16:33 +03:00
Spatison
a2557f75a6 Upstream (#129) 2024-11-21 17:49:04 +07:00
Spatison
da88f8f8e0 add: knockdown 2024-10-31 11:51:10 +03:00
DEATHB4DEFEAT
47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: FungiFellow <151778459+FungiFellow@users.noreply.github.com>
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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00
vanx
7d640ca293 Added Right Click Melee Attack to Guns (#24)
* meleeweaponsystem

* gun prototype changes

* stop breaking the game !!!!!!!!

* okey lets go (#WD EDIT TIME) (GOIDA!!!!)

* antigoida (file removed because moved) ILOVEGITILOVEGITILOVEGITILOVEGITILOVEGIT

* WD EDIT START

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

* summary typo fix

---------

Co-authored-by: vanx <#vanxxxx>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
2024-09-14 01:36:00 +07:00
Spatison
fa17362f12 [Port] BlinkSystem / Система Телепортации (#19)
add: betrayal dagger
2024-08-27 17:01:15 +07:00
VMSolidus
b9bf6e63b6 NyanoCombat 2, Part 1: Simple Melee Refactor (#605)
# Description

Done in partnership with @OldDanceJacket 

This is a simple refactor of the Melee System, which introduces some new
implementations of Contests, but more importantly lightly refactors
melee so that "Light Attack"(Left Click) and "Heavy Attack"(Right Click)
are now no longer hardcoded to be the same thing, and now can have
different modifiers. We've set things up so that weapons can have
different behaviors and bonuses if they are used in a heavy attack as
opposed to a light attack, including range and damage.

In addition to simple code cleanup, I have done the following things:
- Max Number of targets per Power Attack(Wide Swing) is now set via a
CVar instead of a constant, but is still defaulted to 5.

All Blunt Weapons have been changed to
- Deal 100% of Blunt as Stamina(up from 50%) by default
- BluntDamageStaminaFactor can now be overridden by specific weapons

Light Attacks have been changed to:
- Deal up to 25% less damage scaling with taken stamina damage
- Deal up to 20% more damage with being injured

Heavy Attacks have been changed to:
- Deal up to 50% less damage scaling with taken stamina damage
- Deal up to 20% more damage with being injured
- Now deal (by default) 10 points of stamina damage to the wielder
- In a separate PR, nearly every weapon in the game is going to have
their Wide Swing(Now "Power Attack") mode stats looked at.
- When examining the damage a weapon deals, if it has any damage
modifiers when power attacking, these values will be shown in addition
to the light attack damage.

Heavy attacks can now have separate modifiers for:
- Attack Range (multiply against light attack range)
- Attack Damage (multiply against light attack damage)
- Attack Speed (multiply against light attack speed)
- Stamina Cost (overriding the default)

We will be building upon this PR throughout the week with additional
PRs, to include a full rework of melee weapon values across the entire
board. For the most part, this PR is primarily here to give new options
for contributors to balance melee weapons.

# Note For Maintainers:

@OldDanceJacket will be following this up with his own PR containing
Part 2, which will include a comprehensive rework of the damage values
for every melee weapon in the entire game. Due to this, I can't actually
make that much in the way of significant changes to the components in
review without messing with his side of things.

I also have my own Part 3 that I will be working in partnership with ODJ
on throughout this week, which will consist of a pack of combat-system
related Traits.

# Changelog

🆑 @VMSolidus and @OldDanceJacket 
- add: Being injured now lets you deal up to 20% more damage in melee
combat to simulate the adrenaline rush from taking a hit.
- add: Taking stamina damage now makes you deal less damage in melee. Up
to 25% less for Light Attacks, and 50% less for Power Attacks
- add: Wide Swing has been reworked as "Power Attack". Power attacks
cost 20 stamina(by default) to perform, and their effects can differ
from Light attacks on a per-weapon basis. Individual weapons can also
have different stamina costs to power attack with.

---------

Signed-off-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
2024-08-10 14:30:42 -07:00
OldDanceJacket
c8c859a6a8 Melee Pt2 (#693)
# PT2 of Melee Weapons The Numbers Don't Lie

This is part 2 of the ongoing work of Solid and myself going through and
touching up the melee combat in the game. In this part I rebalance all
of the melee weapons to generally do less damage, more stamina damage,
and be more unique in regards to slight range changes, attack speed
adjustments, along with every weapon getting slightly adjusted heavy
swing changes ranging from attack rates, damage, range, angle, and how
many targets you can hit.

Majority of weapons will hit the standard amount of targets of 5(the old
norm), but a few are lowered to be single target hits. These are usually
tightened in the angle that they attack in(old angle range was 60).
Similarly all melee weapons have individual stamina costs on their heavy
swings, most of these are in the range of 5 or 10, and following this PR
the new standard should be 10 as the outliers that would abuse this have
been addressed in this PR.

---

# Changelog

Normally I would do a changelog but this took awhile and I forgo. 

🆑 ODJ
- tweak: Melee Weapons now feel different across the board, from the
Wrench to the Chainsaw, try out their normal swings and their heavy
attacks!

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: jcsmithing <jcsmithing@gmail.com>
2024-08-10 13:00:06 +01:00
VMSolidus
40d411bbbc Cherrypick "Shoot Over Bodies" And Related PRs (#479)
# Description
This is a manual cherry-pick of the following PRs:
https://github.com/space-wizards/space-station-14/pull/27905
https://github.com/space-wizards/space-station-14/pull/28072
https://github.com/space-wizards/space-station-14/pull/28571

I REQUIRE these for my work in PR #11 , and cannot complete said PR
without these cherry-picks. This set of PRs from Wizden adds a feature
where entities can selectively opt-out of being shot at unless a player
intentionally targets them, which I can use as a simple and elegant
solution to one of the largest glaring issues for Segmented Entities. I
could simply give Lamia segments the new
RequireProjectileTargetComponent, which adds them to the system. Future
segmented entities such as the hypothetical "Heretic Worm" may or may
not use this feature, depending on their intended implementation.

---------

Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
2024-06-23 01:00:32 -04:00
SimpleStation14
14f012be75 Mirror: Fixed bug with appearance of ammo battery magazine guns (#182)
## Mirror of PR #26009: [Fixed bug with appearance of ammo battery
magazine
guns](https://github.com/space-wizards/space-station-14/pull/26009) from
<img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `63232389ca9a499fb614960ccf9eae9b3d186037`

PR opened by <img
src="https://avatars.githubusercontent.com/u/33431126?v=4"
width="16"/><a href="https://github.com/778b"> 778b</a> at 2024-03-11
18:34:37 UTC

---

PR changed 1 files with 9 additions and 0 deletions.

The PR had the following labels:


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> Fix bug with guns which used MagazineAmmoProviderComponent with
Battery magazines like svalinn laser pistol.
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> Bugfix, no balance here
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> Just added subscribe for AmmoCounterControlEvent which using
AmmoCounterComponent because battery magazines must redefine control in
this event to display ammo, now its work well.
> Also checked some other guns which using MagazineAmmoProviderComponent
and they work like always, without new bugs
> 
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> Before:
> ![Content
Client_XpYbOTUw9U](https://github.com/space-wizards/space-station-14/assets/33431126/39f365f3-51fa-4888-9eb0-568d6519aaec)
> 
> After:
>
https://github.com/space-wizards/space-station-14/assets/33431126/d4aa3c99-7e89-44d7-9030-1fa2a3db13ab
> 
> 
> 
> - [x] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> 
> **Changelog**
> <!--
> Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
Changelog guidelines located at:
https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog
> -->
> 
> 🆑 778b
> 
> - fix: Guns which use battery as magazines now display ammo. Like
Svalinn pistol.
> 
> 


</details>

Co-authored-by: SimpleStation14 <Unknown>
2024-05-06 15:03:40 -04:00
Pieter-Jan Briers
ccea85136b Random spontaneous cleanup PR (#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>
(cherry picked from commit 68ce53ae17985876d6d112b764b2144964a9f42e)
2024-02-18 23:02:29 +01:00
PoorMansDreams
9461cd2ab4 Fixed Tipped ammo not being Spent (#25167)
Fix Tipped Ammo not being Spent

(cherry picked from commit e40318b83130a532e3654bdacd08993220b7be93)
2024-02-18 23:01:40 +01:00