mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-21 23:48:15 +03:00
3917998edd269ee8e5de78ceb12ec00a8252eda8
387 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
c66688f8c5 |
Add delay to AutoOrient (#33479)
It functions identically to how V1 of orientation worked and it's incredibly annoying. (cherry picked from commit 11dbf50ed62040c832941f3c46fc159497eca525) Signed-off-by: Spatison <137375981+Spatison@users.noreply.github.com> |
||
|
|
75a463cf5d | Saving changes 1 | ||
|
|
e93f886ff7 |
Update PA admin warnings (#28911)
With singulo fixed, PA strength 3 and below (level 2) are now safe. Update the admin logging to reflect this. (cherry picked from commit dc0327c3c0c7834823aeaf7e11eef6993e5fdc77) |
||
|
|
de98315595 |
Extend shuttle dock time if the shuttle doesn't dock at evac. (#31496)
* Extend shuttle dock time if the shuttle doesn't dock at evac. If the shuttle can't dock at evac for *some reason*, it will instead try to dock at another port on the station. And if that fails it goes somewhere random on the station. Because of the chaos and confusion caused by this, many people will frequently not get to the shuttle in time under these circumstances. This sucks for everybody. To alleviate this, the shuttle launch timer will now be extended if the station doesn't dock at its ideal spot. The default values (controlled via CVar) are 1.667x and 2x respectively for "wrong dock" and "no dock at all" scenarios. The code around here was a mess, so I fixed that too. "CallEmergencyShuttle" has been renamed to "DockEmergencyShuttle", the overload that did the actual docking has been renamed to DockSingleEmergencyShuttle. Code has been split into separate dock -> announce methods so we can calculate shuttle delay in between the case of multiple stations. Also made the "shuttle couldn't find a dock" text announce the time until it launches and fix the shuttle timers not triggering for it. * Minor review |
||
|
|
b5285bc180 |
Panic Bunker uses minutes not hours (#28805)
* Panic Bunker uses minutes not hours * Fixing an instance of hours |
||
|
|
e9b7da71db |
refactor event schedulers to use explicit game rules (#29320)
* works, still has testing values, im sure I did stupid shit. * shitvent crapfactor * snap extra word out of existence * shit I died of old * remove useless inaccurate design comments * Oopsie, handle requirement params in RandomRuleSystem too * I'm a slash slinging hasher * Address reviews, add admin alerts I forgor * EntityMan saves the day * address reviews 1 * eh, I actually don't care about the cargo gifts thing. * started * Do reviews * you actually meant 1.2 lmao * dependency inheritance is a fickle bitch * I have no idea. * Threads are for sheets not computers. * fix traitor rule test * fix round type tattling * break things * It worky * Toolshed makes we want to drink depresso. * Finished? * remove debug values * timings * use defaults * alphabetize * bobby drop tables * Float required fr fr * continue * more continence * uno mas * obsolution * cleanup and documentations * Yell at self * use the right value defaults * housekeeping (cherry picked from commit 07ec00ed05394f0d6c8929d8d015854b8dbbc3bb) |
||
|
|
f06ae6982d |
Contraband marking & examining (#28688)
* System & loc strings * pass over syndie contraband * fixes * grand theft pass * contrabandexamine -> contraband * examine text generation update * all composition parents necessary * bring back minor contra so it has a less confusing message * minor * weapon pass * jumpsuit pass * feet pass * AUUUUUUUUUGHHHHHHHHHHHHHHHHHH * head * AUUUUGH * ear * belt * back * fix * bro * rename for more clarity * do da review * add cvar for contraband examine |
||
|
|
631c760fd6 | Add JobRequirementOverride prototypes (#28607) | ||
|
|
dc52f8bf2b |
Mood Rework Part 1 (#2425)
This PR significantly reworks some parts of the mood system, namely by completely restoring and reworking the saturation scale shader so that its not completely terrible. Additionally, I've added numerous new instances and locations where Moodlets can be found in the game, particularly when it comes to food and drugs, as well as a new Mood interaction with the Deep Fryer. Chef gameplay is significantly expanded via the introduction of flavor related moodlets, as well as the almighty deep fryer giving a unique, moderately strong, and long lasting moodlet to anyone who eats whatever you deep fry. Go ahead, give someone a deep fried stick of salted butter coated in chocolate. You'll make their day. The big differences with the Saturation Scale are that its now variable, with smooth transitions, with the scale scaling with your character's mood. The more depressed you are, the more desaturated the world becomes. Whereas if you have entirely too many positive mood bonuses, the world becomes incredibly vibrant. <details><summary><h1>Media</h1></summary> <p> Shoukou's Bar as seen by someone with the Sanguine trait(and no other moodlets)  Max mood  Saturnine trait:  Minimum mood(dead)  Smooth transitions for shader tone. https://github.com/user-attachments/assets/3ab55da1-eca6-4cc5-9489-f4ad13ed0f27 </p> </details> 🆑 - add: Re-enabled the "Mood shader" after significantly reworking it. Mood visual effects now scale with your character's mood, instead of only ever being near-greyscale. Being high life now makes the world more colorful and saturated. - add: A huge variety of medicines, drugs, and even food items(based on flavor!) now have mood effects. Reaching for the packet of salt now actually makes food provide a better mood buff. - add: Being Tear-gassed causes a massive mood penalty. - add: Deep frying food provides a strong mood bonus. - add: Added new Manic, Mercurial, and Dead Emotions traits. Signed-off-by: VMSolidus <evilexecutive@gmail.com> |
||
|
|
706a13c1b7 |
[Remove] Automatic Station Goals (#605)
no goool Co-authored-by: vanx <discord@vanxxxx> |
||
|
|
4ff2cdc706 |
[Disable] Crawling Under Tables (#568)
no crawle Co-authored-by: vanx <discord@vanxxxx> |
||
|
|
ae973b610e |
[Fix] Bugs (#494)
* some fixs * fix infil * fix embeddable projectile * tweak |
||
|
|
03b8d24403 |
Space Wind Visuals (#2406)
# Description This PR adds several new features for Space Wind to make it far less annoying to players. Notably, it now includes the first new Space Wind Visuals, whereby visual effects will periodically appear on top of space wind sources. They also visually move in the same direction that the wind is currently throwing at that source. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/858a3433-607a-4513-9acf-b60b4eb6e745 </p> </details> # Changelog 🆑 - add: Added visual effects to Space Wind, allowing players to see motes of dust being blown about by wind, which provides an early warning that space winds are in effect. - tweak: tweaked the default "aggression" values of space wind to make it half as angry and sensitive. - add: Added a new equation modeling character height and mass as a means of resisting being knocked down by space wind. The taller and heavier you are, the more resistant you are to being knocked down by air currents. This also means that air currents no longer automatically knock you down. - add: Harpies and Moths can now use their wings to fly around in air currents. - tweak: Tweaked the mass of various items and objects so that they are more or less resistant to space wind. Particularly tools, armor, lockers, and air canisters. - tweak: As a significant performance optimization, Space Wind no longer applies on Lavaland. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> (cherry picked from commit 97ef05f574b7f2e7d58df999e9b1c15d0353e725) |
||
|
|
4c92d31d56 |
Fix some Cvars Using Double as Their Type (#2333)
# Description The engine [does not technically support](https://github.com/user-attachments/assets/9cb5645b-b767-4f1e-aa43-6fae3ee4e9c8) the `double` type, but it seems some system was converting the interpreted string into a double so CVars worked fine when defined by a config file or when using defaults, but the `cvar` *command* doesn't work with it. I'd add support for it, but we haven't switched engines yet. --- <details><summary><h1>Media</h1></summary> <p> Before  After  </p> </details> (cherry picked from commit babe9a54db5e0f30c99132ab2552813172b5c7cf) |
||
|
|
1e363c7346 |
Revert "Merge pull request #462 from WWhiteDreamProject/revert-460-upstream"
This reverts commit |
||
|
|
6c19771020 | Revert "Upstream 04.04-18.04" | ||
|
|
95e393406d |
Fix Various Psionic Bugs (#1848)
# Description
This isn't fixing all of them by the way, I still need to completely
rewrite the equations for the glimmer generating structures so the math
there isn't completely terrible. This fixes a few bugs related to the
glimmer system, such as linear decay not being consistent regardless of
server ping, and also glimmer generating structures also not being
consistent based on server ping. Both are now correctly differentiated
with respect to time.
Problem though is that the glimmer generator math is still extremely
awful, so that's going to need a rewrite.
After deeply analyzing the glimmer equations, I figured out that they
were being screwed over by floating point precision limits, so to
address this I made Glimmer work on doubles instead.
I also fixed a bug where generating enough Potentia to gain two or more
powers in a single draw caused the user to permanently lose their
ability to generate new powers. It's not abundantly clear why this was
happening, because nothing changed this code at all since I last touched
it.
# Changelog
🆑
- fix: Fixed various bugs with psionics.
- fix: Fixed a bug where if you generated enough Potentia during a drug
induced psionics roll to gain two powers, you would only gain one power
instead, while permanently losing the ability to gain new powers.
- fix: Fixed glimmer being permanently stuck between 500 and 600 by
revisiting the math and discovering an algebra error I made a year ago.
- tweak: Glimmer now operates on double precision. Have fun with that
breaking change if you made any psionic code downstream. Hint, you can
cast doubles into a (float) if you don't wish to convert your system to
double.
(cherry picked from commit 43e333ec41ca1706f3c204ef994351d69fd5c28c)
|
||
|
|
e991bedfb4 | disable restricted gear | ||
|
|
f06924a4fa |
The Multiclassing Trait - Restricted Gear (#1317)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Adds a new trait 'Restricted Gear' that unlocks job requirements for a curated list of items (most equipment), allowing you to take items from other jobs at a loadout and trait cost. The main idea is to allow freedom of choosing items 'initial player power' at a cost of trait points 'final player power', as well as effectively automating greytiding. Item selection is moderated through loadout cost, all the numbers are up for discretion, costs can be balanced by interpolating the cost of the trait and the cost of contraband items. This trait is definitely not suitable for all servers, ~~but it has a place in lowpop RP downstreams like Grimbly Station which I play on.~~ RIP Grimbly Station --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> This PR only really features yml changes, so it could be considered in a complete state. However there is also room for design / balance discussion. - Should command staff be able to use Restricted Gear? (currently yes) - Should prisoners be able to use Restricted Gear? (currently no, but funny) - - it would also be possible to add item restrictions on restricted gear so prisoners cant smuggle guns - Should Restricted Gear grant access to certain items on your current job? (Heirloom armory weapons for security, lethal .50 for bartender etc) - Tweaking of numbers, interpolation between trait cost and loadout cost. - ~~Does this trait need a CVar requirement? (there was some discussion on discord about it)~~ - Probably more that I haven't stated. Of course, this can also be tailored to any downstream as required. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> Trait name / description:  (dw death i changed *it's* to *its*) You can use exchange loadout points to get other jobs' items.  Loadout point costs don't apply to your own job.  </p> </details> --- # Breaking changes PASSENGERS CAN GET GUNS (provided a minimum playtime requirement). If you don't want it, comment it out --- # 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 --> 🆑 - add: Added a trait 'Restricted Gear' which unlocks loadout job restrictions at a significant price. --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: sleepyyapril <flyingkarii@gmail.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 332e07ea64ac3ca04055ff6d190d8bdecb03b6bc) |
||
|
|
1c299b66ff | ruold | ||
|
|
de1822e75b |
Update AtmosphereSystem.HighPressureDelta.cs (#1992)
# Description
I hate that the throwing system doesn't have any overloads for "Nah I
just wanna use the raw vector itself for calculations thank you very
much."
# Changelog
🆑
- tweak: I Hate The Throwing System. Anyway Space Wind should actually
be working properly again.
(cherry picked from commit 42003e44a799d41db2b77e31b5b98b094a35615d)
|
||
|
|
5c7d9e4796 |
Update CCVars.Atmos.cs (#1988)
Current numbers are still a bit too high.
# Changelog
🆑
- tweak: Tweaked default CCVars for space wind to be less aggressive,
and less likely to throw people through walls.
(cherry picked from commit cb71c3e0e5303a0c6376a31cbdec64122b6ae919)
|
||
|
|
a3a8c195e5 |
Upstream 09.03-15.03 (#349)
* Trait Cost Balancing (#1906) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Makes a lot of disabilities give more points (based off community and personal opinions), and makes some very strong traits cost more points. # 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 --> 🆑 - tweak: Narcolepsy gives 6 points instead of 2 - tweak: Pacifist gives 8 points instead of 6 - tweak: Muted gives 6 points instead of 4 - tweak: Sluggish gives 5 points instead of 3 - tweak: Snail Paced gives 8 points instead of 5 - tweak: Blood Deficiency gives 6 points instead of 5 - tweak: Hemophilia gives 4 points instead of 2 - tweak: Clumsy gives 4 points instead of 1 - tweak: Bad knees gives 5 points instead of 3 - tweak: Will to live costs 3 points instead of 1 - tweak: Tenacity costs 4 points instead of 3 - tweak: Steadfast costs 6 points instead of 4 - tweak: Bionic Arm costs 10 points instead of 8 - tweak: Bionic leg costs 8 points instead of 6 --------- Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com> (cherry picked from commit d38eb0b536a34475feefa8253b9a3ed128e57f4d) * Automatic Changelog Update (#1906) (cherry picked from commit 8a2626ef6b62508a6479525555522b516e090feb) * Lightbehaviour Bug Fix (#1908) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Description. Fix bug affecting torches, flares and glowsticks that made them not emit light when turned on as described by [this issue.](https://github.com/Simple-Station/Einstein-Engines/issues/1685) <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/799631e0-bcf1-4008-9683-3d0ba7c02a24 </p> </details> --- # 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: Torches, flares, glowsticks now able to emit light again (cherry picked from commit b25e3447148948ee658d1b81dac0d1e076641fcc) * Automatic Changelog Update (#1908) (cherry picked from commit 83fbb13c3aab8fedb1e56f73b949ac1a458eee41) * Mining Shuttle & Dignitary Stuff for Arena (#1893) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> <p> Adds the mining dock & mining shuttle console for travel to lavaland. Adds NTR office with the NTR locker mapped. Also adds the BSO locker to bridge without an office cause BSO is not worthy. Map render under images. NTR office is south east of brig. Just has a desk and a bed. No fax as the NTR already has their own fax, I feel like having a second fax would increase where the NTR would need to look for faxes. Referring to the shuttle that takes one to lavaland as mining shuttle, not the pathfinder. </p> <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # 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 --> 🆑 no cl no fun (cherry picked from commit e481e2f182f162b78e22524dfe6988b2135bd32f) * Automatic Changelog Update (#1893) (cherry picked from commit f59bd7df32f6942f3b2646c1e3a08ee88343301d) * Fireplace Construction (#1897) # Description Porting - Allow Construction of Fireplaces and Bonfires Ported from - https://github.com/Goob-Station/Goob-Station/pull/1646 Yeah it's a port of a port. Yes there was sofas, benches and banners, I've very lazily stolen just the fires. Sofa might be nice but that's lot more code pinching. --- # TODO - [ ] Pray it works --- # Changelog 🆑 - add: Recipes to build Fireplaces and Bonfires --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> (cherry picked from commit 90485d5a0c49f76950d61e42c3cc596f988dc982) * Automatic Changelog Update (#1897) (cherry picked from commit c7327f55f8576267f30a384d4a84fd85f357d52f) * Terminus (#1881) # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Added a new weapon, the DT-8 "Terminus" It's a large melee weapon capable of firing a spread of disabler rounds on alternate fire. It's an arsenal tech research, and uniquely can only be wielded by onis. (I'm being bribed to make this) Also, I had to move the OniComponent.cs file to shared. I'm not sure if that borked anything but tell me if it does. (PS. Thank you VMSolidus for helping me make this ten times less shitcoded.) --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Textures complete - [x] Add lathe recipe - [x] Add to research --- <details><summary><h1>Media</h1></summary> <p> ! </p> </details> --- # Changelog 🆑 SolsticeOfTheWinter, OtherPersonPlaceHolder - add: Added a new weapon for oni security players, the terminus. --------- Signed-off-by: Solstice <solsticeofthewinter@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 3fdf1102dc20af7bd724e449808d2d38571e62c2) * Automatic Changelog Update (#1881) (cherry picked from commit 9de8ab79e61227620833b88f5c616c63f38c9a86) * Add RPD and Pipe Stacking (#1857) # Summary To add the RPD into the game for both atmos and CE's to use. Introduce pipe stacking as well since the RPD will introduce better atmos configuration. Most of the code was ported over from goob LRP. With some of it being touched up on and adding a bit of quality of life to the RPD. This was a PR originally made for goob-mrp but requested to be moved to EE. Check out the detailed commits here: https://github.com/Goob-Station/Goob-Station-MRP/pull/96 --- # Description ## RPD From the original PR made on goob-station the RPD has been ported over. It is similar to the RCD where you will be able to make pipes/vents/pumps/mixers quickly. Each dial on the main radial will bring up specific pipes like ie pipes-> corner, t-shape -cross shape. The RPD starts out in the CE and Atmos lockers with 50 charges. Each construction and deconstruction cost 1 charge. There is also one extra compressed matter in the starting lockers for both CE and Atmos for the RPD. You can research the recipe of the RPD with the reverse engineering machine. The recipe cost of the RPD is a bit more compared to the RCD.  ## Pipe Stacking With the introduction of the RPD, it was fair to check for pipes that overlapped when making new pipes. But with introducing the code from LRP goob station it was decided to bring over the pipe stacking feature too. You can make certain components pipe stackable or allow if you can put multiple of the same pipe on the same tile. If you want you change a pipe to be non-stackable by using the component type: PipeRestrictOverlap Here's an example of pipe stacking. You can make a simple scrub loob tighter or keep it normal. The freedom is given.  Here is an extreme example. This compact design creates a ton of frezon. Obviously, replace the trit miner with an actual burn chamber.  ## Belt overlay I decided to add a simple belt overlay sprite to the game for the RPD. Here's what it looks like outside the belt and inside the belt  ## RPD Borg Module I decided to add experimental RPD that will self-charge. The only way to get this RPD is through admeme spawn or being a borg. The starting charge of the Borg module is 25 and will self-charge at the same rate at 10 seconds per charge. I also added an admeme version that charges at 1 second per charge. Here is what the borg module looks like  The borg module can be researched in the t2 industrial branch as the same research for the RCD module.  --- # credit Original RPD PR: https://github.com/Goob-Station/Goob-Station/pull/1203 Original Pipe Stacking PRs: https://github.com/Goob-Station/Goob-Station/pull/391 https://github.com/Goob-Station/Goob-Station/pull/389 Prevent stacking pipes (#28308) - Original Link is dead. --- # TODO - [X] Add RPD - [X] Add RPD to reverse engineering - [x] Add toolbelt equipped sprites - [x] Add Pipe Stacking - [x] Add an experimental RPD module for engie borgs. --- # Changelog 🆑 - add: Added RPD, glory to atmosia! - tweak: RPD now spawns in Atmos and CE lockers - tweak: Extra compressed matter has been added into both Atmos/CE lockers for more RPD/RCD uses - add: You can research RPD with the reverse engineering machine. - add: A belt overlay sprite to the CE and utility toolbelt. - add: Pipe Stacking ported over from LRP Goob station. Compress those frezon factories! - add: Toolbelt overlay sprite for the RPD. - add: RPD Borg module researched in t-2 industrial advanced tools. --------- Co-authored-by: Nathaniel Adams <60526456+Nathaniel-Adams@users.noreply.github.com> (cherry picked from commit b32710c94628f90e4b2c43796ac3ab81892926f3) * Automatic Changelog Update (#1857) (cherry picked from commit 3270ee0327054fd0187cb03756d23a1a84d7916c) * SS13 Combat Parity Part 0.5: Stun Meta [PREREQUISITE] (#1914) # Description Ports Stun Meta from [/Goob-Station#788](https://github.com/Goob-Station/Goob-Station/pull/788) Splits stuncrit into knockdown and paralysis, like on 13. knockdown lets you crawl on the floor, and paralysis is the same as current stamcrit. The stun baton has been buffed, doing 15 stamina damage per swing, and 40 stamina damage overtime. This lets you stamcrit someone in two baton swings, but it takes a few seconds before they actually fall down to the ground. About the same amount of time as 4 baton swings back to back. This PR also reverts #809, since I plan on reworking shoving entirely soon. (also for my sanity. wouldn't have been able to port stunmeta otherwise.) ## Condemn Trillions Required for the rest of the SS13 Combat Parity changes listed [here](https://discord.com/channels/1218698320155906090/1348171706061033502) # TODO * [x] Await merge * [x] Gaming # Media  # Changelog 🆑 Eagle * tweak: Stamina Crit has been split into Knockdown and Paralysis * tweak: Stun batons now do 15 stamina damage on hit, and 40 over time (cherry picked from commit b8045750e91b8e43fcf91deaeb49b295a0984cdc) * Automatic Changelog Update (#1914) (cherry picked from commit cbadf45b9e1bbb8cbb122a579e9c37a3234d506b) * Miscellaneous Fixes From White Dream (#1911) # Description Ports the following PRs: https://github.com/WWhiteDreamProject/wwdpublic/pull/271 https://github.com/WWhiteDreamProject/wwdpublic/pull/282 https://github.com/WWhiteDreamProject/wwdpublic/pull/255 https://github.com/WWhiteDreamProject/wwdpublic/pull/254 https://github.com/WWhiteDreamProject/wwdpublic/pull/246 https://github.com/WWhiteDreamProject/wwdpublic/pull/223 https://github.com/WWhiteDreamProject/wwdpublic/pull/220 https://github.com/WWhiteDreamProject/wwdpublic/pull/219 https://github.com/WWhiteDreamProject/wwdpublic/pull/213 This is a rather huge variety of fixes to be honest. # Changelog 🆑 White Dream - fix: Fixed airlock opening and closing visuals - fix: Fixed Weather spamming infinite sounds. - fix: Cockroaches no longer spam organs when stepped on. - fix: Fixed the timer on the Return To Round button - fix: Fixed Return to Round not remembering how long it's been since you died if you re-enter your body. - fix: Fixed harpy flight visuals not showing for other people. - fix: Fixed disabler bolts not going through windows like other kinds of lasers. - fix: Fixed Vim Harness being free - fix: Fixed handcuffs not respecting your arm length. - fix: Made tending wounds not as message spammy. - fix: Fixed shuttle windows not preventing you from being electrocuted by grills under them. --------- Co-authored-by: vanx <61917534+Vaaankas@users.noreply.github.com> Co-authored-by: vanx <discord@vanxxxx> Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> (cherry picked from commit ced8a565a32cfa340140674c073d90a2a6002799) * Automatic Changelog Update (#1911) (cherry picked from commit 89f27f4b2f3882ba97132d69f9d6477cea3195d1) * Faction Clothing Bug Fix (#1917) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Fixed bug that made ClothingAddFactionComponent not add the faction of the clothing to the mob when the clothing is equipped. The bug is described in greater detail in [this issue](https://github.com/Simple-Station/Einstein-Engines/issues/1228). --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/41fe9411-0eac-478d-956c-b094f211f565 </p> </details> --- # 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 bug that made ClothingAddFactionComponent not work. (cherry picked from commit 639f46a68b84ad6d0655ec318ccc62fa3061c5cd) * Automatic Changelog Update (#1917) (cherry picked from commit b4c488af30ad9e21e41b409282aeac1f8ae37c9e) * Crafting Curtains and Tables No Longer Consumes Entire Stack (#1916) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Stolen from https://github.com/Fansana/floofstation1/pull/152, courtesy of cynical24. When you craft a curtain or make a table into a _fancy_ table, it doesn't take the entire stack of carpet. This should hopefully stop me from having to return to the HoP to ask for another 10 carpet. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] general thievery of text (with permission) --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # 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 --> 🆑 - tweak: you don't use the entire stack of carpet now when crafting colored curtains or fancy tables. (cherry picked from commit 508dbc35d3576be768122604d39194ee715ab02a) * Automatic Changelog Update (#1916) (cherry picked from commit f4641de5073d3cf1ccc54a5599281bb6025149fc) * Markings From Impstation 2 (#1925) what the funny title says <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Adds some markings from Impstation (Again, who would have thought it'd be Impstation again?), ports the merciful IPC wings from Goob LRP, adds some markings to arachnids, a bunch of markings for Reptilians, and a new hairstyle. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [ ] Task - [x] Completed Task --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> </p> </details> --- # 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 --> 🆑 Diggy - add: New markings for arachnids, reptilians. - tweak: Allows IPCs to pick up overlay markings such as the gauze stuff, Onis can now have the curved horn marking humans can have. (cherry picked from commit b955652cf18f1a11e7d48206f32c8d3e24e819bd) * Automatic Changelog Update (#1925) (cherry picked from commit 78149f74ac386a81b4ecb46679db29c9e5f1946e) * Fix Vulpkanin Markings (#1894) # Description Vulpkanin no longer wear their undergarments "Superman Style" # Changelog 🆑 - fix: After lengthy retraining, NanoTrasen has taught Vulpkanin that underwear is meant to be worn inside pants, not outside them. (cherry picked from commit 190dddf7c59537ffc2781f3d8f7bcb16e5a449fb) * Automatic Changelog Update (#1894) (cherry picked from commit a7138473115dfe767b822eb2b24179a04f6133e5) * Fairer Turrets (#1923) # Description It had basically always bothered me, and evidently a lot of other people that turrets were previously "Unfair enemies". They had perfect aimbot accuracy, tracked targets instantly at any angle, and were nigh-indestructible. It was telling that players were pretty much only ever killed by turrets once or twice, and then they figure out that the turrets are outright impossible to beat in a fair fight, so they end up resorting to underhanded tactics like using an RCD to wall the turret off. Or use a pickaxe to go around them. I previously added a new turret for the SAN dropship, and with it had tried out a very different approach for "Fairer Turret" balancing. A more reasonable healthbar, no instant tracking, and no perfect accuracy, The players enjoyed these a lot more than the original turrets. Plus they were more visually interesting firing an inaccurate spray at their targets. <details><summary><h1>Media</h1></summary> <p> I'm on my lunch break at college right now, so no media. </p> </details> # Changelog 🆑 - tweak: Adjusted turrets to be a more "Fair" fight. They no longer have perfect aimbot accuracy, they don't track targets instantly, and they also have a "More fair" healthbar that can reasonably be shot through by someone with good enough weapons and armor, (cherry picked from commit 6bdd73efe210d6e556e6accbc89cb9134f716e2e) * Automatic Changelog Update (#1923) (cherry picked from commit bedcd65d4d8324a651101a978ba90d46d4199cfa) * Fix A Minor Test Fail (#1902) Just a random event that had a tiny chance to spawn an Abstract entity. (cherry picked from commit f49712f82569d7e5f0a486d00130216dc73520bd) * Throw Errant Into The Spider Pit (#1896) # Description @Errant-4 by request in your comment. I had annihilated this before during the NyanoCombat reworks, but during a recent wizmerge most of said reworks were accidentally reverted. This is the one that was brought back, comment and all. So this PR fixes for a second time a problem left by the old combat system. # Changelog 🆑 - fix: Power attack and light attack damages are no longer swapped. Signed-off-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 4b988b2b01e379d5a2c6c8eae72f70c00876d024) * Automatic Changelog Update (#1896) (cherry picked from commit 505765017a164ca20582571f92f5ec95ff3e5579) * Nerf .45 (#1895) # Description Somehow I didn't realize that .45 magnum, despite being a common ammo type available to a lot of people, deals literally double the damage of all other comparable smallarms. No wonder people were complaining about the Universals being comically overpowered. This PR normalizes their damage so that it's still "More than other equivalent small arms calibers", but not ".45 is more than double the damage of 9mm". # Changelog 🆑 - tweak: Nerfed universals and other .45 auto guns. I get the meme that .45 is better than 9mm, but not "More than double" the damage of 9mm. (cherry picked from commit f7f49f67d69e6a19a3b83eec1d4cb4b0b7ca93a1) * Automatic Changelog Update (#1895) (cherry picked from commit cfd95ca7c4237030cebba16cf1d81798a5d801a6) * More Lavaland Fixes (#1892) # Description Apparently the lavaland ore crates are supposed to have an ore magnet, but this didn't work because they're missing something from the ore bags. So this fixes that. Also I made sure the lavaland's ores actually have the same naming conventions as our regular ores. # Changelog 🆑 - tweak: Ores mined from lavaland now have names matching their real-world counterparts. - fix: Fixed the lavaland ore crates not having working ore magnets. (cherry picked from commit 2f02dd1a0621437587d143641b4a66ef59d87bab) * R25 Rifle Tweaks (#1869) # Description This PR tweaks the stats of the R25 rifle so that it isn't completely useless. Its accuracy when wielded has been improved so that it can more consistently hit targets at between half and a full screen length away. As a tradeoff, its cooldown between bursts has been increased so that its DPS isn't comically overtuned. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/7b862f2a-09c3-450b-9482-a6ce69b4c971 </p> </details> # Changelog 🆑 - tweak: Increased the accuracy-when-wielded of the BRDI-R25 rifle. As a tradeoff, it has a longer cooldown between hyperbursts. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **Gameplay Adjustments** - Updated the weapon's handling by refining its firing angles. - Adjusted the burst cooldown period to alter the firing rhythm. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit be595f4fbe52e612dbaf58363287e9d483442a12) * Automatic Changelog Update (#1892) (cherry picked from commit 2cc6e37b996d5074affebd7d8813778b3f9824d2) * Automatic Changelog Update (#1869) (cherry picked from commit fd9c5bb1bfddb94e8aa8d4ecfcb4587629110949) * Footstep Netcode Fixes (#1909) # Description Port of https://github.com/WWhiteDreamProject/wwdpublic/pull/298 --------- Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> (cherry picked from commit 36627e2e655471e118867c1ae05870b1cb9c0be4) * Automatic Changelog Update (#1915) (cherry picked from commit a8994b38b0ade548152a5868a0ab87fd727da81d) * Embeddable Projectile Fixes (Courtesy Of White Dream) (#1907) * embed children * locale * fix * Update Resources/Locale/ru-RU/weapons/throwing/throwing.ftl * // WWDP MY BELOVED # Description This is a port (and general cleanup of) https://github.com/WWhiteDreamProject/wwdpublic/pull/278 Plus clearing a bunch of compiler warning causing things, and also a fix for one of our Heisentests. This PR mainly fixes issues with embeddable projectiles being potentially unintentionally destroyed when the thing they are embedded in gets destroyed. Which can be disastrous for example if my energy sword embeds into a wall, and also destroys that wall, which destroys my precious energy sword... # Changelog 🆑 Spatison - fix: Embeddeable projectiles are no longer always destroyed when the thing they are embedded in gets destroyed. Energy Sword throwing enthusiasts may rejoice now that their precious sword is safe. Co-authored-by: vanx <61917534+Vaaankas@users.noreply.github.com> Co-authored-by: vanx <discord@vanxxxx> Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> (cherry picked from commit 2c30abbb072238ed7478c9716a66db58f69ddc67) * Automatic Changelog Update (#1907) (cherry picked from commit a97ae4aa2fdaf1bf70149fa994682debd2162779) * Health Analyzer UI Fix (#1928) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Fix the bug described by [this issue.](https://github.com/Simple-Station/Einstein-Engines/issues/1820) --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # 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: Health analyzer's doll is now in the normal size. (cherry picked from commit ce489662c54195cd3f5865f5003d40fe3ba7c0d3) * Automatic Changelog Update (#1928) (cherry picked from commit 0b4b338af37f2222065063364b76db3c63fa8025) * Magma Hand (#1927) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Sprited by Greenwall, YML'd by myself. The Magma Hand is a slime-like creature that you can encounter in Lavaland. It's very hostile, but you _can_ pet it! --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Add to Lavaland spawning list --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> Its blood is sulfur!  Its attacks burn you! https://github.com/user-attachments/assets/0bf21207-1dc2-4cf5-9b9b-89a558488963 Ice makes it die very quickly! https://github.com/user-attachments/assets/4c742c6e-ac5e-462f-9f1e-e05ce0fcaa0b   </p> </details> --- # 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 --> 🆑 Greenwall - add: Magma Hand! Sprite by Greenwall, YML by Timfa. Bring a water gun filled with ice, and you'll be fine! (cherry picked from commit 545a20fd19a25f833cc32e21c6f0f53f7f872e22) * Automatic Changelog Update (#1927) (cherry picked from commit f8c127f1432d24f98e5eeeb4099fa2899db74c15) * Cyber Eye Changes (#1876) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Removes the flare shielding trait, instead adding welding arc protection to the diagnostics hud, and giving the medical hud a built in chem scanner. No trait will give you access to immunity to flashes however, and you will instead be required to have proper eye protection on again to counteract it. This makes securities lives a lot better, and makes the flash a viable tool again. # 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 --> 🆑 - remove: Removes flare shielding - tweak: Adds eye protection to diagnostics hud - tweak: Adds chemical analyser to med hud - tweak: Increases med hud and diagnostics hud costs to 2 <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **Gameplay Balance** - Reduced the negative impact for the `FlareShielding` trait, offering a milder penalty. - Removed the flash immunity effect from the `FlareShielding` trait to streamline its behavior while retaining it in the `FlareShieldingModule`. - Updated requirements for the `Blindness`, `Nearsighted`, and `Photophobia` traits by removing the dependency on the `FlareShieldingModule`. - Adjusted point values for several traits, reflecting a more significant negative impact for others. - Introduced new components, enhancing the functionality of various traits. - **Feature Enhancements** - Expanded the description of the `CyberEyesMedical` trait to include a Chemical Analysis Hud. - Updated the `CyberEyesDiagnostic` trait description to incorporate flare shielding for improved eye protection. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com> (cherry picked from commit 516c53e8ea97680b8029b79dae9fab0a229d0709) * Automatic Changelog Update (#1876) (cherry picked from commit 085163904a3bc64c2217553afe5e43a8938cfc8c) * Space Wind Version 5 (FINAL) (#1765) # Description MY ASCENSION IS COMPLETE, I HAVE DEFEATED THE ATMOS SYSTEM. MY POWERS HAVE GROWN TO NEW AND UNFATHOMABLE HEIGHTS. THE EQUATIONS FOR SPACE WIND ARE NOW PERFECTED. I HAVE BECOME THE PHYSICS CHAD THAT CAN NOW ACCOUNT FOR FRICTION AND AIR RESISTANCE. SPACE WIND HAS BEEN PERFECTED. THERE IS NO MORE WORK FOR ME TO DO ON IT. # TODO <details><summary><h1>Media</h1></summary> <p> PROOF THAT MY EQUATIONS HAVE BEEN PERFECTED. https://github.com/user-attachments/assets/b3eb43b2-e8db-4f75-a142-2c86308e8113 </p> </details> # Changelog 🆑 - add: Added Space Wind V5. This version of space wind now accounts for the coefficients of friction and gravity as a calculated way to resist space wind. There is no more guesswork on if space wind should be able to throw an object. Additionally, thanks to a standalone module from Matrix Airflow System, space wind is capable of calculating airflow at arbitrarily any point in a room, regardless of whatever garbage Monstermos is saying. (cherry picked from commit a5151c7622c424af6fd7e4c0b916e8ddda75c3df) * Automatic Changelog Update (#1765) (cherry picked from commit ba32a82331ffba42919ff57b48c1d80ba02c1343) * Fix Oni (#1935) # Description I didn't notice during the last PR that someone added an override for the Tags component of Oni, otherwise I'd have said something about it. You can't add a tag component to a species because it overrides a massive shitton of tags that are needed for player characters to be able to do certain things, such as DoorBumpOpener... # Changelog 🆑 - fix: Fixed Oni not being able to do a ton of things that required hardcoded tags. I fucking hate the tag system. (cherry picked from commit 3950fb0a6c9cbb9febb30b00f183a8d049f0ca0c) * Automatic Changelog Update (#1935) (cherry picked from commit 12876a1ce113a68a79d2cae79e99a6748446c13e) * Rev Manifesto Inhand Use Cooldown (#1936) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Add a two second cooldown on the Revolutionary Manifesto's secondary use (the purely cosmetic one) to not make it cause chat spam. I made this change from web and have NOT tested it yet (unless I checked the checkbox below in the TODO section! --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [ ] TEST IF IT WORKS --- # 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 --> 🆑 - tweak: Tweaked rev manifesto to not spam chat anymore (cherry picked from commit 3a6634125445a3a71ab33dae090942ce3216d340) * Automatic Changelog Update (#1936) (cherry picked from commit 0ba6aae78f5ee3804f8eaf30afc2e35bafc8e17c) * More Tolerable Default CVars (#1945) # Description I can't believe we never cleaned these up. Yea so our codebase made an astoundingly fucking poor first impression on BPL during their huge playtest, and most of these CVars were to blame. In particular is the godawful Ramping Event Scheduler having "Murder the station with ventcritters every 10 seconds at the 30 minute mark" as its settings. # Changelog 🆑 - tweak: Disabled Monstermos Tile Ripping by default. - tweak: Default settings for Ramping Event Scheduler no longer throws "Ventcritters every 10 seconds, 30 minutes into the round". (cherry picked from commit ef5dc3441aa3b7c62d771039c3e1a93ba04a0d32) * Automatic Changelog Update (#1945) (cherry picked from commit 0fce50daf5ba999e3bc9b8c97e8e7b8791fb7f7e) * BRDI Repaints (#1957) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> A downstream port of https://github.com/TheDenSS14/TheDen/pull/306 providing Blue and Red paintjobs for the Blueshield and Head of Security BRDIs respectively. --- # 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 --> 🆑 - tweak: Gave the BSO and HoS BRDIs a fancy paintjob. (cherry picked from commit 4f23e0d40549fc3780d1dd94f7fea2ff83e37c24) * Automatic Changelog Update (#1957) (cherry picked from commit 2d7e39eca59cee8c8c883501c8f185bcb8bff4cb) * ADT Markings Port (#1951) Truly the PR of all time... <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> The markings by themselves have localization or whatev. When you color them they will however appear as marking_etc_etc. Yes, i'm aware it's lazy, but i'm not doing it for over 80 markings, just not feeling it, this is really just a test to see if it gets allowed without some locale files setup. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [ ] Task - [x] Completed Task --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --- # 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 --> 🆑 Diggy - add: Most markings from ADT, along with two new hairstyles, new markings for Shadowkin (Despite all my hate for them). - fix: Shadowkin ears are now colorable again, fuck around and find out if you want your Shadowkin's ears to be pink with red or something. (cherry picked from commit a36b5dc2404578c64a93a9881714f00180c1da02) * Automatic Changelog Update (#1951) (cherry picked from commit cd81f90db975061f9d968b45beab9a461834f4c1) * Cyberiad 1.0: Service Rework (#1938) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Changes Box to Cyberiad, with the service area receiving a rework, in the future there will be more updates in the depts, with the next one probably being the Sec. Make some fixes on Gax and Bagel. I changed the maintainer of some maps from "Estação Pirata" to "Ichai". I am not part of the Estação Pirata --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # 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 --> 🆑 Ichai - add: Cyberiad added to the rotation. - fix: Gax: Fixed missing window in CE office, Fixed walls in SM to prevent radiation leaks. - tweak: Port changes to Bagel from GoobStation - remove: Box is no more. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 3da2771a5509b189b4599a2323e9df5d7b9fb562) * Automatic Changelog Update (#1938) (cherry picked from commit 755fc9912d4152dca446477ea2693ed91aac59c1) * R-25 BRDI Back Slot Sprites (#1962) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Added back slot and suit storage sprites for the R-25 BRDI. --- # 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 --> 🆑 - add: Added back worn sprites for the R-25 BRDI. (cherry picked from commit 2cf4957ccd3ed2e0a673c7a7c774f4d779428cb5) * Automatic Changelog Update (#1962) (cherry picked from commit d6ba9f7c0da450e0b8ae6623b33e6933360ae43c) * Remove Random Stencil Clear On Left Leg (#1955) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> I don't know why this was being done, but it didn't seem to do anything and I know for a fact it was causing issues with shaders that were applied on all humanoid layers, so... "Imaginary Technique: Shitcode Removal" go. If anything breaks, it's this. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Check that the game didn't incinerate itself. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # 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 --> no cl Signed-off-by: Eris <eris@erisws.com> (cherry picked from commit e674f782e24da7a7825520ca650473f155e9e4c1) * fix upstream --------- Co-authored-by: EctoplasmIsGood <109397347+ectoplasmisgood@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> Co-authored-by: Paulo Artur Pinheiro Viana Villaça <112904295+algumcorrupto@users.noreply.github.com> Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com> Co-authored-by: Raikyr0 <Kurohana@hotmail.com.au> Co-authored-by: Solstice <solsticeofthewinter@gmail.com> Co-authored-by: Solaris <60526456+solarisbirb@users.noreply.github.com> Co-authored-by: Eagle-0 <114363363+eagle-0@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Tirochora <leotabletdb@gmail.com> Co-authored-by: BloodfiendishOperator <141253729+Diggy0@users.noreply.github.com> Co-authored-by: Timfa <timfalken@hotmail.com> Co-authored-by: Rosycup <178287475+Rosycup@users.noreply.github.com> Co-authored-by: Ichaie <167008606+ichaie@users.noreply.github.com> Co-authored-by: Eris <eris@erisws.com> |
||
|
|
03da562a6e |
Merge pull request #317 from Vaaankas/input
[Fix] Input Relays Running State |
||
|
|
7ad215a5a9 | traits | ||
|
|
4fc5b0fe70 | input lol somethign something | ||
|
|
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> |
||
|
|
3bbede27e4 |
[Tweak] Announcement Character Limit (#290)
announcement limit Co-authored-by: vanx <discord@vanxxxx> |
||
|
|
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> |
||
|
|
8a95ee85bf |
Upstream 28.02-03.03 (#268)
* More Tajaran Markings (#1834) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Description. Adds separate eye colors to Tajaran and makes most of the markings from "Fashion Update: Earrings & Makeup" available to Tajarans --- <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- # 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 --> 🆑 Tonk - add: Tajarans now have separate eye, wrist, tattoo, and makeup markings --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de) * Automatic Changelog Update (#1834) (cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839) * Cybernetics Trait Changes (#1828) # Description Changes/buffs to Cybernetic Traits. Some lesser used traits get some love, while some other stuff gets some logical re-balancing. Feel free to point out if some shitcode is broken or need explaining. --- # TODO - [ ] I got ideas cooking that I don't know how to code --- # Changelog 🆑 tweak: Striking Calluses no longer require you to be one of 3 jobs and Human. Also increased the +1 damage to +2. tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and costs less. tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss from 0.7 to 0.25 and healing cap increased from 200 to 400. tweak: Decreased the cost of Thermal Vision to be in line with Night Vision. tweak: IPC Platelet Factories healing cap increased from 200 to 250 tweak: Cyber-Eyes Omnihud now pickable by Command too. fix: Fixed name and description of Cyber-Eyes Modules for Night Vision and Thermal Vision. remove: Mind over Machine from Cyber-Eyes Modules. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - "Striking Calluses" now delivers increased unarmed strike damage, enhancing combat performance. - **Documentation** - Trait names and descriptions have been updated for greater clarity and consistency, including changes to "Cyber-Eyes" terminology. - **Chores** - Redundant trait options were removed from the selection pool to streamline gameplay. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d) * Automatic Changelog Update (#1828) (cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7) * Shadowkin Age Fixes & Plus Plushies (#1684) # Description Shadowkin middle-aged increased to 80, old age lowered to 175, max age lowered to 250. Shadowkin can now collect their goofy little plushie from a variety of sources --- # TODO - [x] Adjust Shadowkin age brackets - [x] Add Shadowkin plushie to crates and stuff --- # Changelog 🆑 ShirouAjisai - add: Added Shadowkin plushie to crates and stuff - tweak: Tweaked Shadowkin age brackets <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "shadowkin plushie" loadout item, enhancing customization options. - Expanded the collectible pool by adding a new plushie available in multiple game areas, including reward systems and random spawners. - Enhanced the variety of items available for the `PresentRandom` entity with the addition of the "shadowkin plushie." - **Adjustments** - Refined life-stage parameters for the Shadowkin species, adjusting age thresholds to better define maturity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: SixplyDev <einlichen@gmail.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0) * Automatic Changelog Update (#1684) (cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14) * Trait Add Tag (#1846) # Description Added TraitAddTag Function, which for example can be used to add Spidercraft to the Spinerette trait. # Changelog 🆑 - add: TraitAddTag Function <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Entities now receive automatic tag assignments at spawn, enhancing the system's trait interaction and overall categorization capabilities. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit b1acdc4017dc1181b7f557351e82ef1df93635c2) * Automatic Changelog Update (#1846) (cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272) * Arachne SpiderCrafting (#1847) # Description Added SpiderCraft Tag to Arachne # Changelog 🆑 - add: Added SpiderCraft to Arachne <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "SpiderCraft" classification for the Urist McArachne entity, expanding its behavior and interactions related to spider-specific mechanisms. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit ff4146f879d397993eee22a2a4807e986e404641) * Automatic Changelog Update (#1847) (cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00) * Add Centcom Disabler (#1845) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> it self recharges a bit. It's also green. It's also a steal target, because it's green. I noticed the Nanotrasen Representative has a disabler in his locker by default, but does not get to pick one in a loadout. I figured I'd remedy this, by giving him a shiny green Disabler that slightly recharges on its own. It deals the same stamina damage as the normal Disabler. The only differences are: - Green - Steal Target - Slightly higher rate of fire - Slightly recharges itself (half as slow as the antique pistol) - Admits Centcom doesn't trust you with lethals in its description --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588  </p> </details> --- # 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 --> 🆑 - add: Added CentCom disabler as loadout option for the Nanotrasen Representative. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Expanded loadout options for the Nanotrasen Representative role with a dedicated weapon configuration. - Introduced the "CentCom disabler," a new self-defense weapon option with advanced features. - Updated localization entries to reflect the new representative weapon grouping. - Added a new steal target group for the Nanotrasen representative's weapon. - Enhanced visual assets with updated animations and states for the new weapon. - Introduced new objectives related to the Nanotrasen Representative role, enhancing gameplay experiences. - Added the "Nanotrasen Representative" job title to localization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca) * Automatic Changelog Update (#1845) (cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136) * Plant Analyzer Port (#1849) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ported directly from https://github.com/Goob-Station/Goob-Station/pull/1685 I tweaked the sprite, and changed its usage of a Papersystem. I can't speak for the code quality, since I didn't write it, but I'm willing to fix things so long as I have the capability to do so. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>    https://github.com/user-attachments/assets/0189567a-57ca-4e9d-ba0d-74e622e1d30d https://github.com/user-attachments/assets/25ea6100-1458-4804-98e4-5f70b6bfcd45 </p> </details> --- # 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 --> 🆑 - add: Port Plant Analyzer from botanySupremacist, who took it from ian321 <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a comprehensive plant analyzer interface that displays detailed plant health, tray data, and environmental conditions. - Added an in-game report printing feature for easy access to analysis results. - **Enhancements** - Refined yield calculations and plant metabolism behaviors. - Integrated the analyzer item into crafting recipes, vending machines, and locker inventories. - Expanded localization for clearer, user-friendly plant analysis information. - Added new localization strings for printer status feedback. - Introduced new classes and messages for improved data handling and user interaction within the plant analyzer system. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Timfa <timfalken@hotmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce) * Automatic Changelog Update (#1849) (cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8) * Mind Role Entities (#31318) * Mind Role Entities wip * headrev count fix * silicon stuff, cleanup * exclusive antag config, cleanup * jobroleadd overwerite * logging stuff * MindHasRole cleanup, admin log stuff * last second cleanup * ocd * minor cleanup * remove createdTime datafield * now actually using the event replacement I made for role time tracking * weh (cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab) * Fix error (cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5) * Update SharedContentIoC.cs (cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2) * dragon antag refactor (#28217) * remove dragon system usage of GenericAntag * add AntagRandomSpawn for making antags spawn at a random tile * add AntagSpawner to make an antag spawner just spawn an entity * add antag prototype for dragon since it never had one * make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag * make dragon rule use AntagSelection and stuff * remove dragon GenericAntag rule * add back to spawn menu --------- Co-authored-by: deltanedas <@deltanedas:kde.org> (cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145) * Cultist Mind Roles (cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3) * Update midround.yml (cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055) * Update ghost_roles.yml (cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47) * Solarian Alliance Content (#1851) # Description This PR acts as a proper introduction to players for the Sol Aliance faction, a major antagonist group from my old home server's lore. To do so, I've ported a large number of assets from Aurora.3 to this repo, as well as created a new Midround Antagonist called "Deserters", which shows off this group to players. <details><summary><h1>Media</h1></summary> <p>    </p> </details> # Changelog 🆑 - add: A new Midround Antagonist has been added to the game. The "Solarian Deserters" are a group of highly trained soldiers who haven't been paid for far too long, whom have come to the station to loot it for everything valuable. - add: Lore guidebook entry for the Solarian Alliance, a majorly antagonistic faction. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced the "Solarian Navy Deserter" role with detailed localization, objectives, and traits. - Launched a dynamic shuttle event featuring interactive elements like secure doors, turret defenses, and specialized equipment. - Expanded gameplay with new storage options, tactical helmets, uniforms, identification cards, and door access tailored for the Sol Alliance. - Added a new NPC faction and game events enhancing combat and role-play dynamics. - Introduced various clothing items and uniforms associated with the Sol Alliance, including tactical gear and dress uniforms. - Added new metadata and structured entries for various clothing and equipment assets. - **Documentation** - Enriched lore and guidebook entries with expanded nation details, emphasizing the Solarian Alliance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a) * Automatic Changelog Update (#1851) (cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909) * Supermatter Atmos Mapping Assets (#1859) # Description This adds "High Flow" variants of all existing atmos devices, which are useful for supermatter engines. I also added the ability for FixAtmosMarkers to optionally accept a gas mixture directly, as opposed to the stupid hardcoded gas mixes that they were limited to using previously. # Changelog 🆑 - add: Added high pressure variants of atmos devices intended for supermatter engines. - add: Added engineering locked high security doors, also for use in supermatter engines. - add: Fix Atmos markers can now accept a gas mixture directly for modifying their tile. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced atmospheric commands now dynamically use specific gas mixtures for more flexible performance. - Introduced a new supermatter coolant entity, offering an alternative liquid nitrogen-like option. - Added several high-pressure and high-flow gas components, including pumps, filters, mixers, vents, and injectors. - Updated map elements by refining door access prototypes and labels for improved in-game clarity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94) * Automatic Changelog Update (#1859) (cherry picked from commit 468a263863f17772e6233032e5099d6c83764616) * Rerotate Arena (#1853) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Rerotates Arena. Adds an AI satellite, and maps a few station maps, cameras, and psionic registry computers. Adds myself as the maintainer for it. Do note that I am still learning how to map. Please state any changes that is wished to be seen before it is ready to merge. It is 3AM, I need sleep. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Space cleanup - [x] Psionic Registry Computers - [x] AI Satellite & Related Stuff --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # 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 --> 🆑 - add: Arena is back <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - The Arena map is now reactivated with updated configurations and active maintenance. - Enhanced gameplay details and role assignments have been enabled for a more engaging experience. - The configuration for the Arena map has been fully activated, including various roles and attributes. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67) * Automatic Changelog Update (#1853) (cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2) * Port Grab Intent From Goob (#1856) # Description After months, Grab intent is finally ported to EE, as a result of a 4 hour Adderall induced code binge. ## This PR is more shit than code. Required for CQC, an attempt to port that will come later. @Erisfiregamer1 requires this for [Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855). Thanks to Gus for the Goobstation pr, and to Spatison for the original port on WWDP Tests on my local repo worked. # TODO * [ ] Await review * [ ] pain # Media  # Changelog 🆑 Eagle * add: Ported Grab Intent from Goobstation <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced pulling and grabbing interactions now feature multiple stages that impact how actions and collisions feel. - Virtual item handling during throws and drops has been refined for more dynamic in-game outcomes. - Alert visuals have been updated to provide nuanced feedback depending on the intensity of pulls and grabs. - Player movement and breathing mechanics have been fine-tuned for more realistic behavior. - New localization strings deliver clearer, context-sensitive notifications for grab-related actions. - Introduced a new component and system for managing entities thrown while grabbed, including damage handling and visual effects. - New event classes enhance interaction handling for virtual items during grabbing actions. - **Bug Fixes** - Improved logic for stopping pull actions to ignore grab states when necessary. - **Chores** - Added metadata for new textures related to alerts in the user interface. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49) * Automatic Changelog Update (#1856) (cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b) * Port Role Types (#1860) Ports https://github.com/space-wizards/space-station-14/pull/33420 This is the last requirement before we can start mass-porting new antags. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced role displays in player and character interfaces with a new "Role Type" column. - Updated admin overlay options, including a classic antagonist label. - Expanded ghost role behaviors for various entities, offering more dynamic gameplay. - New localization entries for role types and UI settings for sounds and layout customization. - Added new mind roles and role types, improving role management and gameplay interactions. - Introduced new events for player spawning processes to enhance gameplay scenarios. - **Refactor** - Streamlined role management and update processes for improved reliability and performance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com> (cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e) * Rock And Stone <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports Lavaland and required systems from Goobstation. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Port over _Lavaland - [x] Port over required codepatches - [-] Test locally (Should be fine) - [X] Pass tests --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # 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 --> 🆑 - add: Lavaland has been ported! <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a dynamic mining voucher interface allowing players to redeem various mining kits. - Enhanced shuttle docking systems with an updated console interface for smoother FTL transitions. - Added immersive boss music management for enhanced in-game boss encounters. - Expanded Lavaland gameplay with new procedural map generation, weather events, and storm scheduling. - Integrated new interactive commands and UI improvements for advanced weapon upgrades, Hierophant boss actions, and research features. - Added new components and systems for managing various gameplay elements, including damage squares, tendrils, and block charges. - Implemented new localization entries for improved player experience across various game features. - Introduced new components for managing mining vendors and vouchers, enhancing the interaction with mining kits. - Added a new system for managing the deployment of shelter capsules in the Lavaland environment. - **Tests** - Added integration tests to validate Lavaland planet generation and map initialization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a) * Automatic Changelog Update (#1844) (cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf) * fixs * fix * fuck --------- Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> Co-authored-by: Raikyr0 <kurohana@hotmail.com.au> Co-authored-by: SixplyDev <einlichen@gmail.com> Co-authored-by: Timfa <timfalken@hotmail.com> Co-authored-by: Errant <35878406+errant-4@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com> Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com> Co-authored-by: Eris <eris@erisws.com> |
||
|
|
2654233356 |
[Tweak] Movement In Crit + No Breaking Pull (#259)
* no breaking pull in crit * condition to species prototypes --------- Co-authored-by: vanx <discord@vanxxxx> |
||
|
|
e5de99109d |
Cherrypick Wizden Pr 29151 (#1825)
Cherrypicks https://github.com/space-wizards/space-station-14/pull/29151 by Durk's request --------- Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> (cherry picked from commit eca41970164cd538de7f0ce7a70381a8dab4ff21) |
||
|
|
2a7f4e070c |
Port Supermatter Updates From Impstation (#1719)
# Description Yea it turns out ImpStation made a shitton of updates to Supermatter that were never upstreamed, including making a fancy new Supermatter Monitoring Console, which needs to be mapped. Technically this is a DeltaV PR, but out of pure spite I ported the entirety of this completely by hand. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog 🆑 - add: Added Supermatter Monitoring Console. (cherry picked from commit 541f1695d0f9e03afb26f847f3e8fd1462c5ed14) |
||
|
|
1e423cabf9 |
v245.0.0 (and Storage UI V2) (#1799)
Contains: - Storage UI v2, required for removing DeferredClose. - Stock market refactor (mostly some basic changes to stock market, didn't want to make a whole other PR for it) - Make guidebook remember where you left off - Any other PRs are purely for fixing issues related to the above PRs or the engine update. 🆑 - add: Ported Storage UI v2. - tweak: The guidebook will now remember where you left off. --------- Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: 12rabbits <53499656+12rabbits@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> Co-authored-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> (cherry picked from commit 3c37ff1c48637d1cdf8bc3c6b1412dad338ea205) |
||
|
|
a5d4cbd0d7 |
Add Mood Visual Effects Toggle (#1748)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Separate from the shaders toggle because some want one and the other. --- # 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 --> 🆑 - add: Added a toggle for the mood visual effects, for the ones with sensitive eyes. (cherry picked from commit cf3cdc970967b8a491d83b69c9df9a05d9fa2ced) |
||
|
|
618bb61d2b |
Allow Cloning Living People (#1679)
# Description
Allows living people to be cloned. Implements (but does not cherry-pick)
https://github.com/Goob-Station/Goob-Station/pull/932. Whether living
people can be cloned or not can be set with a new CVar
`cloning.allow_living_people`.
Also prevents Plasmamen from self-igniting while being cloned in a
cloning pod. (Lore reason: They are literally submerged in fluids while
being cloned)
Fixes a bug in `EndFailedCloning` that caused the server to crash if the
used biomass was too low:
|
||
|
|
05c30059d3 |
Better Progress Bar (#1648)
# Description DoAfter progress bar like in ss13 forks. ---    --- # Changelog Fuck it, no need this, im not a contributor. --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 1ef0bd0f47aadfb3b0ea8f48c8c693c3f9118ad4) |
||
|
|
529420cc05 |
Player Customization (#1626)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Adds cosmetic pronouns, visible through examining people (if they have any) as a PushMarkup. Adds Station AI/borg name customization. CCVars: customize.allow_cosmetic_pronouns (default false) customize.allow_custom_station_ai_name (default false) customize.allow_custom_cyborg_name (default false, for borgs, mediborgs, etc) --- # 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 --> 🆑 - add: Added cosmetic pronouns. (disabled by default) - add: Added Station AI name customization through character customization. (disabled by default) - add: Added Cyborg name customization through character customization. (disabled by default) (cherry picked from commit 07fb6bc9a1a770f969bf44690676128970cb9eb7) |
||
|
|
be866b9cdd |
Fix RoundLevel Test Fail (#1635)
(cherry picked from commit e0f07e12e8bdf4631d1719d2111f80a57af0a463) |
||
|
|
049c999f24 | fix upstream | ||
|
|
b4fc100300 |
aaaaaaaaaaaa
(cherry picked from commit 18653865817164163714e70a60ff28e14a2974cd) |
||
|
|
5f625706a3 |
Update CCVars.Admin.Logs.cs
(cherry picked from commit 82b31d4040ba34a567dcf40fbcf620c5014edb27) |
||
|
|
bc66c27e3f |
Update CCVars.Whitelist.cs
(cherry picked from commit d84ad075c524b37e906e6539da2dc746be3999b0) |
||
|
|
2c30f59f61 |
Update CCVars.Misc.cs (#1590)
# Description
Apparently a lot of people were extremely angry that this was defaulted
false.
# Changelog
🆑
- tweak: Scream is once again by default on the action bar. The server
configuration for removing it still exists however.
(cherry picked from commit 12bec92cc6c4ffe894c880d9e5f87bb12fc38d8a)
|
||
|
|
7892a4cf67 |
Remove Default Scream Action (#1589)
# Description
This PR adds a new server configuration that disables the special Scream
Action that all players spawn with. It's stupid, it's NRP. And you can
still scream with the emote or emote wheel. If the config is set to
false at roundstart, the Scream action simply won't spawn.
# Changelog
🆑
- tweak: The "Scream Action" no longer appears by default. It may be set
in your server's configuration to spawn or not.
(cherry picked from commit 48a3233ee0ad7ebce93821ff3cb1162558d01288)
|
||
|
|
8296f18101 |
Split All CVars Into Separate Files (#1587)
# Description This PR splits all the CVars into separate files. Unfortunately I need to hella clean this up by restoring all the CVars that are different on EE, because cherrypicking it reset everything to Wizden's Defaults (Including CVars that no longer exist on EE, and removing CVars from systems I codeown now, such as Atmos, Guns, and Melee). # Changelog No changelog because this isn't player facing. :) --------- Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> (cherry picked from commit 357f8378c09ccb9f172fc720fd61deb25bc168ea) |
||
|
|
4d2e140858 |
Glimmer Rework 1: "Swingy Glimmer" (#1480)
# Description This PR brings back a feature that was present in the Psionic Refactor Version 1, which ultimately never made it into the game. I have substantially reworked the underlying math behind Glimmer, such that it operates on a Logistic Curve described by this equation:  Instead of 0 being the "Normal" amount of glimmer, the "Normal" amount is the "seemingly arbitrary" number 502.941. This number is measured first by taking the derivative of the Glimmer Equation, and then solving for the derivative equal to 1. Above this constant, glimmer grows exponentially more difficult to increase. Below this constant, glimmer grows exponentially easier to increase. It will thus constantly attempt to trend towards the "Glimmer Equilibrium". Probers, Drainers, Anomalies, and Glimmer Mites all cause glimmer to "Fluctuate", either up or down the graph. This gives a glimmer that swings constantly to both high and low values, with more violent swings being caused by having more probers/anomalies etc. A great deal of math functions have been implemented that allow for various uses for glimmer measurements, and psionic powers can even have their effects modified by said measurements. The most significant part of this rework is what's facing Epistemics. It's essentially no longer possible for Probers to cause a round-ending chain of events known as "Glimmerloose". You can ALWAYS recover from high glimmer, no matter how high it gets. As a counterpart to this, Probers have had the math behind their research point generation reworked. Research output follows an inverse log base 4 curve. Which can be found here: https://www.desmos.com/calculator/q183tseun8 I wouldn't drop this massive update on people without a way for them to understand what's going on. So this PR also features the return(and expansion of), the much-demanded Psionics Guidebook. <details><summary><h1>Media</h1></summary> <p> Psionics Guidebook   </p> </details> # Changelog 🆑 VMSolidus, Gollee - add: Glimmer has been substantially reworked. Please read the new Psionics Guidebook for more information. In short: "500 is the new normal glimmer. Stop panicking if Sophia says the glimmer is 500. Call code white if it gets to 750 and stays above that level." - add: The much-requested Psionics Guidebook has returned, now with all new up-to-date information. - remove: Removed "GLIMMERLOOSE". It's no longer possible for glimmer to start a chain of events that ends the round if epistemics isn't destroyed. You can ALWAYS recover from high glimmer now. - tweak: All glimmer events have had their thresholds tweaked to reflect the fact that 500 is the new "Normal" amount of glimmer. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 638071c48fe3ac7c727a1294de3b6d5d8136e79f) |
||
|
|
e7c44b4319 |
Space Wind Version 3 (#1537)
# Description I promised I would return to this code when I had gotten down the basics of Calculus, and so I have. This PR reworks Space Wind to be even more efficient, while also making it run significantly smoother. Previously, my last optimization to this system involved replacing the need to take the square root of a large float a few thousand times per tick by adding an early exit, cleverly rearranging the math so that it multiplies a few times instead of square rooting, and changing it to use the throwing system. That is no longer necessary, it now operates on the Derivative of said function with respect to time. It's no longer necessary to square anything. This new space wind is significantly smoother than before. <details><summary><h1>Media</h1></summary> <p> Final refinements of V3 courtesy of review by Mu Alpha Theta. https://github.com/user-attachments/assets/a48d43ae-7b79-4d83-81d5-028dd4e8c6c3 </p> </details> # Changelog 🆑 - add: Added Space Wind Version 3. Smoother motion, better performance. - add: Monstermos rip tiles has returned as a default CVar. - tweak: Floor Tiles once again are embeddable projectiles. (cherry picked from commit a8cb5a9703df0b38a3fefa87aca1ee24e7c9aba8) |
||
|
|
be94fc6809 |
Default Disable Traits Anticheat (#1518)
# Description The Traitsystem anticheat is apparently really good at yeeting players who join as a different job than the one they selected for their traits menu. A better solution would be to rework the latejoin system so that it simply prevents you from joining as any job that would have an invalid trait total(Trait points after all *valid* traits are applied being a negative number is the key here). However since doing that would require me spend 10 hours thoroughly reading a >1000 line function which has so many indentations that parts of it don't even fit on my 17" monitor, I'm electing to disable the system pending a rework. # Changelog No changelog because we shouldn't be openly telling the players they can just cheat the traits menu lmao. (cherry picked from commit e6ce20218ad5600051bfd454ca2fe598c472901a) |
||
|
|
35dd522f28 |
Material Silo (#1488)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Port from [Goob](https://github.com/Goob-Station/Goob-Station/pull/989) --- # 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 --> 🆑 Aviu00, Spatison - add: Added material silo --------- Signed-off-by: Spatison <137375981+Spatison@users.noreply.github.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 9897094a3c873ddca79ece3a5cdbb7d30252edfd) |