mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
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4265b4a052d3cd03ea0dd39d1d5ffdfe1bd42caa
109 Commits
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00e173e2b2 |
Fix late join & observe to de-admin admins. (#28319)
(cherry picked from commit eb3f27526bc8748a45c3f56de97a982747e51842) |
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640d8b4c11 |
Add sprite exporting (#29874)
* Redo of code * Dump IDs on lobby exports |
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b80c7a5d53 |
Fix profile editor save buttons disappearing at small resolutions (#28001)
(cherry picked from commit 63c551b20d28e7572833d7e3b5b6e706947167ae) |
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82ebe4a360 |
Character menu asks if you want to save your character on exit (#29875)
* Character menu asks if you want to save your character on exit * Fix * Another fix, little mistake by me * Update Content.Client/Lobby/UI/CharacterSetupGuiSavePanel.xaml.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> (cherry picked from commit adcbe8d0be2ccdc76dd5e17af0206c623786874b) |
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ed336144ab | content change for JobRequirementOverride | ||
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6849be2d9c | Add Job preference tests (#28625) | ||
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54086988e3 |
Mass clean up (#587)
* mass clean up
(cherry picked from commit 12bb873b02c1ef50e20763542b030452cc0613da)
* Revert "Centrifuge buff (#393)"
This reverts commit
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65208f0165 |
[Add] new ui (#497)
* - add: StyleSheetify * - add: APC style * - tweak: Select only APC now! * - fix: Window positioning * - fix: animations * - add: Fancy chat * - tweak: change some margin think * - fix: add assemblies of stylesheetify for packaging * - tweak: update StyleSheetify * - add: custom LauncherConnection * - tweak: change to paper * - tweak: Update StyleSheetify * - add: fancy lobby screen * - tweak: some beauty think in lobby screen * - add: new icons * - tweak: change icons * - tweak: //WWDP EDIT * - fix: disable style while testing * - fix: Channel Popup button style revert * - fix: test again * - tweak: Update StyleSheetify |
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432042e945 |
Logger Sawmill Cleanup (#2413)
# Description Cleaned up Logger obsolete compiler warnings in non robust code. Should probably be changed to a ISawmill reference in classes to avoid repeated lookups in heavy logging logic. --- # Changelog 🆑 - tweak: Logger to Logger.GetSawmill("name"); --------- Co-authored-by: ilmenwe <no@mail.com> (cherry picked from commit 2e8ffd971716d38dc6d5a520bebdf88b743045a3) |
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b7a8f31167 |
Character Editor Fixes (#2332)
(cherry picked from commit 1bd872222d8221afa42469675642192b7980f4c6) |
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03b978754f | big nope | ||
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dd52b11780 |
General Character Editor Improvements (#2252)
# Description This sucked, this sucks less now. --- # TODO - [x] Use ABGC on Jobs - [x] Use ABGC on Antags - [x] Improve marking editor - [x] Make it use real toggleable Buttons - [x] Remove the enabled/sort order side - [x] Make buttons bigger and improve previews - Move it to the Appearance tab https://github.com/Simple-Station/Einstein-Engines/pull/2241 - [x] Add a Clear button to the search - [x] Display all 4 sprite directions at once instead of using the stupid rotation thing - [x] Move import/export/save buttons - [x] Move name somewhere within the tabs - Load markings after other stuff in the profile <!-- Another PR CharacterRequirements don't need to be given dependencies Markings use CharacterRequirements --> --- <details><summary><h1>Media</h1></summary> <p>       </p> </details> --- # Changelog 🆑 - tweak: Improved readability of many parts of the character editor with colored rows - tweak: Cleaned up some little bits of the character editor, most notably removing a tiny margin that was shrinking every tab - fix: Fixed the style of the Background tab of the character editor being very wonky due to misplaced UI elements - tweak: Made the Jobs tab use proper headers for the department titles - tweak: Improved the Marking editor - tweak: Improved the layout of the character editor - tweak: Improved some button names in the character editor - add: The character editor now shows all 4 directions of your character preview at once --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 7e5b3345409dfdabde4ea56d3ecdd34a5ecdd46f) |
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1e363c7346 |
Revert "Merge pull request #462 from WWhiteDreamProject/revert-460-upstream"
This reverts commit |
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6c19771020 | Revert "Upstream 04.04-18.04" | ||
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59e061de63 |
Bonus Traits (#2222)
# Description Adds a datafield for Species to define having bonus trait points or penalty trait points. Currently only used by Human because they have literally nothing. But you could for example make a particularly "powerful' species such as Oni have negative bonus trait points. # TODO <details><summary><h1>Media</h1></summary> <p> Felinid(Default 10 points):  Human: (+2 trait points)  </p> </details> # Changelog 🆑 - add: Humans now have +2 bonus trait points. It's also possible now for "overpowered" species to have fewer trait points, although this is not currently used. (cherry picked from commit f1c29573cbe9918c833f180a121f26a2d2ad5a94) |
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a069c5d076 | trait disable fix | ||
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af6125fbbb |
Cooler More Readable Loadout Tooltips (#2221)
# Description I like doing stupid stuff with UI --- <details><summary><h1>Media</h1></summary> <p> I can't take a picture of tooltip, so I got this through a video  </p> </details> --- # Changelog 🆑 - tweak: Loadouts' and traits' tooltips are much easier to read and look better (and cooler of course) (cherry picked from commit 5ae4b44e9fff1b6ca53df9f3795ef47e357e9b75) |
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b6d96474b8 |
Loadout And Trait Slot Cost (#2170)
# Description This PR gently reworks the traits and loadouts system to where both systems have a new Datafield for "Slots", which declares how many selections the trait/loadout occupies. The actual implementation of these differs between the two, since Traits has an actual selection limit, while Loadouts do not(but instead respect CharacterItemGroups). In both cases, Slots are defaulted to 1, and can be omitted in most cases. Where this shines particularly is in Traits, where it serves as a new second line for trait balancing. Traits such as Accents, which are completely worthless, otherwise would never be taken at all since they compete with other traits for Opportunity Cost. Conversely, there's only so many points we can increase a powerful trait to, (literally, they cannot cost more than the current trait maximum). So traits can be made to occupy >1 slot selections. Slots can be defined for Item Groups as well, which is what this datafield does on Loadouts, which both of these share. But since Traits have two different places that their slots are used, I've opted to create a split slot datafield for Traits. To simplify things, their ItemGroupSlots defaults to their Slots datafield, but can be independently changed as desired. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/99dddfe1-76d2-445a-a94a-1998d3d39c51 </p> </details> # Changelog 🆑 - tweak: Accents no longer cost trait slots. (cherry picked from commit d760c5813d5dd29b3eddebd8d671bf3ed6e86b3e) |
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cd52641be9 |
Various Bugfixes (Mostly Traits System) (#2154)
# Description  Mfw a downstream fixes things only for themselves, leaving me to hear hundreds of complaints constantly about bugs that I don't have the time or manpower to fix upstream. # Changelog 🆑 - fix: Fixed an issue that prevented players from saving item customizations if they didn't have enough loadout points to buy the item a second time. - add: Traits can now define the order in which they are applied. - fix: Fixed RGBee pushie not working. (cherry picked from commit bf3a0ec705acb9781ca5f5c2d200857b6a964a07) |
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a54f0a4ebc |
[ADD] Кличка клоуна йопт (#433)
* Кличка клоуна йопт * фикс * Update HumanoidProfileEditor.xaml.cs * Update HumanoidProfileEditor.xaml.cs * Update GameTicker.Spawning.cs * Update HumanoidCharacterProfile.cs * еще фикс * кролик посоветовал * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Server.Database/Model.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Shared/Preferences/HumanoidCharacterProfile.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Resources/Locale/ru-RU/_white/clownname.ftl Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Server/Database/ServerDbBase.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Server/Database/ServerDbBase.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Server/GameTicking/GameTicker.Spawning.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Shared/Preferences/HumanoidCharacterProfile.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Resources/Locale/en-US/_white/clownname.ftl Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Shared/Preferences/HumanoidCharacterProfile.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Shared/Preferences/HumanoidCharacterProfile.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * То что спатион прописал * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Shared/Humanoid/NamingSystem.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Shared/Humanoid/NamingSystem.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * фиксим * Update Content.Server/GameTicking/GameTicker.Spawning.cs --------- Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> |
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9f2a8733e4 | Lobby ui tweak | ||
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60053a10d4 |
Coat and Scrubs Restricted to Respective Employers (#2134)
<!-- 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]? --> Some coats and scrubs in loadout are branded with specific corporation logo's. This PR restricts specifically those items to the employers that they are from. Note that we have coats from other companies currently not listed as available employers too. Perhaps we should consider adding them? # Updated: This PR now also includes CCVars that can disable a part, or the entirety, of Contractors for downstreams that prefer free-form RP over gameplay. While I was at it, I made it so that AI and Borgs don't get Passports. --- # 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: Restricted some corporate jackets and scrubs to that specific corporation. - tweak: Downstreams can now disable Contractors entirely or partially if they prefer freeform-rp over gameplay facilitating RP - tweak: Station AI and Borg are no longer people and don't get passports. (cherry picked from commit 445bdc5c1b04c9f41460fb1cc6986e736732508e) |
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7d77f79b83 |
Port Ready Manifest to Pre-Round Lobby (#2058)
# Description Port ready manifest to pre-round lobby from [Imp Station](https://github.com/impstation/imp-station-14) Prs: https://github.com/impstation/imp-station-14/pull/43 https://github.com/impstation/imp-station-14/pull/63 --- <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- # Changelog 🆑 12rabbits and Will-Oliver-Br add: Added a ready manifest display to the pre-round lobby. --------- Co-authored-by: 12rabbits <53499656+12rabbits@users.noreply.github.com> (cherry picked from commit 6f69f5a80188e73980b24d5f8a127146a98965d1) |
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32f538d2ba |
Fix Buttons Being Yellow Instead of Red (#2129)
# Description I changed something so long ago but didn't make sure others were changed to follow. --- <details><summary><h1>Media</h1></summary> <p>      </p> </details> --- # Changelog 🆑 - fix: Fixed many buttons being yellow instead of red --------- Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> Co-authored-by: Timfa <timfalken@hotmail.com> (cherry picked from commit ca703ab8d367bbdfc4ab115af4a01964ff597e5f) |
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b17f94712a |
Show the Description (#2113)
<!-- 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 description to your chosen lifepath, employer or nationality. --- <!-- 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: Moved Nationality, Employer, and Lifepath to a new Background tab. They now also show descriptions for the chosen selections. (cherry picked from commit 862b95e92b44f34379187111c8505395ff9f3473) |
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e3cc62ef8c |
Contractors V1 (#2030)
<!-- 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]? --> Contractors v1 is the first version of a system that will allow you to set a nationality and an employer to your character. Initially, this will determine the availability of some loadout items, jobs and traits, but this is built to expand upon later. As of this moment, the PR will let you select a nationality, an employer and a lifepath. Nationalities give you a language and a passport, while the other two don't do a lot yet. (except Command can only be NanoTrasen and most other jobs can't be unemployed) The passport functions, and the CharacterRequirements do as well. there's still a lot more that can be done--tying jobs to certain employers, items or traits to nationalities or lifepaths, but the reason I want to merge it before that's done is primarily so that I don't need to be the sole person working on it anymore. The C# is done, the rest is YAML, and we have a bunch of competent YAML warriors who will do great stuff with this, no doubt. --- # 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] Create Nationality and Employer Prototype code - [x] Create Nationality and Employer Character Requirements - [x] Add both fields to the Character Creation menu - [x] Create Nationality and Employer Prototypes - [x] Create Nationality and Employer Prototypes YAML - [x] Add requirements to a few jobs - [ ] Add requirements to a few traits - [ ] Add requirements to a few loadout items - [x] create a passport item that can be opened and closed - [x] Give each nationality a passport item valid for their species --- <!-- 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/9e61aed8-2e07-4d44-89c7-595a170df8c7 </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: Contractors. Be sure to edit your character to set an employer and nationality! - add: Nationality, Lifepath, and Employer have been added to character creation. These don't currently do much except spawn a passport containing information about where your character is from and who they are, but they are fully integrated with Character Requirements, and by extension can be used for and alongside Traits, Loadouts, Jobs, Antagonists, etc. --------- Signed-off-by: Timfa <timfalken@hotmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit c3b12c62ee3bd226b57022690d1b24cb7cf54e3f) |
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b93d7a936d |
how did i forget that
(cherry picked from commit 86225de6d86056d7e7e07ede65f5f2da83912291) |
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592d6e230c |
bug fixes
(cherry picked from commit 843f96aa167e238076120533883bc87ba11270d3) |
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3738303535 |
Give jobs & antags prototypes a guide field (#28614)
* Give jobs & antags prototypes a guide field * A * space Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Add todo * Fix merge errors --------- Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> (cherry picked from commit e7f2ae52ab24dddc8f3c94cb84b751482700e3da) (cherry picked from commit 4cee20b913a1de0cd6f8ee7d02c2bf55e3e75298) |
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7d6b224d8b |
[Tweak] Character Creation Cleanup (#334)
* roles * ui --------- Co-authored-by: vanx <discord@vanxxxx> |
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c9b961c300 | Update HumanoidProfileEditor.xaml.cs | ||
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7ad215a5a9 | traits | ||
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2549ec061e |
[Feature] Body Types (#180)
* feature: body types # Conflicts: # Content.Shared/Humanoid/Markings/MarkingManager.cs # Resources/Prototypes/Nyanotrasen/Species/Oni.yml # Resources/Prototypes/Nyanotrasen/Species/felinid.yml # Resources/Prototypes/Species/arachne.yml # Resources/Prototypes/Species/dwarf.yml # Resources/Prototypes/Species/harpy.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/ipc.yml # Resources/Textures/Clothing/OuterClothing/Armor/armor_reflec.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/bulletproof.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/cult_armour.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/heavy.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/heavygreen.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/heavyred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/lingarmor.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/magusblue.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/magusred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/riot.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security_slim.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Bio/virology.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/bomber.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/brigmedic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/detective.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/gentlecoat.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/jensencoat.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_gene.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_robo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/pirate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/windbreaker_paramedic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertengineer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertjanitor.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertleader.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertmedical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertsecurity.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cburn.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/lingspacesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/luxury.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/apron.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/apronbotanist.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/apronchef.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/cardborg.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/chaplain_hoodie.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/chef.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/classicponcho.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/cultrobes.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/grey_hoodie.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/judge.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/plaguedoctorsuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/redwizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/santa.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/skubbody.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/straight_jacket.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/violetwizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/bombsuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/chicken.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/fire.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/monkey.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/rad.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/shrine-maiden.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Vests/mercwebvest.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Vests/vest.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Vests/webvest.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coat.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatatmos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatbar.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcap.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcargo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatce.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcentcom.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatchef.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatchem.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatengi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatgen.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathop.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathydro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatjani.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmime.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatminer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatnomi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatparamed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatqm.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrobo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsci.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsec.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatviro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatwarden.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatwardenarmored.rsi/meta.json * feature: body types: 2 * add: loc * fix: rsi validate * tweak: displasment jumpsuit * tweak: clean up * tweak: displasment shoes * tweak: displasment gloves * tweak: clean up * tweak: displasment outerClothing * Revert "tweak: displasment outerClothing" This reverts commit 698fd688591a6c00a4cd19eebac7a204dce18e98. * fix * fix * fix * fix * tweak: dwarf, Oni and Felenid now can choose slim body type * add: outer displacement * some fix * some fix * no more tags shitcode * Reptilian body type * harpy body type * some fix * rsi validator fix * Update ClientClothingSystem.cs * Update Model.cs * Update MarkingManager.cs * Update ClientClothingSystem.cs * Update reptilian.yml |
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ff3595de9e |
Tajara (#1647)
# Description
~~On user end Felinids are removed and replaced with Tajara, mostly
inspired by the ParadiseStation sprites.~~
~~Most things from Felinids are ported over, either being untouched (in
which case they're left in the nyanotrasen directory), or somewhat
modified and copied to tajara directories. This is done because both
shadowkin and humans reference these files quite a bit, so we don't want
to break anything forwards/backwards,~~
~~Under the hood, felinid components are untouched, just simply set to
`abstract: true` and `roundstart: false`, once again to prevent any
breakage.~~
There's been like 50 changes all the ways, but basically, felinids are
staying, tajara get a few languages, they also are more "specialized"
than felinids due to big upsides and downsides (funny :)
---
# TODO
- [X] Add tajara
~~- [X] Hide felinids~~
~~- [x] Analyze and find now-orphaned felinid
protorypes/textures/references and remove them (optional)~~
- [x] Fix graphical bugs (if any)
- [x] Ensure the code structure is compliant with repo practices
---
<details><summary><h1>Media</h1></summary>
<p>
In captain attire

Testing emotes and languages

Emotes still working, same with hairballs

Few character selector pictures
- The previously shown off tajaran

- Markingless male body


- Markingless female body


- Traits are updated, as is the case with other texts

~~- And a neon colored specimen to show off some markings~~ No longer
the case, fur hue is clamped to some reasonable colors

</p>
</details>
---
# Changelog
🆑
- add: Added Tajara and related content
---------
Signed-off-by: SX-7 <92227810+SX-7@users.noreply.github.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit b7660b95566c8e138cb458a3d70732c1d3ea4602)
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a46b4f2b5a |
New Species: Plasmaman (#1291)
# Description Adds the Plasmamen as a playable species. Plasmamen are a skeletal species who depend on Plasma to live, and oxygen is highly fatal to them. Being exposed to oxygen will set them on fire, unless they wear their envirosuits. ## Species Guidebook <img width=500px src="https://github.com/user-attachments/assets/a1ef91ef-87b2-4ae0-8b5c-922a0c34777f"> <img width=500px src="https://github.com/user-attachments/assets/110f0fa0-7dc4-410b-a2c0-a517f0311484"> **SPECIAL:** - Plasmamen speak the language Calcic, a language they share with Skeletons. ## Shitmed Integration Plasmamen are the first ever species designed with Shitmed in mind, with one of their core mechanics (self-ignition) powered entirely by Shitmed. Whether or not a Plasmaman ignites from oxygen exposure depends only on their body parts. A Plasmaman with only their head exposed will not burn as much as an entirely naked Plasmaman. You can **transfer** Plasmaman body parts to non-Plasmamen through **surgery** so that they also ignite from oxygen exposure. Meanwhile, a Plasmaman with a non-Plasmaman head can expose their head without self-igniting. https://github.com/user-attachments/assets/0aa33070-04be-4ded-b668-3afb9f4ddd7c ## Technical Details This also cherry-picks https://github.com/space-wizards/space-station-14/pull/28595 as a quality-of-life feature to ensure Plasmamen keep their internals on upon toggling their helmet with a breath mask on. ## TODO ### RELEASE-NECESSARY <details> - [x] Port more envirosuits / enviro helms (job-specific) and their sprites - [x] Remove breath masks from default plasmaman loadouts because the envirohelms already allow them to breathe internals - [x] Change default plasma tank to higher-capacity version - [x] Prevent plasmamen from buying jumpsuits and helmets other than envirosuits - ~~[ ] **Client UI update for loadout groups min/max items and default items**~~ - [x] Plasmaman-specific mask sprites from TG - [x] Disable too cold alert for plasmamen - [x] Create/port sprites for these jobs - [x] Courier - [x] Forensic Mantis - [x] Corpsman (Resprite security envirosuit) - [x] Prison Guard (Resprite security envirosuit) - [x] Magistrate (No Paradise envirosuit so use new colorable envirosuit) - [x] Blueshield (Port from Paradise and tg-ify?) - [x] NanoTrasen Representative (No Paradise envirosuit so use new colorable envirosuit) - [x] Martial Artist (use new colorable envirosuit and make pure white) - [x] Musician (use new colorable envirosuit) - [x] Reporter (use new colorable envirosuit) - [x] Zookeeper (use new colorable envirosuit) - [x] Service Worker (use new colorable envirosuit) - [x] Gladiator - [x] Technical Assistant - [x] Medical Intern - [x] Acolyte / Research Assistant - [x] Security Cadet - [x] Assistant - You know what. These intern jobs are fine. They can use their normal equivalent's envirosuits. - [x] Logistics Officer (use new colorable envirosuit) - [x] Adjust sprites to be closer to actual job - [x] Captain (Shift color to be closer to ss14 captain) - [x] ~~CMO (Remove yellow accents)~~ - [x] Port HoP envirogloves sprite - [x] unique sprite for self-extinguish verb - [x] Refactor conditional gear stuff to live only in StartingGearPrototype with `SubGear` `List<ProtoId<StartingGearPrototype>>` field and `List<Requirement>` field for sub-gear requirements - [x] Add starting gear for paradox anomaly, and antags and ghost roles - [x] Paradox - [x] Nukies - [x] Disaster victims - [x] Listening post operative - [x] Make all envirosuit helmets have a glowing (unshaded) visor - [x] Envirosuit extinguish visuals - [x] JobPrototype: AfterLoadoutSpecial - [x] Set prisoner envirohelm battery to potato, command/sec/dignitary to high-powered - [x] Set base envirosuit extinguishes to 4, sec 6 and command 8 - [x] Improve plasmaman organ extraction experience - [x] Body parts now give 1 plasma sheet each, while Torso gives 3 - [x] Organs can be juiced to get plasma - [x] Make envirohelm flashlights battery-powered - [x] Plasmamen visuals - [x] Grayscale sprites for color customization, and set default skintone color to Plasmaman classic skintone - [x] Plasmaman eye organ sprite - [x] Add basic loadouts - [x] Add way to refill envirosuit charges (refill at medical protolathe after some research) </details> ### Low Importance <details> - [x] Envirogloves - [ ] (SCOPE CREEP) Plasma tanks sprite (only normal emergency/extended, rather low priority) - [ ] (SCOPE CREEP) Modify envirosuit helmet sprites to have a transparent visor - [ ] Glowing eyes/mouth marking - [x] More cargo content with plasma tanks / envirosuits - [x] Plasmaman survival kit like slime - [x] Additional plasma tanks - [ ] (SCOPE CREEP) Plasmaman EVA suits - [x] ~~Add envirosuits to clothesmate~~ - [x] Add more plasma tanks to random lockers and job lockers - [x] Turn envirosuit auto-extinguish into extinguish action - [x] move self-extinguish verb stuff to shared for prediction of the verb - [x] move self-extinguisher stuff away from extinguisher namespace - [x] unique sprite for self-extinguish icon - [x] ~~IDEA: purple glowy fire extinguisher ~~ - [x] on self-extinguish, check for pressure immunity OR ignite from gas immunity properly - [x] See envirosuit extinguish charges in examine - [x] Milk heals on ingestion - [x] Plasma heals on ingestion - [x] Self-ignition doesn't occur on a stasis bed - [x] ~~Self-ignition doesn't occur when dead~~ - [x] Guidebook entry - [x] Make self-ignition ignore damage resistances from fire suits - [x] ~~Make self-ignition ignore damage resistances from armor~~ - [x] ~~Unable to rot?~~ - [x] Make the envirosuit helmet toggle on for the character dummy in lobby - [ ] (SCOPE CREEP) One additional Plasmaman trait - [x] ~~Showers extinguish water as well as water tiles~~ - Unnecessary as stasis beds now prevent ignition, allowing surgery on a plasmaman on stasis beds. - [x] Unique punch animations for Plasmafire Punch/Toxoplasmic Punch traits - [x] Actually remove toxoplasmic it's just slop filler tbh - [ ] Talk sounds - [ ] Normal - [ ] Question - [ ] Yell - [x] Positive moodlet for drinking milk / more positive moodlet for drinking plasma - [x] Increase moodlet bonus and also minimum reagent required for the plasma/milk moodlets - [x] Increase fire rate base stacks on ignite cause putting out your helmet for a few secs isn't that dangerous due to the fire stacks immediately decaying - [x] I think halving firestack fade from -0.1 to -0.05 might work to do the same thing too - [ ] (SCOPE CREEP) Get bone laugh sounds from monke 'monkestation/sound/voice/laugh/skeleton/skeleton_laugh.ogg' - [ ] (SCOPE CREEP) When EVA plasmaman suit is added, 25% caustic resist - [x] Envirosuit helmet - [x] Equivalent of 100% bio / 100% fire / 75% acid resist - [x] Envirosuit - [x] Equivalent of 100% bio / 100% fire / 75% acid resist - [x] Envirogloves - [x] Equivalent of 100% bio / 95% fire / 95% acid resist - [x] Put breath mask back on - [x] Refactor: put body parts covered data into component instead of being hardcoded </details> ## Media **Custom Plasmaman Outfits** All of these use the same **absolutely massive** [envirosuit RSI]( |
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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) |
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3b4af08ad6 |
Lobby Background Credits (#1558)
<!-- 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]? --> This PR adds credits for lobby screens, the same as lobby songs have. This works by adding `name` and `artist` to the LobbyBackground prototype and storing the prototype rather than just the path to the texture. --- <!-- 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: Added credits for lobby screens. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 86f9dfd53ea28d382156b2fd2b999f26330d0de4) |
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1dd823f071 |
Label Rendering For Vending Machines and Item Preferences Menus (#1538)
# Description This PR removes label duplicates from item names in order to make actual labels work properly and make them visible in vending machines' menus as well as loadout preferences. As we can see in Fig 1, the aluminium jug is not only labelled as "aluminium 10u" but contains "(aluminium 10u)" in the item name, which drives chemists homicidal when it comes to labelling the jugs. This issue also appears with other labelled items such as pill canisters in item preferences (see Fig 2), which led to a row of nameless pill canisters being present in our server's menu. My solution is to fetch the item's LabelComponent in the menu so this redundancy is no more needed. See Fig 3 for an example. The VendingMachineMenu.xaml.cs code fetches and localizes the text from the LabelComponent from the prototype the same way it fetches sprites, and in the LoadoutPreferenceSelector.xaml.cs the task is pretty straightforward since the item is spawned in the Nullspace anyway. --- - [x] Added label rendering for VendingMachineMenu.xaml.cs - [x] Stripped reagent jugs' names off their fake labels - [x] Added label rendering for LoadoutPreferenceSelector.xaml.cs - [x] Stripped pill canisters' names off their fake labels - [x] Reformatted pills *that do not have explicit descriptions* to match "pill (label)" format --- <!-- 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> Fig 1, the issue with ChemVend's reagent jugs:  Fig 2, the issue with pill canisters:  Fig 3, demonstration of the solution:  </p> </details> --- # Changelog 🆑 NeLepus - add: Added label rendering for vending machines & item preferences - tweak: Formatted pill without descriptions to follow "pill (label)" - remove: Fake label duplicates in reagent jugs and pill canisters (cherry picked from commit f0f9512b491fefa2416f661e8f6b20fab215fa2f) |
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49a55085a0 |
The Fashion Update (#1526)
# Description Adds **almost two hundred** (192) new items to Loadouts, vastly increasing the fashion content available to players. Most of them are colorable, allowing for an insane amount of customization. Most of the new clothing comes from Aurora Station, with ports from World Server and Nuclear 14 as well. Also added were some unused clothes to loadouts. New loadout items count: **Uniform:** 85 **Outer:** 31 **Head:** 18 **Neck:** 17 **Eyes:** 14 **Shoes:** 14 **Belt:** 7 **Security Eyewear:** 3 **Back:** 2 **Hands:** 1 ## Technical Details I had to touch C# for high heels, because I had to make sure they were hiding the left foot and right foot layers and avoid a bug where the Shitmed body part system enabled the feet layers again after the high heels were equipped by the loadout system. I added two new layers to all species, `innerBelt` and `innerNeck` which are rendered below outer clothing so that the new belts and the neck tie aren't rendered above jackets, coats and such. ## Lookbook ### New Outfits  Outfit information: <details><summary> [Top Left] Summer Days </summary> <b>Head:</b> fedora (colorable) <b>Neck:</b> necklace (colorable) <b>Outer:</b> slim cardigan, opened (colorable) <b>Uniform:</b> long-sleeve A-line dress (colorable) <b>Belt:</b> waist belt (colorable) <b>Back:</b> purse, flipped (colorable) <b>Shoes:</b> flip flops, alternative (colorable) Note how the waist belt is covered by the slim cardigan, due to being in the `innerBelt` layer. </details> <details><summary> [Top Middle] Formalwear </summary> <b>Head:</b> small hair bow (colorable) <b>Neck:</b> necklace (colorable) <b>Uniform:</b> asymmetric dress (colorable) <b>Hands:</b> evening gloves (colorable) <b>Belt:</b> thin waist belt (colorable) <b>Back:</b> purse (colorable) <b>Shoes:</b> high heels (colorable) </details> <details><summary> [Top Right] Boho-Chic </summary> <b>Head:</b> hair flower (colorable) <b>Neck:</b> small necklace (colorable) <b>Outer:</b> asymmetric coat, opened (colorable) <b>Uniform:</b> midi dress (colorable) <b>Belt:</b> waist belt (colorable) <b>Back:</b> purse (colorable) <b>Shoes:</b> flats (colorable) </details> <details><summary> [Bottom Left] Nurse </summary> <b>Head:</b> nurse hat <b>Neck:</b> round necklace (colorable) <b>Uniform:</b> club dress (colorable) <b>Hands:</b> evening gloves (colorable) <b>Back:</b> purse (colorable) <b>Shoes:</b> flats (colorable) </details> <details><summary> [Bottom Middle] Smart Casual </summary> <b>Outer:</b> modern coat (colorable) <b>Uniform:</b> pencil skirt and gym bra (colorable) <b>Back:</b> purse (colorable) <b>Shoes:</b> high heels (colorable) </details> <details><summary> [Bottom Right] Slaycurity Officer </summary> <b>Head:</b> security beret <b>Neck:</b> gold necklace <b>Uniform:</b> evening gown (colorable) <b>Hands:</b> evening glovs (colorable) <b>Belt:</b> security belt <b>Back:</b> purse, flipped (colorable) <b>Shoes:</b> high heels (colorable) </details> ### High Heels Footsteps https://github.com/user-attachments/assets/c4b99407-0f9b-4fb5-910e-603c024d9598 The high heels footsteps are also present on the high-heeled boots, long high heels and flats. Pets are now colorable too (look at the pink mothroach in the video). Reasons why they'd be a specific color could be a natural variation, being dyed by their owner, or genetic modifications (however unethical the last two may be). <b>Cowboy</b>  <b>Head:</b> slouch hat (colorable) <b>Eyes:</b> hipster glasses (colorable) <b>Neck:</b> suit tie (colorable) <b>Outer:</b> vest (colorable) <b>Uniform:</b> grey cowboy outfit (from Nuclear 14!) <b>Hands:</b> gloves (colorable) <b>Belt:</b> belt (colorable) <b>Back:</b> leather satchel <b>Shoes:</b> workboots (colorable ### Security Glasses Skins <img width=240px src="https://github.com/user-attachments/assets/b7c5dd03-ab00-4cff-9018-145271e48229"> Security now have three alternative skins for the security glasses to personalize their looks. Thus, they should no longer have the problem where every sec member's face looks samey because everyone had the same security glasses.  From left to right: base security glasses, security aviators, big security glasses, security visor glasses <details><summary> More Images </summary> <b>Skubsuit</b>  <b>Head:</b> artist beret (colorable) <b>Eyes:</b> monocle (colorable) <b>Neck:</b> suit tie (colorable) <b>Outer:</b> blazer (colorable) <b>Uniform:</b> amish suit (colorable) <b>Belt:</b> belt (colorable) <b>Shoes:</b> ankle boots (colorable) Huh, skub. <b>Rugged</b>  <b>Head:</b> green beanie (from Nuclear 14!) <b>Eyes:</b> eyepatch (colorable) <b>Neck:</b> small necklace (colorable) <b>Outer:</b> sweater cardigan, opened (colorable) <b>Uniform:</b> black flannel shirt and jeans (from Nuclear 14) <b>Back:</b> grey satchel (colorable) <b>Shoes:</b> workboots (colorable) <b>The Rig Was Gamed From The Start</b>  <b>Eyes:</b> eyepatch, flipped (colorable) <b>Neck:</b> short tie (colorable) <b>Uniform:</b> checkered suit (from Nuclear 14!) <b>Shoes:</b> fashion jackboots (colorable) <b>New Dresses</b> <img width=300px src="https://github.com/user-attachments/assets/5289465a-b297-4bb2-b9be-27695ee36d2b"> <img width=300px src="https://github.com/user-attachments/assets/e39e0acb-69ee-447b-ba78-5ccb9eac2497"> <img width=300px src="https://github.com/user-attachments/assets/01c39422-3571-43ea-987d-e13e21dd6078"> <img width=300px src="https://github.com/user-attachments/assets/02dc10f2-56da-440f-9b19-aa38e9cb9942"> About 48 new dresses/jumpskirts were added to loadouts. </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 --> 🆑 Skubman - add: The Fashion Update is here. Almost two hundred brand-new clothes have been added to Loadouts, like colorable suits, dresses, coats, blazers, boots, necklaces, hats, glasses (including new Security glasses), belts, a purse and more! - add: Pets in the loadouts are now colorable. Go wild with pink mothroaches, blue mice, green cockroaches and more! (cherry picked from commit 6ba53e2ab9d648c05a943713af3d597347def3da) |
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547e993d48 |
Hiding and clearing department prototype code (#28114)
(cherry picked from commit 07dfefc4a29927aa74cfd5c7e75c6cb344d713f6) (cherry picked from commit d662644e750dcad05c1d1f7214a17ff967c79710) |
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885ee5a831 |
Wizmerge for Station AI (#1351)
<!-- 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 the adding AI is now up to y'all because i'm not touching loadout code for name datasets, but it shouldn't be too bad from here --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com> Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: themias <89101928+themias@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Intoxicating-Innocence <188202277+Intoxicating-Innocence@users.noreply.github.com> Co-authored-by: Saphire <lattice@saphi.re> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: CaasGit <87243814+CaasGit@users.noreply.github.com> Co-authored-by: BramvanZijp <56019239+BramvanZijp@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: NakataRin <45946146+NakataRin@users.noreply.github.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: SlamBamActionman <slambamactionman@gmail.com> Co-authored-by: Doomsdrayk <robotdoughnut@comcast.net> Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Julian Giebel <juliangiebel@live.de> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: no <165581243+pissdemon@users.noreply.github.com> Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com> Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com> Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> Co-authored-by: TGRCDev <tgrc@tgrc.dev> Co-authored-by: Milon <milonpl.git@proton.me> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Fildrance <fildrance@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: chavonadelal <156101927+chavonadelal@users.noreply.github.com> Co-authored-by: SolStar <44028047+ewokswagger@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: ArchRBX <5040911+ArchRBX@users.noreply.github.com> Co-authored-by: archrbx <punk.gear5260@fastmail.com> Co-authored-by: Radezolid <snappednexus@gmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com> Co-authored-by: Velcroboy <velcroboy333@hotmail.com> Co-authored-by: neuPanda <chriseparton@gmail.com> Co-authored-by: neuPanda <spainman0@yahoo.com> Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com> Co-authored-by: Whatstone <whatston3@gmail.com> Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com> (cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb) |
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25080a9ac3 |
Fix the Width Slider Not Translating Smoothly (#1391)
# Description The slider would jump around to fix the constraints because a division symbol was mistakenly replaced with a multiplication symbol, this fixes that. --- <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog 🆑 - fix: The width slider in the profile editor view now moves correctly regarding the height slider. Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 6dd8c09c27de60cfcfc399080e64c2b0340acaf8) |
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afaceb8a42 |
Upstream 12.12-26.12 (#208)
* Pistol-Whipping (Guns as Melee Weapons) (#1335)
# Description
Adds the ability to use guns as melee weapons and throwing weapons.
The gun melee attack is a Light Attack done with a right click. The
attack rate is slower than average melee weapons.
The cooldown on melee attacks after shooting has been removed entirely,
so you can right-click immediately after shooting (like in hero shooters
😎). The cooldown on shooting after a melee attack has been set to a
constant 0.5 seconds.
## Balance
Technically speaking, weaving shooting and pistol-whipping lowers your
overall DPS in most cases, because you can't shoot for 0.5 seconds after
doing a melee attack. With _skillful_ usage, however, it provides some
key tactical advantages:
- Preserving ammo by dealing damage without firing a shot.
- Deal stamina damage as a natural effect of dealing melee Blunt damage.
- Most non-pistol guns have increased blunt stamina damage factors to
help with this.
- Bypassing Piercing resists of armors with a higher Piercing resist
than Blunt resist like plate carriers.
- Doing the combo of right-clicking immediately after shooting deals a
big burst of damage.
Pistol-whipping also helps as a last resort when you run out of ammo.
However, it's almost always better to use a proper melee weapon instead
of a gun as a pure melee weapon, because you can't power attack with
guns and the guns' melee attack rate are slower by design than most
melee weapons.
Shotguns benefit the most from pistol-whipping, because their ideal
range is close-range where a melee attack can be performed, and their
low fire rate means they're not affected too much by the 0.5s shooting
cooldown.
Guns have received throwing damage. You can throw guns at the enemy once
you're out of ammo to deal extra damage. I think this makes fights a
little more spectacular to watch.
Melee damage sorted by group (from least to greatest):
1. Revolver
2. Pistol (+ Energy Pistol)
3. Sniper rifle
4. Rifle (+ Energy Rifle)
5. Sub Machine Gun
6. Shotgun
7. Light Machine Gun (L6 saw)
8. Heavy Machine Gun
## Media
**mk 58**

**Kardashev-Mosin (Wielded)**

**Basic Combat**
https://github.com/user-attachments/assets/922998d1-0cd0-4fea-8f0b-365bcff3c12b
**Particle Decelerator Combo (80 damage)**
https://github.com/user-attachments/assets/ce62334a-13dd-46d9-9c0e-453e26bf1261
Combo: Shoot + Power Attack, wait 1.6s then Power Attack + Throw
This combo costs 90 stamina which almost depletes 100 stamina leaving
you vulnerable, so the Vigor trait can help you pull off this combo.
## Changelog
🆑 Skubman
- add: Pistol-whipping has been added. You can press right click with a
gun to perform a Light Attack. Most guns will deal Blunt damage, apart
from the Kardashev-Mosin dealing Piercing/Slash damage with its bayonet.
Weaving bullets and melee attacks correctly will give you the upper hand
in combat.
- add: Guns can now be thrown to deal the same damage as their melee
damage.
(cherry picked from commit 5899f4ea5a978ded0362bdf46185f8fbb1a2607c)
* local #1335
* Fix Interact Verb (#1346)
Finally fixed it.
Interact verbs weren't appearing because this is required in BaseMob.
(cherry picked from commit 3e3ca59850f1a21f2bb8e249455d655ec6b63d2c)
* Fix Ripley Hydraulic Clamp (#1344)
# Description
Fix a bug in `MechGrabberSystem` causing the hydraulic clamps in Ripley
to drop items far away.
---
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/d2c8e951-e391-42d7-b45d-78a275dc8bf2
</p>
</details>
---
# Changelog
🆑
- fix: Hydraulic clamps now drop entities correctly
(cherry picked from commit f0e4612612fe18a126cdf47d712b63bc083b5483)
* Automatic Changelog Update (#1344)
(cherry picked from commit 6dcb367adb769f51bcaf1a647a4ca6c886a10be7)
* Salvage Magnet UI and Character Switching Height/Width Bug Fix (#1347)
<!--
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the order/format should be kept the same
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# 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]?
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i fixed it
also added a button "Connect & Go to Lobby" for people testing lobby
stuff!
Resolves #1131
---
# 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
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🆑
- fix: Fixed the bug where switching characters made your width/height
change to incorrect values.
- fix: Fixed the salvage magnet opening ten times.
---------
Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit c4c3e4283ae077fd0f55e4cce31710f31de046f7)
* Automatic Changelog Update (#1347)
(cherry picked from commit 8ff70215d9f6e2a73150b55313333b9d5ca87749)
* Update Credits (#1350)
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
(cherry picked from commit 2a7a4719d39b51ffd232c667b1ca49dbce68dce6)
* Fix Bartender Mosin (#1337)
Bartender Mosin was replacing their duffel bag at roundstart.
(cherry picked from commit 3aa430f486dcdf40629468c715092aee0089187c)
* Trait Purchasable Mentalic Powers (#1343)
# Description
This PR adds a few of the "Mentalic" category of psionic abilities to
the Traits System, allowing them to be purchased by any character that
is also a Latent Psychic. These powers are:
- Dispel
- Metapsionic Pulse
- Xenoglossy (Also requires Natural Telepath)
- Psychognomy (Also requires Natural Telepath)
These are all quite expensive, so to help address the "Expensive trait
proliferation", I've increased the points granted by the Blindness trait
to 10. Have fun being a blind wizard. From this point on, we're going to
need to start adding more "High point value" negative traits.
# Changelog
🆑
- add: Dispel, Metapsionic Pulse, Xenoglossy, and Psychognomy can all be
purchased during character creation using trait points.
- tweak: Blindness now grants 10 trait points instead of 6.
(cherry picked from commit acec14d08879ebaf16e5425fccd26d8f066eda55)
* Automatic Changelog Update (#1343)
(cherry picked from commit adddc1df27184f74e5e48e5220e0cd4eeb57084c)
* Pointy Ears For Harpies And Arachne (#1348)
# Description
Like half the art references I have for Harpies have them with elf-like
pointed ears, another half have them with their feather tufts. We have
pointy ears markings, so this PR makes it so that Harpies can have them.
Actually it also gives them to Arachne, for similar reasons(It's an
oddly common thing on Arachne/Lamia art depictions).
# Changelog
🆑
- add: Added a variety of Pointy Ears markings for Harpy and Arachne
characters.
(cherry picked from commit 59a55c9d6ae6772d4ead0e73d5dab7b24c539e53)
* Automatic Changelog Update (#1348)
(cherry picked from commit 99d616953af89462d827fd8ca6e50a92e63e8203)
* Port Cosmatic Drift Arrivals (#1340)
# Description
Done after a lengthy discussion with @OldDanceJacket about mapping
issues, namely the existence of "Walk-In Closets" on maps that take up
an inordinate amount of space that would otherwise be usable for other
purposes. Seriously, Saltern has a 4x6 room that contains >200 medical
uniforms, and is on a map intended only for 15 people(And maximum of 6
medbay personnel). Every map in rotation is like this.
Ostensibly, Loadouts were created to provide a solution to this problem,
by making it so that players choose their DRIP before spawning in, so
that mappers don't need to put in a whole ass room dedicated to medical
uniforms. But Mappers ended up keeping the "Walk-in Closets" even after
Loadouts were introduced to serve as a "Sanity check" in case of events
such as people not choosing their loadouts, or getting hired during the
round by the HoP to work in the medbay, etc. To solve this, me and ODJ
agreed upon adopting Cosmatic Drift's solution to this, by making it so
that the Arrivals Terminal serves as the "Walk-in Closet Hotel" that
every map can just piggyback off of. Nobody needs to make the stupid
closet rooms, on ANY map, because every map is fully guaranteed to have
every closet the players could ever need in arrivals.
# Media
<details><summary><h1>Media</h1></summary>
<p>
Dock

Dorms(Spawn points)

Medbay:

Security

Captain/HOP

Cargo:

Epistemics:

</p>
</details>
# Changelog
🆑
- add: Ported Cosmatic Drift's version of the Arrivals Terminal.
Terminal now includes every version of department clothing and material
lockers that players could ever need, allowing them to try on their
chosen job equipment and drip before departing for the station.
(cherry picked from commit 4509a9d030efb7eb45378824559a3f88c4caf4b4)
* Automatic Changelog Update (#1340)
(cherry picked from commit 9a1cda889a085974f666adb99c753ba4e1392355)
* More Dangerous Mindbreaking (#1249)
# Description
Somehow people weren't getting the memo despite the **HORRIFYING** texts
associated with Mindbreaking, that doing so is an almost comically evil
act akin to murder. So this PR fixes that. By making it even more
obvious.
<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
# Changelog
🆑
- add: Added a server option for "Scarier Mindbreaking". Mindbreaking
now irreversibly converts a player character into a non-sentient NPC.
- fix: Mindbreaking now only works on Psychics.
---------
Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 80f83484e9653f159581ea0dfc82d56256e4947c)
* Automatic Changelog Update (#1249)
(cherry picked from commit 4d87be6ea66356156cdac6e7e9cd70af36daae24)
* Redshirt And Brittle Bone Traits (#1352)
# Description
This PR adds two additional "High Value" physical negative traits, to
help address a growing need for more high point value negatives, since
there is also a very large number of high point positive traits. These
two traits are fairly simple, the first is Redshirt, which decreases
your Dead threshold by 100, and Brittle Bone Disease , which reduces
your Crit threshold by 50. Taking both on an ordinary human would give
+18 trait points to work with, but would in turn give a healthbar of
only 50/100, compared with the standard healthbar of 100/200.
# Changelog
🆑
- add: Added Redshirt and Brittle Bone Disease traits. These give
extremely large negative modifiers to your healthbar, but also grant a
large amount of trait points to work with.
(cherry picked from commit 88edcd05aef76acb10e3d0924dd874eef22c7f71)
* Automatic Changelog Update (#1352)
(cherry picked from commit ed0e56aa446ea9ad9ecae1a1a1685438378b1814)
* Jackboots Slowdown Mitigation (PORT) (#1342)
<!--
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the order/format should be kept the same
Remove these comments before submitting
-->
# Description
<!--
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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 jackboot slowdown mitigation from [space-wizards
github](https://github.com/space-wizards/space-station-14/pull/30586).
Adds fake version for civilian use.
---
# 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 slowdown mitigation to jackboots
- add: Added fake jackboots for style outside of sec
---------
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit f5d45d790d793acbba7d21258cd206568fe79f99)
* Automatic Changelog Update (#1342)
(cherry picked from commit 03dc85aa7071c70cd9f01392cabf7cb7fb2fa6ac)
* Fix Redshirt & Brittle Bone Traits (#1355)
These were supposed to be negative traits(They give you points), but I
accidentally made them positive traits(They cost points).
(cherry picked from commit ec60940fe5eae5d7d3e969bac132e1da2a659272)
* Example Hub Ad List (#1356)
# Description
this PR extends the list of default advertiser hubs to include every
existing hub except for SSMV(Which is mutually exclusive with the
others). If there are more hubs I have missed, please let me know. This
will allow our servers to appear on as many hubs as possible.
(cherry picked from commit 577126f987ff70ba213f2898ea9e5170b0dc5ea6)
* Saltern Update (#1357)
# Description
I would like to offer my thanks to the Singularity Network Mapping Team
for this update, they've done some great work! This PR launches Saltern
with a significant rework to everything on it except for arrivals.
<details><summary><h1>Media</h1></summary>
<p>
Sorry, Map Renderer is dead right now.


</p>
</details>
# Changelog
Death do NOT change the name given for the Changelog author, the mappers
here have requested that "SiN Mapping Team" be given as the name for
this PR.
🆑 SiN Mapping Team
- add: Saltern has been fully reworked!
(cherry picked from commit a06b4661b08abe6f64460655962b98f4ccb9db07)
* Automatic Changelog Update (#1357)
(cherry picked from commit aab36bfe65d82cff13bb6d8b6a55c2b70a031aa2)
* v237.3.0 (#1354)
the robust toolbox updater!!
https://github.com/space-wizards/RobustToolbox/blob/v237.3.0/RELEASE-NOTES.md
(cherry picked from commit bf1b0d03aede161d62aedfc9166589335a5d7c4c)
* Hotfix Saltern (#1359)
# Description
Small maintenance to do. Bridge needed FixGridAtmos done, and a single
light in dorms needed wiring.
# Changelog
🆑
- fix: Fixed the Saltern bridge being a hard vacuum at roundstart.
(cherry picked from commit 3c1ed56ed3122866b32249006496c37be825c82a)
* Automatic Changelog Update (#1359)
(cherry picked from commit 48413d6a435de700197a4f6ceb1290d61f5130b4)
* Loadouts Debloating (Colorable Items) (#1364)
# Description
This PR cuts down significantly on Loadouts bloat by removing all
specific color versions of colorable items from the loadouts. I left the
original items untouched for compatibility reasons since certain things
in the game still need to be able to spawn a "Blue jumpsuit" etc.
Additionally, to help aid in clarity for players, I've added
localizations for all the generic colorable items so that they have
(colorable) in the loadout names, so that players can tell which items
have the option without needing to click into the customize button on
every item.
<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
# Changelog
🆑
- add: Added labels to all generic colorable items in loadouts, so that
players can see which items have custom colors as customization options.
- remove: Removed all 'specific color' variants of colorable items from
Loadouts, such as "Blue Jumpsuit" when a colorable jumpsuit exists.
(cherry picked from commit 452b9113f61790e8258b95904361de5ed34a034f)
* Automatic Changelog Update (#1364)
(cherry picked from commit cd5a6f8b5743904dbecbf04e5d70614e4444d149)
* More Colorable Items (#1365)
# Description
This PR adds even more colorable items to loadouts, this time making
entirely new whitescale versions of existing items that did not have one
previously. This replaces several more options for items that had a
whole bunch of specific color entries with a single item that can take
any color.
<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
# Changelog
🆑
- add: Added colorable variants of fingerless gloves, headbands, berets,
hairflowers, cloth masks, and the neck gaiter.
(cherry picked from commit 0674895a3b6a84c2761eb13c7b5f35bc826fe19c)
* Automatic Changelog Update (#1365)
(cherry picked from commit cc1e52c47c7b27b8da9be5da701580efe42590ca)
* Make the EE Logo Match the Banner (#1361)
# Description
Light mode logo
(cherry picked from commit 35c95a5da3ccb7d23620eaa1aad43022be3d6673)
* Loadout Modular Functions (And Loadout Pets) (#1366)
# Description
This PR implements a reflection based system for applying functions
directly to entities spawned by loadouts. In order to provide an
"Example" use of this system, I have created a "LoadoutMakeFollower"
function, which can be applied to a loadout entity that happens to be an
NPC with the Follower blackboard, making it follow the player who
purchased that loadout.
Basically. Pet mouse. The pet mouse will follow its owner.
Yes I actually have tested this ingame, and it works great. The longest
part about coding this was me spending almost 30 minutes straight
wondering why the mouse wasn't following my character, until I
remembered that I had to make a special "Pet" mouse variant that had the
right HTN root task.
This could be extended to other things. I happen to know that Nuclear14
wanted something like this for a Pet Dog.
<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
# Changelog
🆑
- add: Loadouts can now apply modular functions to items upon spawning
in.
- add: A new LoadoutMakeFollower function, which lets you buy NPC
followers in loadouts.
- add: added Pet Mice, Cockroach, Mothroach, and Hamster to Loadouts.
All of which use the new LoadoutMakeFollower function.
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 311b86e012ac7d40363b5027ab51b09c9d2285e2)
* Automatic Changelog Update (#1366)
(cherry picked from commit 18a751d5c3d53cd4ff36728dd585ada37e9175b9)
* Plushies! (#1369)
<!--
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# Description
<!--
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Added two new plushies to the game! A harpy plushie and a plushie for
the beloved station pet Morty!



---
# Changelog
<!--
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in the changelog (ex: `🆑 Death`)
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🆑
- add: two new cuddly friends to the station! (harpy and morty plush)
---------
Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: juniwoofs <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>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 6fb12233d48de476c2b06415031fa2e9c9a1d327)
* Automatic Changelog Update (#1369)
(cherry picked from commit 5293b92007f7ca81375d9806cccf9be38846c8d3)
* Traits System Anticheat (#1358)
# Description
It turns out that there was no system in place for serverside fact
checking of whether or not people have a legal traits list. Last night a
bug was reported whereby a player used Cheat Engine to give himself
every trait in the game, bypassing the points system entirely. It's not
actually possible to reduce a trait selection down to a legal list
without creating interesting race conditions, which limits my options on
how to deal with it.
So I made it a vote on the Einstein Engines discord, and the vote was
unanimous. PUNISH THE CHEATERS.
<details><summary><h1>Media</h1></summary>
<p>
https://www.youtube.com/watch?v=X2QMN0a_TrA
</p>
</details>
# Changelog
🆑
- add: Implemented Anti-cheat for Traits. Attempting to join a round
with an illegal traits list will result in hilarious consequences.
(cherry picked from commit 2fc1f25bc0daa29e2017490adbdf41f9db4f4927)
* Automatic Changelog Update (#1358)
(cherry picked from commit 9d738c8f36c0762e0ba3942fb26ef25735ade327)
* Make Prisoner Not Shitter Role (#1341)
# Description
Prisoner is consistently the most problematic role in this entire game,
being seen as "The Self Antagging Role", which produces endless amounts
of administrative burden. This is especially a problem with lowpop
servers, or servers that are understaffed with admins. Players just join
as Prisoner, *immediately* break out of the permabrig, and then go on a
self antagging spree. The solution to this was staring us in the face
the whole time. Just give them the same Pacified component that the
Thief antag has. Now it's impossible for them to smash the permabrig
windows, someone has to intentionally let them out, and even if they do,
they will be hard pressed to selfantag when they can't turn on harm
intent.
# Changelog
🆑
- add: Prisoners now spawn with a Pacifier Implant.
(cherry picked from commit 7f8d76ea6f63d334c894fc0f7ada6fd1359408f1)
* Automatic Changelog Update (#1341)
(cherry picked from commit 68cb9ea4888c16056c6cfe9fea17de1a78420374)
* Fix Jittering (#1334)
<!--
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# Description
<!--
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Title.
Ported from https://github.com/Fansana/floofstation1/pull/393
Resolves #1277
---
# Changelog
<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->
🆑
- fix: Fixed jittering displacing your character when shaken.
(cherry picked from commit a13d9640ec77e07b532b729ac540dc95b689c557)
* Automatic Changelog Update (#1334)
(cherry picked from commit bfb32cf24eda47ff3dbd5d4b15b58e25ae597947)
* Basic Soft-Crit Implementation (#1370)
# Description
This PR adds a simple server configuration option for enabling basic
"Soft-Crit", and not much else because oh my god this system is horribly
complicated. When enabled, characters can crawl around very slowly while
in crit, and really not much else. This more or less mirrors how crit
affects character movement in SS13, where you can at least crawl to
relative safety while bleeding to death.
# Changelog
🆑
- add: Added server config options for basic "Soft-Crit". When enabled,
characters who are critically injured can still slowly crawl, but are
otherwise still helpless and dying.
(cherry picked from commit dff8c69f2afff6714b893a7c9572a84bd384ff89)
* Automatic Changelog Update (#1370)
(cherry picked from commit 9430b9046a9a40cc2f96bb3c66251aabbaf9e80a)
* local upstream
* Revert "Make Prisoner Not Shitter Role (#1341)"
This reverts commit
|
||
|
|
0e0ffb6d14 |
Upstream (#142)
* Fix Power Attacks Being Faster Than Left Clicks (#1252) # Description This fixes some stupid math. Power attacks are now correctly slower than left clicks. Previously they were faster. # Changelog 🆑 - fix: Power Attacks now correctly apply a penalty on swing speed, and are no longer faster than left clicking. (cherry picked from commit 049a995f64c42734e5286229b524161a730aaea9) * Automatic Changelog Update (#1252) (cherry picked from commit 8a88bfd11f1384fa2fb01fd7ace6477202a68499) * Tweak Wizden Trait Descriptions (#1260) # Description Converted the descriptions of most wizden traits to a more formal and roleplay-oriented style, also clarifying some aspects of other traits in the process. --- TODO: - [ ] Test this --- # Changelog 🆑 - tweak: Tweaked the descriptions of most Wizden traits to be more vivid and descriptive. --------- Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> (cherry picked from commit 411cb213ac9ab2e6a0b790e72b25a142a4945217) * More Trait Functions (PushMarkup & AddArmor) (#1253) # Description This PR effectively "Reworks" several of the Bionic Traits through use of new modular TraitFunctions. These being, **TraitPushDescription**: Ensures that an entity has the new ExtendDescriptionComponent, then writes to said component. ExtendDescriptionComponent serves as a new highly modular "One stop shop" for any system wanting to add text to the shift-click examine window. It even accepts arguments for text color, font size, and whether or not a person must be standing within touching distance to "See" the provided texts. It accepts arbitrarily any number of descriptions. **TraitAddArmor**: This takes advantage of a new functionality for the DamageableSystem, whereby entities are able to have more than one DamageModifierSet. This allows arbitrarily any number of traits to add as many modifier sets as desired, without fear of any compatibility issues. These can be both negative and positive, and as Skubman has pointed out, this can also be used to create negative traits that make a character more vulnerable to a given damage type! Additionally, most of the Bionics Traits have been reworked. CyberEyes has been split into two modules, one for the base implant, and one for the Flash Protection. Dermal Armor has been reworked using TraitAddArmor, so that it no longer replaces your original modifier set, and instead stacks multiplicatively with whatever your original species modifier set was. Thus, it can now be taken by any species. # TODO <details><summary><h1>Media</h1></summary> <p> TraitPushDescription  TraitAddArmor  </p> </details> # Changelog 🆑 - add: Five new functions for the Trait System, AddArmor, PushDescription, ModifyMobThresholds, AddSolutionContainer, and ModifyStamina. - tweak: CyberEyes Basic System has been split, now Flash Protection is a separate module. - add: Dermal Armor no longer replaces your original species damage resistances. It now stacks multiplicatively with your original resistances. - tweak: Dermal Armor can now be taken by any species, not just Humans. - add: Dermal Armor, and Bionic Arms can now be revealed by a close examination. Shift click on someone within touching distance will reveal if they have these "Obvious" cyberware. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Remuchi <72476615+Remuchi@users.noreply.github.com> (cherry picked from commit 29d2cb1ed85ab089d83c702f7405e938a0d9374c) * Automatic Changelog Update (#1260) (cherry picked from commit 8d54aa2fffdd3726e948d6d228287b01c0a81413) * Feat: Anomaly Scanner Data Copying (#1250) # Description Makes it so that using one anomaly scanner on another transfers the anomaly data onto the used scanner. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog 🆑 - add: You can now touch one anomaly scanner with another to copy the anomaly scan data from it. (cherry picked from commit 0574be444b90137808c07f85e10b59c464f054cf) * Automatic Changelog Update (#1253) (cherry picked from commit 6fa8d6817fa81e6d6d20b61f5ec4b7b96fdb185b) * Automatic Changelog Update (#1250) (cherry picked from commit 1b5704535ce42041c068d201cdb447af42004c20) * Rename "Pierce" Typo to "Piercing" (#1267) # Description Oops. Some files refer to the non-existent **Pierce** damage type when the proper name is **Piercing**. # Changelog 🆑 Skubman - fix: Piercing damage can now dismember body parts, just like Blunt and Slash damage. (cherry picked from commit 992b2e486855cea6646cf5d4af51ca8cbf61b29d) * Buff Medical Due to Shitmed Changes Cherry-Pick (#1259) <!-- 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]? --> + Buffed applicable medication heal values. + Buffed applicable medication stack sizes. + Slightly buffed dylovene, burn, and brute chems. + Buffed applicable medication doAfter delay from 3s to 2s. --- ## Why / Balance <!-- Discuss how this would affect game balance or explain why it was changed. Link any relevant discussions or issues. --> This change was made with the advent of the new Limb Damage system. This PR seeks to achieve making SS14 Medical more equivalent to SS13 Medical when it comes to healing damage values. This was done as Bruise Packs and Ointment only heal 5 Brute or 5 Burn respectively when applied to a limb. When each limb has a 100 Crit threshold, this can make it extremely hard even with surgery to heal limbs in the absence of Chemicals. Furthermore on higher pop, this will lead to people burning through applicable meds even faster than before Limb Damage was implemented. It would take 34 bruise packs to heal someone with 170 Blunt spread out across their limbs, with this change it would reduce that to 12 bruise packs. Full list of numerical val changes: - Healing component doAfter Delay reduced. was 3s, now its 2s. - Applicable medical items now have a max stack size of 15 (was 10). - Ointment heals 15 of each burn type, 10 caustic (was 5 of each burn type, 1.5 caustic) - Mesh now heals 20 of each burn type (was 10 of each burn type). - Bruise Packs now heal 15 of each brute type (was 5 of each brute type) - Sutures now heal 20 of each brute type (was 10 of each brute type) - Bloodpacks now heal 2.5 Bloodloss & restore 10% bloodlevel (was .5 Bloodloss and 5%) - Gauzes now heal 15 Slash and 20 Pierce (was 5 Slash and 10 Pierce) - Dylovene now heals 1.5 Poison per .5u (was 1 Poison per .5u) - Bicaridine now heals 2.5 Brute per .5u (Was 2 Brute per .5u) - Dermaline now heals 2 Burn per .5u (was 1.5 Burn per .5u) - Epinephrine now heals 1 Burn & 1 Brute per .5u (was .5 for each per .5u) - Kelotane now heals .5 Burn per .5u (was .33 Burn per .5u) - Omnizine now heals 3 Burn, Toxin, Airloss, and Brute per .5u (was 2 per .5u) - Lacerinol now heals 4 Slash per .5u (was 3 per .5u) - Bruizine now heals 4 Blunt per .5u (was 3.5 per .5u) # 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] Cherry-pick Medical changes merged in Goobstation --- <!-- 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 --> --- ## Breaking changes <!-- List any breaking changes, including namespaces, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be posted in #codebase-changes. --> Should values be overtuned, they can be reduced in a future PR or before this PR is merged. **Changelog** <!-- Add a Changelog entry to make players aware of new features or changes that could affect gameplay. Make sure to read the guidelines and take this Changelog template out of the comment block in order for it to show up. Changelog must have a 🆑 symbol, so the bot recognizes the changes and adds them to the game's changelog. --> 🆑 - tweak: Increased applicable medication heal values. - tweak: Increased stack size of applicable medications. - tweak: Slightly increased dylovene, burn, and brute chemicals heal values. - tweak: Decreased Medical item application time from 3s to 2s --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Signed-off-by: Tmanzxd <164098915+Tmanzxd@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit b431d24f86f94433ea0c53982db83e40ef1d3f2c) * Automatic Changelog Update (#1267) (cherry picked from commit 02dd8ab06333a5b2dabe03845bfd6719ca09ef48) * Automatic Changelog Update (#1259) (cherry picked from commit 09d59007d4c55ee9f7daa0f56cae672c51951843) * The Blood Cult (#1001) <!-- 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 Adds a new game mode - The Blood Cult. Hail to Nar'Sie! --- # TODO - [x] Gamemode - [x] Roles - [x] Runes - [x] Constructs - [x] Structures - [x] Forge - [x] Archives - [x] Altar - [x] Pylon - [x] Structure - [x] Placement System - [x] Airlocks - [x] Repulsor system - [x] Construction system - [x] Items - [x] Eldritch Whetstone - [x] Construct Shell - [x] Mirror Shield - [x] True Nar'sian Hardened Armor - [x] Flagellant's Robe - [x] Eldritch Longsword - [x] Zealot's Blindfold - [ ] Night vision system - [x] Shuttle Curse - [x] Veil Shifter - [x] Void Torch - [x] Reagents - [x] Holy Water - [ ] Actions - [x] Cult Magic - [x] Stun - [x] Teleport - [x] Electromagnetic Pulse - [x] Shadow Shackles - [x] Twisted Construction - [x] Summon Combat Equipment - [x] Summon Ritual Dagger - [x] Blood Rites - [ ] Cult Leader Magic - [ ] Final Reckoning - [ ] Mark Target - [ ] Eldritch Pulse - [ ] Construct's Magic - [ ] Artificer - [ ] Summon Cult Floor - [ ] Summon Cult Wall - [ ] Greater Conjuration - [ ] Summon Soulstone - [ ] Wraith - [ ] Phase Shift - [ ] Juggernaut - [ ] Shield - [ ] Gauntlet Echo - [x] Cult leader selection system - [ ] Rending/Apocalypse rune placement markers EXTRA: - [ ] Spirit Realm rune - [x] Eldritch language - [ ] Conceal magic - [ ] Ru locale --- <!-- 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 🆑 - add: Added Blood Cult Gamemode. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 150020866ddd383f297dfccd7717017c23222d82) * fix * Automatic Changelog Update (#1001) (cherry picked from commit a179e186fa812e5dbce34983e11ef7af56ccdcf4) * Engine Update v237.2.0 (#1270) <!-- 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]? --> Updates to engine version v237.2.0. Fixes disposals systems breaking and not using the proper direction. --------- Co-authored-by: sleepyyapril <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> (cherry picked from commit dcc1c38fb729b00fdb15b79b38372f3e1e8bc951) * [QoL] Show Oni Damage Bonus In Damage Examine (#1268) # Description Examining an item's damage values as an Oni now calculates your bonus damage, and it also works with all of the Oni combat traits. ## Technical details `OniSystem`, instead of adding melee damage through `MeleeHitEvent`, now adds damage through `GetMeleeDamageEvent`, the same event that examining melee weapon damage raises through `GetDamage`. ## Media **Normal damage values** <img src="https://github.com/user-attachments/assets/9de255ef-29e6-4119-93cc-356349812a6f" width=300px> **Oni damage values** <img src="https://github.com/user-attachments/assets/18d44aaf-5a70-4ba9-a8c8-be29e92d7267" width=300px> # 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 --> 🆑 Skubman - tweak: As an Oni, examining the damage values of weapons now takes into account the melee damage bonus from your species or trait. (cherry picked from commit 613e7937392d5d4fd9bf906f571adc237c706367) * Automatic Changelog Update (#1268) (cherry picked from commit 5fe4b1e94b987f787807cc10df06f667b87d124e) * Loadouts V4 (#1164) # Description # TODO - [x] Custom name/desc/color tint, toggleable individually per-loadout - [x] Fix them not changing correctly between profiles in-editor - [x] Preview colors in the lobby - [x] Allow the users to null the color themselves (and default it to such) - [x] Pick what should be allowed to be recolored - [x] Guidebook links - [x] Make an example - [x] Special components for loadouts - [x] Heirlooms - [x] Pick what should have heirlooms - [x] Decimate lag - [x] Fix live character preview - Maybe do characters per job - Rethink unusable --- <details><summary><h1>Media</h1></summary> <p> <!--  --> https://github.com/user-attachments/assets/bcf61517-6b64-40d2-b299-7462e2469fe2 </p> </details> --- # Changelog 🆑 - add: Players can set custom names, descriptions, and color tints for their loadout items - add: Certain loadouts may have Guidebook pages shown in the editor - add: Players can pick a list of loadout items to have one randomly be their family heirloom for a mood bonus or deficit if they are carrying it - fix: Loadouts have almost as little lag as possible (hopefully none) - fix: Everything properly updates your character editor's live preview --------- Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com> (cherry picked from commit f0463062812428625da9e8adad60c8a567fdacbe) * Automatic Changelog Update (#1164) (cherry picked from commit 57917a746f514aba3f142d870a9280c9b1eb9a4f) * [Fix] Added Robust.Xaml to the Project Solution (#1266) Mirrors https://github.com/space-wizards/space-station-14/pull/31573 Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> (cherry picked from commit 1d65d548e69862295926fb08aee962d8fbd0b5c4) * Update Credits (#1274) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> (cherry picked from commit 39f4ad8a8884bc5bb9e64530b1a708ea41b4de32) * Fixes Make Cultist Admin Verb to Act on Target Not Self (#1289) There's a small error on the admin verb for blood cultists which made the verb only work on self. This fixes it. (cherry picked from commit 6c2b2a8a4ab7c7b0c5e18d796ccd94d09b087509) * IPC Instrument Menu Fix (#1287) <!-- 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]? --> Fixes IPCs being unable to use the midi menu. --- # 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 IPCs being unable to use the midi menu. (cherry picked from commit f133b9b7cf175815a3c6de59d541e12f0fc60790) * Automatic Changelog Update (#1287) (cherry picked from commit 92a6e099fca1581ea8a0cfd16bf7f13ae8d1108a) * Change Target Doll Icon For Ashen Theme (#1282) # Description  (cherry picked from commit 327247585612d9d65e20b8b856864701ceb1c933) * Fix Applicable Medication Stack Bug (#1278) <!-- Guidelines: https://docs.spacestation14.io/en/getting-started/pr-guideline --> ## About the PR <!-- What did you change? --> - Fixed a bug where applicable medication stacks would revert back to 10 after 1 use. ## Why / Balance <!-- Discuss how this would affect game balance or explain why it was changed. Link any relevant discussions or issues. --> - Did you know maxstacks were stored in a separate YML? Me neither, until now. **Changelog** <!-- Add a Changelog entry to make players aware of new features or changes that could affect gameplay. Make sure to read the guidelines and take this Changelog template out of the comment block in order for it to show up. Changelog must have a 🆑 symbol, so the bot recognizes the changes and adds them to the game's changelog. --> <!-- --> 🆑 - fix: Fixed a bug where applicable medication stacks would revert back to 10 after 1 use from full. Signed-off-by: Tmanzxd <164098915+Tmanzxd@users.noreply.github.com> (cherry picked from commit d4879f9129ae484f24f57eb642cc7d600f2323e0) * Automatic Changelog Update (#1278) (cherry picked from commit 8d485e8c0d4e3932835aeed210388e85988a0213) * Re-Enable Language Color and Font (#1294) # Description Re-enables language font and colors showing up in chat messages. The language font/colors were bugged after adding language names in chat (https://github.com/Simple-Station/Einstein-Engines/pull/1165) I also overhauled the format for chat messages to be more aesthetically pleasing, and made sure chat bubbles use the language color/font. ## Media **Nekomimetic**   **Bubblish**   **Tau-Ceti Basic (Default Language)**   **Rootspeak**   ## Changelog 🆑 Skubman - fix: Language colors and fonts will show up in text messages again, both on in-person messages and on the radio. - tweak: The text on chat bubbles now uses the color and font of the language being spoken. - tweak: The language prefix before the name on chat messages now uses the language's color. (cherry picked from commit 1a9763528a9b15f11f474a2fa7ecfdde98aa9a15) * Automatic Changelog Update (#1294) (cherry picked from commit 7d802e35dc45c37016681c3a009bdaebe2707178) * Shitmed Update 2 - [Insert Snarky Remark] (#1271) # Description  Honey wake up, another shitmed PR with 5 features and a trillion bugs! I love bloat. --- # Known Bugs - A lot of shit with changelings lol - Markings suddenly disappear from your entity apparently at random. Wizden exclusive issue as of now. - Fire heretics explode when ascending due to part damage shitcode (sorry) - Some exceptions/null point references at round end, tentatively related to salvage corpses. - Slots having wonky behavior due to not being networked. More of a broad issue with how I implemented them initially. - Arachne are FUCKED with surgery, I was incredibly tempted to set them to roundstart: false, but I'll try to hotfix it this week. --- # Changelog 🆑 Mocho, Deltanedas - add: Ported Ghetto Surgery from Deltanedas! - add: Ported fishops organs from Deltanedas! - add: Added different step durations to each surgery step. - add: Added a T2 research for advanced surgical tools - add: Added a T3 research for an omnitool for surgery. - add: Added Surgical and Advanced Surgical modules for Mediborgs - add: Mediborgs can now perform surgery! - add: Added lobotomies as an operation. Godspeed you psychopaths. - add: Added cybernetic arms, legs and eyes. - add: Added EMP weaknesses to all cybernetic parts (the day of reckoning will come for IPCs soon) - add: Losing your eyes now blinds you. - fix: Fixed a few species that did not inherit from BasePart's, thus taking damage types they shouldn't on their limbs. - fix: Fixed harpy lungs not being usable in surgeries. - fix: Fixed biosynthetic and other printable parts not allowing you to attach body parts to them. - fix: Fixed fire being able to destroy your chest. - fix: Fixed entities being able to take over your body by just inserting a brain or another head on top of you. - fix: Fixed some shitcode that didnt let rejuvenate or godmode work properly. - fix: Fixed bionic arm, and cybernetic eyes traits not working properly due to shitty networking. - tweak: Increased tend wounds's speed by double, and bumped up the values on its calculations. DEATH TO TOPICALS, LEAVE THOSE TO TIDERS. - tweak: Beheading an entity now doesnt let it move, speak, and forces it to the ground immediately (literally 1984!!11!!) - tweak: Changed sprites on most surgical tools to now use /tg/ sprites. - tweak: Unbound shitmed targeting doll keybinds by default (did you know we have those). --------- Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: goet <6637097+goet@users.noreply.github.com> Co-authored-by: Saphire Lattice <lattice@saphi.re> (cherry picked from commit 2eafa0d47e7b9a3270ae797f82dd7b1772dffb15) * Admin Tooling Cherry Picks (#1290) <!-- 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]? --> Link to every PR I cherry-picked: 1. https://github.com/new-frontiers-14/frontier-station-14/pull/2283 2. https://github.com/space-wizards/space-station-14/pull/29219 3. https://github.com/space-wizards/space-station-14/pull/30075 4. https://github.com/space-wizards/space-station-14/pull/28639 5. https://github.com/space-wizards/space-station-14/pull/32527 6. https://github.com/space-wizards/space-station-14/pull/28030 7. https://github.com/space-wizards/space-station-14/pull/28178 The main purpose of this PR is the first cherry-picked PR. It adds the ability for admins to reply to ahelps via discord using an HTTP POST request. See all relevant details in the initial PR by Myzumi. --------- Co-authored-by: Myzumi <34660019+Myzumi@users.noreply.github.com> Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com> Co-authored-by: Whatstone <whatston3@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: to4no_fix <156101927+chavonadelal@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> (cherry picked from commit b8e75dae0e25301da4ffdd1f6ca5b4aebdf5a2b8) * Automatic Changelog Update (#1271) (cherry picked from commit d58d397a69fc2bb5b2bbce9280a978d5d899bba0) * More Loadout Equipment (#1281) # Description This PR adds a bunch more equipment selections for Engineering loadouts, plus Suit/Skirt selections for the jobs that were missing it. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog 🆑 - add: All engineering roles have had their equipment loadouts significantly expanded upon. Engineers can now buy construction materials with their loadout points. - fix: All engineering jobs now have their Suit/Skirt selection via loadouts. - add: Salvage techs can now select from a variety of knife options to start their spess adventures with. - add: Epistemics staff now have *some* equipment selection options that they share. More to come when I finish making the Potentiometer. (cherry picked from commit 0bd9a9ea81c2e6e9ef775a131b547b8b861548b1) * Automatic Changelog Update (#1281) (cherry picked from commit c7f1b4fa3c57f3650154150e1c30ce28e3302230) * Dynamic Hostname System (#1296) <!-- 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]? --> Change your hostname whenever map, preset, or runlevel changes! Variables given on all hostname locale strings: - {$mapName} - The name of the current map. - {$preset} - The name of the current preset. - {$originalHostname} - What you originally had game.hostname set to, before updating. --- <!-- 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 --> nah (cherry picked from commit de98c2aec2c072abeb6c81c74b830d72e29ba0c8) * Religious Headgear For Character Customization (#1297) # Description This PR adds a few articles of various kinds of religious headgear to loadouts, namely a Hijab, Turban, and Kippah. All 3 are whitescale items that are set as colorable, allowing players to make them whatever color is desired. Farida can finally have the pink Hijab she was always supposed to have. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog 🆑 - add: Added various articles of religious headgear to loadouts, such as Hijab, Kippah, and Turban. All of these are set to allow custom colors. (cherry picked from commit e46a8636eb235e627023cdd3d42428b34c134353) * Automatic Changelog Update (#1297) (cherry picked from commit 56be69053045a2d2184c975c2325889df69838e0) * Don't Require Running in Release to Test Mood (#1257) (cherry picked from commit f2871885b6dd13b418dfd7ff55ffe0559a4f7044) * Update Credits (#1300) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> (cherry picked from commit 9ef825252a0dc0054b1ba9626e7283d296150f3b) * Start of Lore Documents (cherry picked from commit dfb12e53abf1ef5d767240a19b28ba12dd35ef9b) * Finally Done (cherry picked from commit 2a8bf58dfc61f24796a55940e4a7ab6be3ced3ec) * Automatic Changelog Update (#1298) (cherry picked from commit 8a368bbdce5dd05adae998ec55f15fd5ff04b52f) * Fashion Update: Earrings & Makeup (#1299) # Description Adds **38** new earrings, **31** new face markings, and **16** bracelet/watch markings, based from Aurorastation cosmetics. Each earring, bracelet, and watch marking is applied to just one side of the body, allowing for greater customizability and mixing-and-matching markings. Most notably, the new face markings unlock **full customization of every pixel** in the 5x4 pixel space of the face. Examples of this are shown below. Arachne now have access to **more than a hundred** markings above the leg, after not having any markings in their 2 years of existence. ## Media ### Pauline <img height=270px src="https://github.com/user-attachments/assets/8316effb-34b3-4fa1-a80f-af2a3cd670c2"> <img height=270px src="https://github.com/user-attachments/assets/be75770a-c5bb-46a7-afb4-2ec54bd5a5e5"> **Head (Side):** Drop Earrings (Left), Drop Earrings (Right) **Left Hand:** Left Bracelet ### Red and Blue <img height=270px src="https://github.com/user-attachments/assets/8c1356fc-6eaa-484f-afb6-5ace7f45d895"> **Head:** Cheek Spot (Left), Eye Corner (Left), Cheek Spot (Right), Eye Corner (Right) **Head (Side):** Double Gemstone Earrings (Left), Double Gemstone Earrings (Right) **Left Hand:** Left Watch (Colorable) **Left Arm:** Left Arm Bracelet **Right Hand:** Right Watch (Colorable) **Right Arm:** Right Arm Bracelet ### Pink <img height=270px src="https://github.com/user-attachments/assets/ae376cc3-7cd5-4e91-a3a0-ebe48202f5e6"> **Head (Side):** Hoop Earrings (Left), Double Gemstone Earrings (Right) **Left Hand:** Left Bracelet **Left Arm:** Left Arm Bracelet **Right Hand:** Right Bracelet **Right Arm:** Right Arm Bracelet ### Psychic <img height=270px src="https://github.com/user-attachments/assets/eaa8069a-2e51-4456-a315-414aa64cd41a"> **Head:** Bindi, Full Blush **Head (Side):** Long Crystal Earrings (Left), Long Crystal Earrings (Right) **Left Hand:** Left Bracelet **Right Hand:** Right Bracelet **Right Arm:** Right Arm Bracelet ### Cyclops <img height=270px src="https://github.com/user-attachments/assets/55e67db9-0aa4-488d-a25b-32e8fd92044b"> **Head [Eyes]:** Bindi, Glabella, Nose Tape **Head [Cover for mouth area]:** Lip Corner (Left), Lip Corner (Right), Cheek Spot (Left), Cheek Spot (Right), Lips **Head (Side):** Cross Earrings (Left), Cross Earrings (Right) ### 😂 <img height=270px src="https://github.com/user-attachments/assets/4001b95a-60e1-431c-8463-1e2904cf767a"> ### Arachne  **Head:** Left Arachne Eye, Right Arachne Eye, Lips, Neck Cover (Slim Thick) **Head (Side):** Long Crystal Earrings (Left), Long Crystal Earrings (Right) **Left Arm:** Left Robotic Arm from Hesphiastos Industries **Left Hand:** Left Robotic Arm from Bishop Cybernetics **Right Arm:** Right Arm Bracelet **Right Hand:** Right Watch (Colorable), Right Nail Polish ## Technical Details I did a quick fix in [MarkingsSet.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fashion-update-markings?expand=1#diff-54373833c74b35579f9b3293d5bb0c17eda0d214c11f27dcb40c334ef8c6b513) to handle a list index out of bounds error where the number of default markings was lower than the maximum allowed markings, like with Onis who have a default horn but can wear 2 earrings. # 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 --> 🆑 Skubman - add: 80+ new markings have arrived, including earrings, makeup, bracelets, and watches. Sashay over to Character Setup to personalize your character like never before! - add: The Arachne species can now select markings above the leg, including cybernetics, makeup, tattoos, noses, earrings, heterochromia, bracelets, gauze, and more! - tweak: The available points for Head (Side), Left Hand, and Right Hand markings have been increased for most species to support the new markings. - tweak: The Nail Polish markings have been moved from the Overlay category to the Left Hand and Right Hand categories. (cherry picked from commit 932f9e31eab9b2c11c4429b7c9c36effc327e733) * Automatic Changelog Update (#1299) (cherry picked from commit b05ab8e0d1e8aa043a60ca96843061f4778136e6) * ♂️ Add Male Arachne (#1301) # Description Adds the ability for Arachne to be male. Also in this I added chest/arm Arachnid markings for Arachne to use. I enabled footstep sounds for Arachne since it doesn't seem that they were intended to have silent footsteps. ## Media <img height=160px src="https://github.com/user-attachments/assets/04e3b066-e75c-4ee7-bfd6-762c2defcaf8"> <img height=160px src="https://github.com/user-attachments/assets/d4582c12-72d8-413f-92e6-145cb90c76c3"> ## Changelog 🆑 Skubman - add: Arachne can now be Male instead of only being Female. They can now also wear Facial Hair. - add: Arachne can use Arachnid chest and arm markings. - fix: Arachne will now have footstep sounds instead of being quiet when moving. (cherry picked from commit 1bab6b8844c679897b3a695b363620589292d783) * Automatic Changelog Update (#1301) (cherry picked from commit 5476ee090bd735d7791b4ae7f1e8aeea674cd55a) * Add Localization for Senior Physician and Senior Engineer (#1302) <!-- 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 localization for the Senior Engineer and Senior Physician roles that were recently enabled. --- # 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 --> n/a --- <!-- 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 --> 🆑 zelezniciar - fix: Fixed Senior Engineer and Physician names not appearing correctly (cherry picked from commit 4bf762411e866952c0257ce7d255b2610d7a3a21) * Automatic Changelog Update (#1302) (cherry picked from commit 9169818f60ef0cf156bb1b095d66e5e9d0b4575b) * Make Cultist Constructs Speak Eldritch (#1303) # Description Fixes cultist constructs only speaking Universal and not being able to understand anyone else due to a missing `LanguageKnowledgeComponent`. ## Changelog 🆑 Skubman - tweak: Cultist constructs and soul shards now speak Tau-Ceti Basic and Eldritch. Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 8573914e8b6183197abc250d3e8f3c186194b0a6) * Automatic Changelog Update (#1303) (cherry picked from commit 114ecde8384ae3d98350aa80d38b96766dc49cfa) * Fix Lobotomy (#1306) # Description Fixes several bugs in the lobotomy procedure. The lobotomy effect is now stored in the brain instead of the body, so transferring a lobotomized brain will still give the lobotomy effects, and a brain transplant to a body where a lobotomy occurred no longer applies the lobotomy effects. The "Mend brain tissue" procedure to reverse a lobotomy has been unlocked after a bug prevented it from showing in the surgery UI. Lobotomies now add the `ClumsyComponent`, which makes the lobotomized target as clumsy as clowns. ## Technical Details This deletes [SurgeryComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-3786e2be1879fd877a8b501352bbd92baa3a17aecfa4a62827ad41497deb0fd7) which was only used for the lobotomy procedures (incorrectly, it was checking for `OhioAccentComponent` in the body part) in favor of [SurgeryPartComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-7e180742b3a6f00b9f867d3ee4e8891dd00587dc4a2da8ad5e199180a387d18d) and [SurgeryBodyComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-249e5a937ba929ffc76f85e8a43f17918afc9ba866e81f4ea4eba2c90fd0c408). These two components are currently unused as the lobotomy procedures use a new condition component checking for the brain's `OrganComponent.OnAdd` field, but they provide a way to check for components on the body part and on the body, respectively. ## Media **Lobotomy**  **Mend brain tissue**  **Remove organ step picture**  ## 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 --> 🆑 Skubman - add: The lobotomy procedure makes the target clumsy like the clown. This makes them bonk when climbing tables and makes guns they're shooting blow up on their face. - tweak: The lobotomy step now requires a scalpel instead of a drill. - fix: Enabled the "Mend brain tissue" surgical procedure on a lobotomized target. - fix: The lobotomized effect is now stored in the brain instead of the body. The same brain stays lobotomized throughout brain transplants, and transferring a normal brain to a body where a lobotomy occurred no longer applies the lobotomized effect. - fix: The lobotomy procedure now shows the proper popup during the lobotomization step. - fix: Removed the ability to perform lobotomies on bodies without a brain. - fix: The "Remove organ" surgery step on the UI now properly shows the retractor sprite instead of the hemostat. --------- Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 1895f3addc871e3ad18845c22c61f422f9807107) * Automatic Changelog Update (#1306) (cherry picked from commit 71c641283a13fc79c68f8ad23fa1397052b7e74b) * You Can Now Drag People Into Deep Friers (#1279) <!-- 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]? --> You can now drag entities like people into deep fryers. Yes, this will cook them. Yes, you can cannibalize your own dead crew. --- # 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 --> - [ ] Add a doafter - [ ] Add a popup warning everyone of what you've done --- <!-- 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> obs is broken part 295 </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: You can now shove people into deep fryers by drag-dropping them onto it. --------- Signed-off-by: Eris <erisfiregamer1@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 82b2b28f3ee0f534b7f32fe54a70ba58d9ebbe1c) * Automatic Changelog Update (#1279) (cherry picked from commit cbc76ef649396a827a6c3b38b83c4a20f1affc7b) * Revert "Emp Flashlight (#5)" This reverts commit |
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0db8f3aaa4 |
[Port] TTS (#121)
* add: TTS * WD EDIT * add: TTS prototypes * fix * fix 100% |
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1cd5b0ac0a |
[Fix] Massive Bug Fixes / Массовое Исправление Багов (#131)
* fix * fix * fix * fix * fix * Fix Bug with Opening Storage Containers (#1292) <!-- 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]? --> Fixes the bug with opening storage containers while there's already one opened. --- # 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 the bug with opening storage containers while there's already one open. (cherry picked from commit b0407604ced2859ccbdc417345dadc29656f71f0) * Automatic Changelog Update (#1292) (cherry picked from commit 9a40c3783eb0d0e622badc2febcaf0794f6f8ddd) * possible test fix * possible test fix * fix --------- Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com> |
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a2557f75a6 | Upstream (#129) | ||
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3318f65307 | fix: фиксы апстрима | ||
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1515537b39 |
Constrict Height and Width via a Size Ratio & Fix Humanoids Not Having A Fixture (#1049)
# Description Title Intended to stop players from making slender men type characters with height maxed and width at the minimum, and vice versa The ratio can be modified via the species' prototype Also fixes the issue of players being able to noclip because they're fixture has no radius by setting the Height and Width to the species default if none is provided. (technically this also fixes Urists always being as small as possible) Solves #865 #497 Partially resolves #995 --- <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/1b3b32f1-5976-41f8-935b-7d53106e5452 </p> </details> --- # Changelog 🆑 - tweak: Height and width are now constrained by each other. - fix: Humanoids can no longer phase through walls. --------- Signed-off-by: Aiden <aiden@djkraz.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> |
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47b10a01b0 |
Catch-Up Cherry Pick 2 (#944)
# Description Picked 400 commits (and skipped many, many more) from WizDen since #540. Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby Refactor). --- # TODO - [x] Pick - [x] Compile - [x] Fix runtime errors - [ ] Fix up humanoid profile editor - [ ] Test everything --- # Changelog 🆑 - add: Merged 400 WizDen PRs. Happy testing! --------- Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: FungiFellow <151778459+FungiFellow@users.noreply.github.com> Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Magnus Larsen <i.am.larsenml@gmail.com> Co-authored-by: Hanz <41141796+Hanzdegloker@users.noreply.github.com> Co-authored-by: Kukutis96513 <146854220+Kukutis96513@users.noreply.github.com> Co-authored-by: potato1234_x <79580518+potato1234x@users.noreply.github.com> Co-authored-by: Gotimanga <127038462+Gotimanga@users.noreply.github.com> Co-authored-by: Mangohydra <156087924+Mangohydra@users.noreply.github.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: Morb <14136326+Morb0@users.noreply.github.com> Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Co-authored-by: KrasnoshchekovPavel <119816022+KrasnoshchekovPavel@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: KittenColony <149278380+KittenColony@users.noreply.github.com> Co-authored-by: ShadowCommander <shadowjjt@gmail.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com> Co-authored-by: ERROR404 <100093430+ERORR404V1@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: Jezithyr <jezithyr@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: no <165581243+pissdemon@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: Ciac32 <aknoxlor@gmail.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: NotSoDana <75203942+NotSoDana@users.noreply.github.com> Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: nao fujiwara <awkwarddryad@gmail.com> Co-authored-by: Michael <107807667+Doc-Michael@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: Lamrr <96937466+Lamrr@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Jay <67732946+DuskyJay@users.noreply.github.com> Co-authored-by: Just-a-Unity-Dev <67359748+Just-a-Unity-Dev@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Tyzemol <85772526+Tyzemol@users.noreply.github.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> Co-authored-by: RumiTiger <154005209+RumiTiger@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com> Co-authored-by: Ty Ashley <42426760+TyAshley@users.noreply.github.com> Co-authored-by: exincore <me@exin.xyz> Co-authored-by: 0x6273 <0x40@keemail.me> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com> Co-authored-by: Łukasz Mędrek <lukasz@lukaszm.xyz> Co-authored-by: Hannah Giovanna Dawson <karakkaraz@gmail.com> Co-authored-by: TurboTracker <130304754+TurboTrackerss14@users.noreply.github.com> Co-authored-by: OnsenCapy <101037138+LGRuthes@users.noreply.github.com> Co-authored-by: pigeonpeas <147350443+pigeonpeas@users.noreply.github.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com> Co-authored-by: Rio <110139251+Riolume@users.noreply.github.com> Co-authored-by: vorkathbruh <152932728+vorkathbruh@users.noreply.github.com> Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com> Co-authored-by: PrPleGoo <PrPleGoo@users.noreply.github.com> Co-authored-by: Moomoobeef <62638182+Moomoobeef@users.noreply.github.com> Co-authored-by: username <113782077+whateverusername0@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: Джексон Миссиссиппи <tripwiregamer@gmail.com> Co-authored-by: Brandon Li <48413902+aspiringLich@users.noreply.github.com> Co-authored-by: Jajsha <101492056+Zap527@users.noreply.github.com> Co-authored-by: RiceMar1244 <138547931+RiceMar1244@users.noreply.github.com> Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com> Co-authored-by: youtissoum <51883137+youtissoum@users.noreply.github.com> Co-authored-by: ike709 <ike709@users.noreply.github.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Geekyhobo <66805063+Geekyhobo@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> # Conflicts: # Content.Client/Input/ContentContexts.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Shared/Alert/AlertType.cs # Content.Shared/Input/ContentKeyFunctions.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs # Resources/ConfigPresets/EinsteinEngines/default.toml # Resources/Prototypes/Alerts/alerts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/keybinds.yml |