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4265b4a052d3cd03ea0dd39d1d5ffdfe1bd42caa
317 Commits
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5e5a7d2beb |
Fix suicide logs (#31661)
Make suicide logs include the username, as well as the character(where possible) (cherry picked from commit 99db9ea39d3abfd896a081b6f58f142b8ef9fc25) |
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b17cfa6ecf |
fix(Commands): Improve Localization of commands. Standardize some behaviors. (#30362)
* I should be studying for school but that is sofucking boring, I will pass my class no matter, however getting an A might be a challenge. My gpa is important but is the tourture for 1 point of GPA worth it? The american government says yes but they are responsible for the majority of all genocides that have ever been conducted since the dawn of man * ugh * ugh (cherry picked from commit 31c5d3555ea97e6f6a317c5b208763e4f12a67c6) |
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4fe82b22f6 |
Move OnGhostAttempt to GhostSystem (#31445)
* Move OnGhostAttempt to GhostSystem * Remove unused dependencies and sort them (cherry picked from commit 2d85b4e7e9d5d37f4ebd3c4ffd249dc6381efad6) |
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224dac29e0 |
Allow for respawn and erase verb to be used on offline players. Also minor rewrite on respawn command and new erase command (#30433)
* Localize respawn command, allow for it to use userids, and make it use [Dependency] attributes * Make respawn verb available for offline players * Make erase available for offline players A thousand admins rejoice * Reorder verbs in code * Add erase command * Fix localisation for erase command * Address reviews and add completion to respawn command * Complete reviews which I forgor |
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c435260ac0 |
Namespace cleanup around Mind Roles (#30965)
* namespaces * Comment does not need a semicolon --------- Co-authored-by: Vasilis <vascreeper@yahoo.com> (cherry picked from commit 40b9fd4ea3b1e06558d8e510c527169965193ccc) |
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bbd7dde98a |
#30851 followup - murderficates links (#30863)
kneecaps links while we're at it (cherry picked from commit 7e44e75d74c9b0195332f280c3b8b76c9eb966a8) |
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202e2ecf21 |
[S] hopefully prevents a repeat of 4 am on 8/10/2024 in the #server-leviathan-use channel (#30851)
cant test this because the documentation sucks ass but fuck it we ball (cherry picked from commit 7f23634450f3f6e6fc0348d4ffe5be934143ea04) |
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ae1c1c39dd |
Port Devil (#2454)
<!-- 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 --> <!-- 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 ports https://github.com/Goob-Station/Goob-Station/pull/2409 https://github.com/Goob-Station/Goob-Station/pull/2591 https://github.com/Goob-Station/Goob-Station/pull/2599 This PR was initially intended to be merged into White Dream repo, so my changes are marked as WD edit. <!-- 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 --> - [ ] Port pain numbness - [ ] Port nullrods - [ ] Port tile movement --- <!-- 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> --- <!-- 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: Ported Devil antag from Goobstation --------- Signed-off-by: Kai5 <68296202+Kai518@users.noreply.github.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Solstice <solsticeofthewinter@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> |
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0f0e87203d |
Fix OOC not re-enabling if restartroundnow is used (#32401)
The ChatSystem code for re-enabling OOC only ran during PostRound, which gets skipped over when doing restartroundnow. Now it does this on PreRoundLobby too. (cherry picked from commit 1450d76337597323f2cac761529024a332afb6a1) |
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3790e99618 |
Trim punctuation marks in the chat emote system (#28612)
Co-authored-by: geraeumig <alfenos@proton.me> (cherry picked from commit c48a96ac1579f4469f180ab2d2b215960de1e35c) |
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e6fa747f95 | Don't show Station Event announcements to players in the lobby. (#30886) | ||
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8c6a64e5ac |
Remove all Assigned Values that are Never Used (#30110)
Remove all Assigned Values that are never used (cherry picked from commit b57174007c8d455d10cfa6a2e8563993e935838e) |
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9d09f98f61 |
Аnnouncement sender localization (#29907)
(cherry picked from commit 9a17154d83f99da09ae42ef99bb8f3e6b09f2451) |
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26faaaffc3 | Swap some InRangeUnobstructed for InRangeUnoccluded (#28706) | ||
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ca11938ffd |
Clean up command perms (#28451)
* Change BanExemption command to AdminFlags.Ban permissions * Change LOOC to check for Moderator permission * Change ListVerbs from Admin to Debug AdminFlags * Change RunVerbAs from Admin to Fun AdminFlags * More permission changes * Change GhostKick to Moderator perm * Clean up command perms * fuck --------- Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> (cherry picked from commit 68992735d81a7709543ab7c6056385b9d3946d75) |
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d577ee485e |
Make chat & examine systems use FormattedMessage.EscapeText() (#28431)
(cherry picked from commit c4291920a628a13684769f54adc4b0df7b7b09ad) |
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0e9ac91ed3 |
Resolve 'EntitySystem.Get<T>()' is obsolete in content (#27936)
* PROJECT 0 WARNINGS: Resolve `'EntitySystem.Get<T>()' is obsolete` in content * pass entman * dog ass test * webeditor (cherry picked from commit 993eef1e7c22b2b79e528967ef5bb669f50236b1) |
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0bfe3af9ba |
Merge pull request #662
* Fix |
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af21168537 |
Fuselage rust (#551)
* the definition of insanity * the definition of insanity * the definition of insanity * we have hullrot at home * maybe the real hullrot was the friends we made along the way * john hullrot * i am going to hullroooooot * it's hullrotver * we're so hullback * we're rotting the hull with this one * hullmerge * the hullrot is leaking * never gonna rot you up * hullfresh * john starsector * god i wish we had grid collision damage |
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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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06af98c88b |
[Tweak/Fix] TTS (#479)
* tweak tts * krolik ymni |
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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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8338b0c699 |
Removed Duplicate Using. Removed Unused Using. (#2163)
# Description Removed duplicate using statements, removed unused using statements. this will decrease the number of warnings a small bit, and decrease unused dependency references in general. --- # TODO - [x] Remove double references. - [x] Remove unused references. --- # Changelog 🆑 - remove: double references in code - remove: unused references in code that had double references. Co-authored-by: ilmenwe <no@mail.com> (cherry picked from commit 9b73c88feefff68223f083893505826dc021ddee) |
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95e393406d |
Fix Various Psionic Bugs (#1848)
# Description
This isn't fixing all of them by the way, I still need to completely
rewrite the equations for the glimmer generating structures so the math
there isn't completely terrible. This fixes a few bugs related to the
glimmer system, such as linear decay not being consistent regardless of
server ping, and also glimmer generating structures also not being
consistent based on server ping. Both are now correctly differentiated
with respect to time.
Problem though is that the glimmer generator math is still extremely
awful, so that's going to need a rewrite.
After deeply analyzing the glimmer equations, I figured out that they
were being screwed over by floating point precision limits, so to
address this I made Glimmer work on doubles instead.
I also fixed a bug where generating enough Potentia to gain two or more
powers in a single draw caused the user to permanently lose their
ability to generate new powers. It's not abundantly clear why this was
happening, because nothing changed this code at all since I last touched
it.
# Changelog
🆑
- fix: Fixed various bugs with psionics.
- fix: Fixed a bug where if you generated enough Potentia during a drug
induced psionics roll to gain two powers, you would only gain one power
instead, while permanently losing the ability to gain new powers.
- fix: Fixed glimmer being permanently stuck between 500 and 600 by
revisiting the math and discovering an algebra error I made a year ago.
- tweak: Glimmer now operates on double precision. Have fun with that
breaking change if you made any psionic code downstream. Hint, you can
cast doubles into a (float) if you don't wish to convert your system to
double.
(cherry picked from commit 43e333ec41ca1706f3c204ef994351d69fd5c28c)
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b2b9f4399d |
[SHIT] "Никаких "/" в IC чат" (#411)
* фикс астерикса * 45 56+ * Капитан лодауты * АНТИКРИВЫЕ РУЧКИ ЙОПТА * Update captain.yml * Update ChatSystem.cs * Update ChatSystem.cs |
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9180bf2497 |
[Fix] Test (#365)
* fix test * Fix * fix Prosecutor * mmm? * fix SuicideCommandTests.cs * EnvironmentalSuicide * pls :( * fix reaction * oops |
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63773c7218 |
Revolutionary Manifesto (#1878)
<!-- 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]? --> With protection against flashes a bit more easily obtainable than before (welding masks, sunglasses, engineering goggles, cyber eye traits, etc.) and having thought about this idea before, I'd like to do a quick poll on an idea I've had and would be willing to implement: Instead of a Flash, give HeadRevolutionaries a Manifesto. They use this (with a short doafter) on a person to convert them, spouting Rev Ideology at them as the doafter runs. This will only be blockable by * Mindshields * Not being an intelligent creature As a side-effect, Epistemics won't necessarily be the Prime First Target to Rev anymore. Unless they want more books and they're in the library. A head revolutionary will spawn with this book. It may also be found in maintenance or bookshelves, though this is not common. This is to ensure that _having_ the book does not immediately out you as a revolutionary. The book has no charges, as opposed to flashes. This is balanced out by the fact that you audibly spout revolutionary ideology and propaganda at a target and that it takes a few seconds to do the conversion. --- <!-- 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/089d707b-9178-45b1-a38a-99f06ae5d9b1 </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - tweak: Changed the way Revolutionaries convert people. Instead of flashes, they now use the Revolutionary Manifesto to 'persuade' new conspirators. This has a small delay (three seconds) and will make you speak propaganda at the target. Note that the book itself is not contraband, and may also be found in other places. Only a Head Revolutionary will be able to make use of its persuasive power, however... <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new in-game item—the Revolutionary Manifesto—which replaces previous flash-based conversion tools. It features distinctive visual design and sound effects. - Added a new method for sending in-game chat messages to all users, enhancing communication capabilities. - **Gameplay Updates** - Head Revolutionary roles now convert others using the manifesto, with updated narrative text, motivational speeches, and revised starting gear. - **Communication Enhancements** - Improved in-game messaging systems streamline chat interactions for a smoother experience. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- 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 4f4c5be744332ba03245de0a5da8fd36255855f5) |
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3ab89f1786 |
[Add+Fix] Deaf Trait & Fixes (#270)
* let-looc-hear * whispering * IsBlockedByDeafness * trait * fix fix fix * fix thanks rabbit --------- Co-authored-by: vanx <discord@vanxxxx> |
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4d8d0efa74 |
[Add] Deafness (#265)
* shitcode deafness * move to server (forgor) * forgor 💀 * forgor 2 💀 * moved to MobDamageable --------- Co-authored-by: vanx <discord@vanxxxx> |
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3330acd9f2 |
Revert ""Proper" "Softcrit" "Support" (#1545)" (#1741)
traits need to be updated with new "params" @RedFoxIV (cherry picked from commit d62392b2fe2c3e651ad1f8492bbceef6dad5138e) |
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daf4f66414 |
"Proper" "Softcrit" "Support" (#1545)
# Description Implements the softcrit functionality. Similiar to critical state but spessmen will be able to communicate and crawl around, but not pick up items. Also supports configuring what is and isn't allowed in different MobStates (per mob prototype): you can enable picking up items while in softcrit so people can pick up their lasgun and continue shooting after taking a 40x46mm to their ass cheeks from the guest nukies while being dragged to safety.  <details> <summary><h1>Technical details</h1></summary> New prototype type: "mobStateParams" (`MobStateParametersPrototype`) Used to specify what can and can't be done when in a certain mobstate. Of note that they are not actually bound to any `MobState` by themselves. To assign a params prototype to a mobstate, use `InitMobStateParams` in `MobStateComponent`. It has to be a prototype because if I just did something akin to `Dictionary<MobState, Dictionary<string, bool>>`, you'd have to check the parent and copy every flag besides the one you wish to modify. That is, if I understand how the prototype system works correctly, which I frankly doubt. <!-- Working on softcrit made me hate prototypes. --> MobStateComponent now has: - `Dictionary<string, string> InitMobStateParams`, for storing "mobstate - parameter prototype" pairs. `<string, string>` because it has to be editable via mob prototypes. Named "mobStateParams" for mob prototypes. - `public Dictionary<MobState, MobStateParametersPrototype> MobStateParams` for actually storing the params for each state - `public Dictionary<MobState, MobStateParametersOverride> MobStateParamsOverrides` for storing overrides. `MobStateParametersOverride` is a struct which mirrors all `MobStateParametersPrototype`'s fields, except they're all nullable. This is meant for code which wants to temporarily override some setting, like a spell which allows dead people to talk. This is not the best solution, but it should do at first. A better option would be tracking each change separately, instead of hoping different systems overriding the same flag will play nicely with eachother. - a shitton of getter methods TraitModifyMobState now has: - `public Dictionary<string, string> Params` to specify a new prototype to use. - Important note: All values of `MobStateParametersPrototype` are nullable, which is a hack to support `TraitModifyMobState`. This trait takes one `MobStateParametersPrototype` per mobstate and applies all of its non-null values. This way, a params prototype can be created which will only have `pointing: true` and the trait can apply it (e.g. to critstate, so we can spam pointing while dying like it's a game of turbo dota) - The above is why that wall of getters exists: They check the relevant override struct, then the relevant prototype. If both are null, they default to false (0f for floats.) The only exception is OxyDamageOverlay, because it's used both for oxy damage overlay (if null) and as a vision-limiting black void in crit.. MobStateSystem now has: - a bunch of new "IsSomething"/"CanDoSomething" methods to check the various flags, alongside rewritten old ones. -  lookin ahh predicate factory </details> --- # TODO done: - [x] Make proper use of `MobStateSystem.IsIncapacitated()`. done: some checks were changed, some left as they did what was (more or less) intended. <details>Previous `IsIncapacitated()` implementation simply checked if person was in crit or dead. Now there is a `IsIncapacitated` flag in the parameters, but it's heavily underutilized. I may need some help on this one, since I don't know where would be a good place to check for it and I absolutely will not just scour the entire build in search for them. </details> - [x] Separate force-dropping items from being downed done: dropItemsOnEntering bool field. If true, will drop items upon entering linked mobstate. - [x] Don't drop items if `ForceDown` is true but `PickingUp` is also true. done: dropItemsOnEntering bool field. If true, will drop items upon entering linked mobstate. - [x] Actually check what are "conscious attempts" are used for done: whether or not mob is conscious. Renamed the bool field accordingly. - [x] Look into adding a way to make people choke "slowly" in softcrit as opposed to choking at "regular speed" in crit. Make that into a param option? Make that into a float so the speed can be finetuned? done: `BreathingMultiplier` float field added. <details> 1f is regular breathing, 0.25 is "quarter-breathing". Air taken is multiplied by `BreathingMultiplier` and suffocation damage taken (that is dealt by RespiratorSystem, not all oxy damage) is multiplied by `1-BreathingMultiplier`. </details> - [x] make sure the serializer actually does its job done: it doesn't. Removed. - [x] Make an option to prohibit using radio headsets while in softcrit done: Requires Incapacitated parameter to be false to be able to use headset radio. - [x] Make sure it at least compiles not done: - [ ] probably move some other stuff to Params if it makes sense. Same thing as with `IsIncapacitated` though: I kinda don't want to, at least for now. --- <details><summary><h1>No media</h1></summary> <p> :p </p> </details> --- # Changelog 🆑 - add: Soft critical state. Crawl to safety, or to your doom - whatever is closer. --------- Signed-off-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 9a357c1774f1a783844a07b5414f504ca574d84c) |
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d0b50a9d0d |
No More Telepathy While Unconscious (#1725)
# Description
This removes the ability to use telepathy while unconscious.
# Changelog
🆑
- remove: Removed the ability to use Telepathy while unconscious. It is
now safe to sleepy-pen people who have psi powers.
(cherry picked from commit 7f4350b92714377afeeceaac9361a58bf926d38e)
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11aa54b675 |
Fix Sanitization (#1688)
fixes sanitization with regards to emotes and radio prefixes being silly. prevents color coding your chat by escaping the escape --------- Co-authored-by: CaasGit <87243814+CaasGit@users.noreply.github.com> Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com> Co-authored-by: Hyper B <137433177+HyperB1@users.noreply.github.com> (cherry picked from commit 69554e077cb926c5535c231dabbbb639f8dda0b7) |
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b271af64da |
Fix Hissing & Another Airlock Error (#1596)
errors/test fail ops --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> (cherry picked from commit 7c5c4ba53b562720202937d19ae266b9e3c74f99) |
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6b5a027687 |
IPCs dont have blood
(cherry picked from commit ee481dc407b94305555824f394072fdfe994fa8e) |
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4d2e140858 |
Glimmer Rework 1: "Swingy Glimmer" (#1480)
# Description This PR brings back a feature that was present in the Psionic Refactor Version 1, which ultimately never made it into the game. I have substantially reworked the underlying math behind Glimmer, such that it operates on a Logistic Curve described by this equation:  Instead of 0 being the "Normal" amount of glimmer, the "Normal" amount is the "seemingly arbitrary" number 502.941. This number is measured first by taking the derivative of the Glimmer Equation, and then solving for the derivative equal to 1. Above this constant, glimmer grows exponentially more difficult to increase. Below this constant, glimmer grows exponentially easier to increase. It will thus constantly attempt to trend towards the "Glimmer Equilibrium". Probers, Drainers, Anomalies, and Glimmer Mites all cause glimmer to "Fluctuate", either up or down the graph. This gives a glimmer that swings constantly to both high and low values, with more violent swings being caused by having more probers/anomalies etc. A great deal of math functions have been implemented that allow for various uses for glimmer measurements, and psionic powers can even have their effects modified by said measurements. The most significant part of this rework is what's facing Epistemics. It's essentially no longer possible for Probers to cause a round-ending chain of events known as "Glimmerloose". You can ALWAYS recover from high glimmer, no matter how high it gets. As a counterpart to this, Probers have had the math behind their research point generation reworked. Research output follows an inverse log base 4 curve. Which can be found here: https://www.desmos.com/calculator/q183tseun8 I wouldn't drop this massive update on people without a way for them to understand what's going on. So this PR also features the return(and expansion of), the much-demanded Psionics Guidebook. <details><summary><h1>Media</h1></summary> <p> Psionics Guidebook   </p> </details> # Changelog 🆑 VMSolidus, Gollee - add: Glimmer has been substantially reworked. Please read the new Psionics Guidebook for more information. In short: "500 is the new normal glimmer. Stop panicking if Sophia says the glimmer is 500. Call code white if it gets to 750 and stays above that level." - add: The much-requested Psionics Guidebook has returned, now with all new up-to-date information. - remove: Removed "GLIMMERLOOSE". It's no longer possible for glimmer to start a chain of events that ends the round if epistemics isn't destroyed. You can ALWAYS recover from high glimmer now. - tweak: All glimmer events have had their thresholds tweaked to reflect the fact that 500 is the new "Normal" amount of glimmer. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 638071c48fe3ac7c727a1294de3b6d5d8136e79f) |
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67ea5d8c3e |
Station AI Features and Fixes (Also General Fixes) (#1525)
<!-- 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]? --> Check the changelog for the full list. --- # 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 Holopads (unmapped) - add: Intellicards are now useful for removing/adding a Station AI's brain. - add: Added the Communications Console to Station AI actions. - add: AI now has a warp point. - add: Added more things for the AI to press. - add: More AI laws have been added. - fix: Fixed the mail system - fix: Fixed AI actions - fix: Fixed invalid spawns for station AI breaking and ruining your ability to play it. - fix: The Station AI's name will now properly send in "arrived to the station" announcements. - fix: Changed the CPR sound to simply not loop until fixed. - fix: Fixed unlocalized messages being sent for the random sentience event. --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: Zachary Higgs <compgeek223@gmail.com> Co-authored-by: MendaxxDev <153332064+MendaxxDev@users.noreply.github.com> Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> (cherry picked from commit 3e8a7d9b00e19e160321eb81d69a884189dfa4e6) |
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aed54f75fb |
Add Chatstack (#1422)
# Description Chatstack. Can be changed/disabled in settings, and the chat automatically updates to reflect the change. Does not interfere with filters, etc. Also updated ChatMessage class and serverside IChatManager with a new IgnoreChatStack bool option, default false. Currently is limited to looking up to 3 messages behind, only because I feel off adding a textbox to the options. --- # TODO - [x] Make sure it works - [x] Add it to settings --- <details><summary><h1>Media</h1></summary> <p>  [ee.webm](https://github.com/user-attachments/assets/bf1c92f0-b52a-47a0-b142-70b1ee5003cc) </p> </details> --- # Changelog 🆑 - add: Chatstack. Look for it in Options under "General - Accessibility". --------- Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 78edbab4308bcef190fe387d36df79d90200e084) |
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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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a3747166d8 |
Psionic Refactor Version 3 Part 1 (#1383)
# Description
They say Rome wasn't built in a day, well this entire PR was coded in a
single 6 hour Adderall binge. This PR represents the next big leap in
code capability for the PsionicSystem, completely reworking how Psionic
Powers are added and removed, such that like the TraitSystem, they
utilize modular functions governing how they work. Instead of there
being only 5 different hardcoded things that Psi Powers can do, there is
now a library containing 21 different modular functions, which are
slotted as desired into the power prototypes.
Additionally, a significant improvement in the logical flow of this is
that since each power is responsible for its own "removal codepath",
it's now possible to remove individual powers from a character, as
opposed to always needing to wipe the slate clean entirely.
I'm not going to add any new powers in this PR, nor am I touching the
code for the Psionic Actions themselves, that'll come in Part 2, in
which I refactor the Psionic-Actions so that they also operate on
similar stacks of modular functions.
This PR also makes extensive refactors to the PsionicPowerPrototype, as
well as PsionicAbilitiesSystem, so that it has all new hooks and
datafields for other systems to be able to modify a psion. It is now
entirely feasible to create unique "Types" of Psions, with their own
distinct power lists. It's also now possible to create "Tech Trees" of
powers, by setting up powers such that they write to and modify the
personalized pool of available powers to generate. For example,
Xenoglossy and Psychognomy are now dependent on Telepathy, and simply
won't appear in the list of available powers if a Psion doesn't first
have Telepathy.
# Changelog
🆑
- add: Psionic Refactor V3 is here! No new powers are added in this
update, but the options for creating new powers has been SIGNIFICANTLY
EXPANDED.
- add: Xenoglossy and Psychognomy now can only be rolled if you first
have the Telepathy power.
- add: Breath of Life can now only be rolled if you first have the
Healing Word power
- add: Pyrokinesis and Summon Imp now require the Pyroknetic Flare power
- add: All new Psychognomy descriptors for many pre-existing powers.
Have fun being unintentionally screamed at telepathically by someone
with the POWER OVERWHELMING trait.
(cherry picked from commit eb27db61dc42c00ea18198c094633692bf5baf0a)
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7ce954bd87 |
[Port] Resomi (#172)
* Resomi (#27) * resomi * locale + fix sprites * displacements * add sprites (not full (need to check up)) + agillity skill * some stuff * -_- * фыф * add * fix * Add sprites * localisation * fix * вы нахуй меня дрочите?!! --------- Co-authored-by: AwareFoxy <135021509+AwareFoxy@users.noreply.github.com> * Create species.ftl * first (#116) * fix null * fixiki * more fixikov * outer metas * migrate * fix rsi validation * fix yaml linter * build fix * more migrate * one more migrate --------- Co-authored-by: pofitlo <kuzminvladislav237@gmail.com> Co-authored-by: AwareFoxy <135021509+AwareFoxy@users.noreply.github.com> |
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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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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 |
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b914415b04 |
[Port] Emotions menu / Меню эмоций (#55)
* add: emotions munu * tweak * fix * WD EDIT * test * AI rewiew * rewiew |
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24f26f21dd |
[Upstream] Апстрим фич и фиксов с Einstein Engines. (#39)
* Remove the Stupid Station Records Check From News (#739) # Description It was never used but caused annoyance all the time: the listening post could never use the news console and ghosts/centcom officials/skeletons could never publish news because of it. (This was not tested, I recommend either waiting til I test it or making someone else test it before merging) # Changelog 🆑 - fix: You no longer need to have a station record to publish news. Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> * Morale System (Port From White Dream) (#620) # Description This Feature has been graciously provided for Einstein Engines to port from the White Dream codebase. Mood is a system for tracking a character's current Mental State, which fluctuates throughout the round as a result of various events that can modify it. Each consisting of a single line event that can be trivially inserted into any other system, and a yml configured "Moodlet", which is applied to said character. Moodlets can be temporary or permanent, and can also modify a characters mood in either positive or negative directions. Things like, "Being Hungry", "Being Injured", "Petting a cute animal", "Being Hugged", all create a Moodlet. Mood can provide buffs or debuffs, primarily to movement speed. In fact Mood's movement speed modifier actually completely replaces the movement speed modifiers from Hunger & Thirst. Instead Hunger & Thirst create a negative moodlet that persists until you eat and drink, which _can_ give you a speed penalty. But you might for instance diminish the negative effects by seeking out other positive sources. Or they might just get worse, who knows what could happen? # Media Mood takes the form of a series of Moodlets, which modify your character's internal Mood stat. It's kinda like a healthbar, but for your mental state. Whenever you gain a moodlet, it appears in a popup. White text for standard moodlets, red text for negative moodlets. By clicking on your mood icon, text will show up displaying all of your currently active Moodlets. https://github.com/user-attachments/assets/3e9420bb-3a43-4d97-9127-31d704c15287 New traits!  Permission from Codeowners:  # TODO - [x] Refactor the Crit Threshold modification, and Movement Speed Modification to make it more granular. # Changelog 🆑 VMSolidus & Skubman - add: The Mood System has been ported from White Dream. Mood acts as a 3rd healthbar, alongside Health and Stamina, representing your character's current mental state. Having either high or low mood can modify certain physical attributes. - add: Mood modifies your Critical Threshold. Your critical threshold can be increased or decreased depending on how high or low your character's mood is. - add: Mood modifies your Movement Speed. Characters move faster when they have an overall high mood, and move slower when they have a lower mood. - add: Saturnine and Sanguine have been added to the list of Mental traits, both providing innate modifiers to a character's Morale. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Co-authored-by: Angelo Fallaria <ba.fallaria@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> # Conflicts: # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs * Automatic Changelog Update (#739) # Conflicts: # Resources/Changelog/Changelog.yml * Automatic Changelog Update (#620) # Conflicts: # Resources/Changelog/Changelog.yml * Psionic Refactor Version 2, Part 1 (#731) # Description Finally, after many long months, and this project surviving a complete restart from square one, I have now made actual, real progress on an actual proper "Refactor" of Psionics. This PR primarily moves ALL of the logic for initializing Psionic Powers into highly configurable YML. The initialization of psionics is no longer handled by components, and is instead now handled entirely by a centralized system. To even further cut down on component bookkeeping, nearly all logic needed for generating Psions has been moved to the PsionicComponent. The PotentialPsionicComponent now no longer exists. Additionally, and although they are not currently implemented(I will do so in the next PR after this), I have also laid the groundwork for substantial reworks to the other aspects of Psionics. Power generation, casting stats, feedback messages, non-action powers, and so on. It's actually possible to now add a psionic power that does not add any active abilities at all, rather by adding one or more components, thus enabling purely Passive Powers. Or a combination of the two, active-powers with a passive component. # Media https://github.com/user-attachments/assets/0fd6b9a4-7d84-4e6e-980a-9d7dd4264f6f # Changelog 🆑 - add: Latent Psychic has been added as a new positive trait. - tweak: Psionics have received a substantial refactor. While no new powers have been added this patch, this initial refactor lays the groundwork so that new psionic powers will be easier to create. - tweak: Latent Psychic is now fully required to become psionic, or to interact with Oracle. - tweak: Psychics can now have more than one active power. - remove: Mimes are no longer Psionic. - tweak: Chaplain, Mantis, & Mystagogue all receive the Latent Psychic trait for free, automatically. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com> # Conflicts: # Content.Server/Zombies/ZombieSystem.Transform.cs * Automatic Changelog Update (#731) * Fix Overlays (#756) # Description Overlays have a funny bug where the calls to update them are global. Meaning if any single person gets a bad enough mood to greyscale themselves, everyone globally gets greyscaled. This bug was also present on Dogvision and Ultravision, and had the same cause. Frontier luckily had a fix for those two, and the fix works here as well for the Mood Overlay. # Changelog 🆑 - fix: Fixed an issue where Overlays(Dogvision, Ultravision, Mood) would apply globally to all entities when updating. * Automatic Changelog Update (#756) * Missing Psychic Trait Strings (#758) # Description I accidentally deleted these at some point, so here they are again.  No changelog because I don't want to publicly admit the error. :) --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> * Action Blacklists (#760) # Description  I noticed that EntityTargetAction prototypes have a Whitelist field, but no Blacklist field. This turned out to be trivial to add, and now it's no longer necessary for Psionic powers to hardcode in C# that they can't affect anyone psionically insulated or Mindbroken. In total only 3 powers had this change, but new powers in the future that affect a target can now arbitrarily blacklist any component(Most likely, PsionicInsulation and Mindbroken. :)) All of this, just to remove 9 total lines of C# hardcoding. # Changelog 🆑 - add: Actions no longer need to hardcode in target blacklists, and can now blacklist entities in YML. This is notably useful for Psionic powers, which all share a common feature that they can't target people with Psionic Insulation (Or have been Mindbroken). * Automatic Changelog Update (#760) * Psionic Powers Add Components With Arguments. (#763) # Description While coding another Psionic Power feature, I discovered that the current implementation of iterating over components does not carry over arguments for the components. So I copied over the method used by Traits exactly-as-is, and just changed the names of the variables to accommodate the PsionicSystem. # Changelog 🆑 - add: PsionicPowers that add a Component now also allow for adding a Component with Arguments. This works exactly like the trait system's implementation of components. * Automatic Changelog Update (#763) * DeltaV/DS14 IPC Port (#744) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ported over IPC from DS14, with the fixes from DeltaV. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Port - [ ] Check for errors (Local tests wouldn't run on this one) --- <!-- 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 IPC as a playable species. --------- Signed-off-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Daniela <43686351+Day-OS@users.noreply.github.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> * Automatic Changelog Update (#744) * Update MoodSystem.cs (#761) # Description MoodSystem was lacking a Component Shutdown to yeet the alert, so it was causing intermittent test fails. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> * Traits Refactor (#765) # Description I decided traits weren't flexible enough, so I refactored them to also optionally add Actions(Activatable Abilities), and PsionicPowers(Going through the PsionicAbilitiesSystem). Neither of these have any current implementations, I'll leave that to other people. Trait Components are by extension no longer a hard requirement, although if you add a blank trait that adds nothing, you have only yourself to blame. But doing so won't crash the game or throw an error anyway. # Changelog 🆑 - add: Traits can now add Active Abilities to a character. - add: Traits can now add Psionic Powers to a character. * Automatic Changelog Update (#765) * Made Stamres Show in Resistances View Take 2 (#767) <!-- 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 title for some reason something went horribly wrong [here](https://github.com/Simple-Station/Einstein-Engines/pull/766) --- <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog no cl no fun --------- Co-authored-by: whateverusername0 <whateveremail> * Minor Ifrit Health Rework (#762) # Description Closes #754 Ifrit is a fire spirit, he really shouldn't be taking 1.5x fire damage. This makes sense and should help with players accidentally killing themselves with the fire ball. For balance, the cold damage modifier was changed to 0.5x, unsure if it should be lower. Minor passive regeneration has also been added, since there isn't another way to heal other than the Mystagogue sitting there hitting them with the book of mysteries. # Changelog 🆑 - tweak: Ifrit has received some damage resistance changes --------- Signed-off-by: stellar-novas <stellar_novas@riseup.net> Co-authored-by: VMSolidus <evilexecutive@gmail.com> * Automatic Changelog Update (#762) * Xenoglossy (#772) <!-- 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 xenoglossy to the power pool. I originally planned it for cataloguer but it looks like that doesn't exist anymore. <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Rane - add: Added Xenoglossy to the psionic power pool. --------- Signed-off-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> * Automatic Changelog Update (#772) * Increase Trait Point Granularity (#775) # Description Since we now have a LOT of Traits, and soon to be another fresh batch of Traits coming in now that they've been refactored to offer even more options, it's come up that Traits are kinda hard to balance with the current combination of point costs and allotted starting points. To help alleviate this problem, I've both doubled the point values of every trait in the game, as well as doubled the default allotted starting points. There is now more room to balance trait costs against each other. I have not however actually made use of the new range of point costs yet, and would like to consult with other contributors and maintainers on which traits need to be adjusted. # TODO - [ ] Go over trait point costs again to address balance. - [ ] Do this again in 6 months when we have 200 traits. # Changelog 🆑 - tweak: Trait points have been made more granular by both doubling the available number of trait points, and increasing the base cost of all pre-existing traits. * Automatic Changelog Update (#775) * Fix Heisentests (#778) # Description Attempt number 5000 to get the Heisentests to STOP. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> * Fix RGB Moths (#777) # Description Magic single line Yml Fix obtained by digging through DeltaV's Blame **GO!** # Changelog 🆑 - tweak: Moths can now be colorful again. * Automatic Changelog Update (#777) * Remove DV AGPL License Headers (#781) # Description They're confusing. Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> * Return Of The Cataloguer (#779) # Description Cataloguer has returned to Epistemics as the newest 4th member of the "Crew Aligned Wizards Club". The Cataloguer is a variation on the Librarian role, which automatically starts with the new Xenoglossy Psionic Power, which allows him to know and speak all languages. Additionally, the Cataloguer is now once again a member of Epistemics instead of Civilian, and has had Epi added to his access. On all maps that previously did not have a Librarian spawner, one Scientist spawner has been replaced with a Cataloguer. # Changelog 🆑 - add: Cataloguer has been re-added to the game as a new roundstart Psionic role. The Cataloguer is a unique role that will always start with the Latent Psychic trait, as well as the new Xenoglossy power, which allows him to know and speak all languages. * Automatic Changelog Update (#779) * Psionic Power Feedback Messages (#776) # Description This PR implements the previously planned feature whereby obtaining a Psionic Power plays some form of notification to alert the player that they have gained a new ability. Since some Psionics like Xenoglossy are purely passive, it's very important to give an indication to players what's going on. To that end, PsionicPowerPrototype has been expanded to include new datafields related to Initialization Feedback. There are now three kinds of feedback messages: Popup, Feedback, and Metapsionic. All feedback will only play for powers obtained during the round, rather than for entities that innately start with powers. - Popups will appear over your character's head as a small, brief message. These should be no more than a sentence at most. - Feedback will appear in the Chat window as a message only visible to the Psion themself. These can be as much as a paragraph in length. - Metapsionic messages are coming in their own separate PR: https://github.com/Simple-Station/Einstein-Engines/pull/774 In a separate PR, I also wish to add Audio feedback as well. # Media I apologize that the video has been bitcrunched to a point that the chat window can't be read. https://github.com/user-attachments/assets/11e30e91-8fc6-48a2-b6a5-9ecf7127065e # Changelog 🆑 - add: Gaining a new Psionic Power can now display messages to alert the player, both as a short popup, and optionally a lengthier message sent to the user's Chat window. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> * Automatic Changelog Update (#776) * Allow Playing Multiple Announcement Sounds at Once (#740) # Description @VMSolidus said he had issues with SuperMatter announcements not playing correctly. --- <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/e0cbbe77-00ce-4c9e-837a-00c91fee8623 </p> </details> --- # Changelog 🆑 - fix: Announcements can play multiple sounds now (you can revert to the old behavior in sound setting if you want though) * Automatic Changelog Update (#740) * Add Insulation to Robots (#773) # Description Soulless Robots didn't have PsionicInsulation, which meant they were eligible targets for powers such as Mindswap. This is a pretty simple fix. # Changelog 🆑 - fix: Robots and other mechanical creatures are now correctly immune to non-physical psionic powers. * Implement Mind Contests (#757) # Description Now that the initial Psionic Refactor is out of the way, this is my first new standalone Psionics PR, filling in the MindContest function that was added over a month ago(but was set to always return 1f as a placeholder). Mind Contests are unique among the Contests System in that they do not treat the lack of a Psionic Component as a failure condition, and instead as a variable. No changelog because MindContests are not currently used anywhere, all I'm doing is adding the actual function logic. * Added Language and Healing Components to IPC Entities (#786) # Description This pull request introduces two new components to the IPC entities: 1. **LanguageKnowledge**: This component allows IPCs to speak and understand Galactic Common and RobotTalk. Previously, IPCs were limited to Universal language, which caused communication issues with the crew. With this addition, IPCs can now effectively communicate using the Galactic Common and RobotTalk languages. 2. **WeldingHealable**: This component enables IPCs to heal themselves using a welding tool. Given the nature of IPCs as robotic entities, this feature is essential for self-maintenance and ensures they can stay operational even after sustaining damage. These changes aim to improve the functionality and immersion of IPCs within the game, allowing them to better integrate and interact with other entities while also providing them with the ability to self-repair. --- # TODO - [x] Add `LanguageKnowledge` component to IPC entities to support Galactic Common and RobotTalk. - [x] Add `WeldingHealable` component to IPC entities for self-repair with welding tools. # Changelog 🆑 - add: Added the ability for IPCs to speak and understand Galactic Common and RobotTalk languages. - add: Enabled IPCs to heal themselves using welding tools via the WeldingHealable component. Signed-off-by: v0idRift <163446847+v0idRift@users.noreply.github.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> * Automatic Changelog Update (#786) * Fix supermatter.ftl (#790) supermatter .ftl was broken, this fixes it. <!-- 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]? --> Easly fix the supermatter .ftl files that was not set correctly, why? i dunno. now its works. --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - fix: Supermatter Annoncements Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> * Automatic Changelog Update (#790) * Fix Door Access (#798) # Description Somehow all the doors accesses broke. Seems somebody used the AccessReader Component on the door instead of the door electronics. This PR fixes all the doors that I could find that were broken. # Changelog 🆑 - fix: Fixed most door accesses including: Lawyer, Mantis, Corpsman, Boxer, Clown, Mime, Musician, Reporter, Library, Zookeeper, Salvage and Psychologist. * Automatic Changelog Update (#798) * Cherry-Pick PR #27113 (#803) # Description This is a cherry-pick of https://github.com/space-wizards/space-station-14/pull/27113 Which fixes a bug that has been reported here where the FixGridAtmos command does not work. # Changelog 🆑 - fix: Fixed the FixGridAtmos command. Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * Automatic Changelog Update (#803) * Return Of The Pibble (#789) # Description This PR Rebases one of Nyanotrasen's funniest features: The Pibble. I mean "Lab Mix", according to the description. Lab Mixes are comically muscular dogs famous for their ability to attack and destroy Felinids, Mailmen, and more recently Harpies. Watch out, there is also a rare variant of Lab-Dachshund Mix, colloquially known as the "Ventbull", which can occasionally be found roaming the station's vents. Please keep your children, Felinids, and Birbs at a safe distance. # Changelog 🆑 - add: Lab Mixes have been added to the game as a new random animal. Be sure to keep Felinids and Harpies away from them. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> * Automatic Changelog Update (#789) * Make IPC Sounds Great Again (#811) # Description This PR brings back Ekrixi IPC sounds, and rebases IPC sounds on top of silicons. Duplicate of #810 [due to](# "Due to your attempt to evade your ban, you are banned indefinitely. You may appeal your ban, but only at least 6 months after your last ban evasion attempt, and only with a voucher of good behavior from another SS13/SS14 server.") `master` branch skill issues. <details open><summary><h2>Media</h2></summary> None </details> --- # Changelog 🆑 router - add: Added more sounds to IPCs. IPCs can now also whistle, whirr, beep, boop, ping, chime, buzz and buzz twice. - fix: IPCs no longer have the default wilhelm sound. - tweak: Silicon deathgasps are now darker. * Automatic Changelog Update (#811) * Add IPC's Missing Components (#793) # Description IPCs were missing Offer Item, Laying Down, and Carriable. # Changelog 🆑 - fix: IPCs can now lay down, offer people items, and be picked up and carried. * Automatic Changelog Update (#793) * Temporarily Disable Telegnosis (#795) # Description Telegnosis is broken, and so I'm temporarily disabling it. # Changelog 🆑 - fix: Temporarily disabled Telegnosis pending a lengthier update. * Automatic Changelog Update (#795) * IPC Missing Deathgasp (#800) # Description IPC were missing a deathgasp, so I wrote one for them.  # Changelog 🆑 - fix: IPC now have their own unique deathgasp message. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> * Automatic Changelog Update (#800) * Make Shoving and Stamina Great Again (#809) # Description First off, shoving was broken badly. It would roll shoving chance twice, meaning that you had only about 6% chance to actually shove someone, and it would only remove 6% of their stamina. Additionally, stamcrits have always pissed me off by just how stupid they were. Also, some of the code in the stamina system had highly misleading names, which has led vmsolidus to implement mass contests the wrong way there. This PR introduces changes to fix those issues: - Shoving only rolls the shove chance once. - Shoving deals 50 * shove chance stamina damage, as intended, without depending on target's stamcrit threshold. In the future it should depend on the weapon used (claws, fists, etc), but for now it's fine. - Shoving advantage ranges were re-evaluated. Mass difference now can give 0.5x-2x advantage, and health difference can give 0.75x - 1.25x. Stamina difference still gives a neglectable 0.9x - 1.1x advantage. - The stamina slowdown is now added and calculated dynamically using MovementSpeedModifierSystem, which means the slowdown will no longer disappear 3 seconds after receiving damage, and will not stack (however, it now scales with stamina damage). - When you exit stamcrit, you start at (100 - epsilon) stamina damage. There still exists another check that prevents you from getting re-stunned in the next ~5 seconds (maybe we should remove that too?), but the slowdown and combat disadvantages will apply as they are supposed to. This means you can no longer stand up after being exhausted to the point of fainting on the ground and immediately rush back into combat. In addition to that, I also did the following: - Re-added the mass contest to EscapeInventorySystem. It seems like it's been nuked when the new mass contest system was being implemented and never added back. - Fixed the mass contest in carrying again <!-- 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/076b3c3b-cdd1-4ec7-969d-2564c814a40e </p> </details> --- # Changelog 🆑 - fix: Shoving once again works correctly, and mass difference matters a lot when shoving someone. - fix: The time it takes to escape one's hands once again depends on the mass difference between the escapee and the holder. - tweak: Exiting stamina crit now leaves you with 0 stamina. You can't be immediately stunned again, but you will suffer from slowdown and combat disadvantages! * Automatic Changelog Update (#809) * Thieves Outside of Traitor (#799) # Description Mirroring a PR from Floof that I was much too lazy to cherry-pick. This just changes gamemodes outside of tator and rev to allow thieves if it makes sense to. --- # Changelog 🆑 - tweak: Thieves are now in Survival, Hellshift, and Extended. Signed-off-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> * Automatic Changelog Update (#799) * Telepathy (Minor)Refactor (#819) # Description This PR re-introduces a feature that was present in the Psionic Refactor version 1, that of the Natural Telepath trait. Where before Natural Telepath was treated as an "Upgraded" version of Latent Psychic, now it is a standalone trait that makes use of new functionality, where traits can add psionic powers directly, as opposed to relying on just adding components. To accomodate for this, the Telepathy functionality has been modified such that it no longer makes the expectation that PsionicComponent users have the ability to coherently speak telepathically, and instead checks for a specific TelepathyComponent. Since Telepathy is added to a Psion via their ActivePowers list, it is also eliminated when the Psion is mindbroken. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog 🆑 - add: TelepathyComponent has been split off from the PsionicComponent, now as it's own standalone feature. - add: Telepathy has been added as a new Psionic Power - add: Natural Telepath has returned from Psionic-Refactor V1, now using new functionality from the trait system that allows traits to buy psionic powers directly. - add: Latent Psychics who have neither bought Natural Telepath, nor acquired Telepathy during the round, can sometimes hear snippets of conversation from telepathic chat. - tweak: The cost of Latent Psychic has been reduced from 6 to 4 points, this is to accommodate for the loss of Telepathy as a bonus feature for all Psionics. Since Natural Telepath is a 2 point trait, this gives a net 0 change in trait points for anyone who wishes to keep being a roundstart Telepath. - tweak: Psionic Mantis, Mystagogue, Chaplain, and Cataloguer are all Naturally Telepathic, and thus get the new trait for free. * Automatic Changelog Update (#819) * Psionic Insulation Trait (#820) # Description This PR brings back the x-Waveform Misalignment trait from Psionic Refactor version 1. There's not really much to say here. Having this trait means that you are completely immune to most psionic powers and effects, with the only exception of the physical effects of Elementalist abilities. It is also an extraordinarily expensive trait, the most expensive in the game by far. This trait will get even more useful when Cultists, Wizards, and Heretics are brought into the game. # Changelog 🆑 - add: x-Waveform Misalignment has been rebased from the Psionic Refactor v1. x-Waveform Misalignment is an extraordinarily expensive trait that grants full immunity to nearly all psionic powers and effects, both positive and negative. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> * Automatic Changelog Update (#820) * New Interaction System (#733) # Description This implements the New Interaction Verb System™©, designed to allow defining verbs using yml and make adding new verbs way easier than it was before. This was initially designed just to bring back generic no-op interactions like hugging, but can now be used to create way more unique interactions for all the different entities. In the core of the system lies InteractionVerbPrototype. Besides defining the obvious qualities of the verb itself, such as the name, description, interaction constraints, it also has several important properties: - The requirement of the verb - what is required for the verb to show up as "enabled" in the context menu and be allowed to be performed. There's just one requirement slot, but using the ComplexRequirement class you can use multiple requirements and choose whether they are combined via boolean or, boolean and, or something in-between. - The action of the verb - it defines its own IsAllowed (whether the action is applicable to the target entity at all), CanPerform (called before and after the potential do-after), which defines whether this exact attempt at performing the action succeeds and shows a success popup, or fails and shows a fail popup, and finally Perform, which tries to perform the action and return a boolean result, which determines... well, what was stated before. Similarly to requirements, there are complex and conditional actions which can be combined into whatever monstrousity you can imagine... In fact, it is entirely possible to build a turing-complete programming language out of actions! - Effects, specifically three of them: one that is shown when the interaction performs successfully, one that is shown when it fails, and one that is shown when the do-after for the interaction begins succesfully (which means the first CanPerform check of the verb has succeeded). Each one of them defines a popup (configuration for which is stored in a different prototype) and a sound. Those are also designed to be highly customizable: you can choose who sees the popup and where, and more. Verbs can be global or local. Global verbs are added to any entity should it meet the prerequisites and pass all the necessary checks (which are also designed to be highly configurable). Local verbs are defined in OwnInteractionVerbsComponent and InteractionVerbsComponent of the user and target respectfully. At the moment of writing there are 8 built-in global verbs and 1 non-global verb, not including abstract verbs: - 3 no-op actions that are made for RP purposes, that is looking at someone, hugging someone, petting someone. The latter two may be later used to modify the target's morale should the PR for it be merged. - 2 actions related to standing: one for forcing someone down, and one for helping them get up, waking them up and removing 2.5 seconds of stun in addition to that (before you could click someone with empty hand to remove 1.5 seconds of stun - I removed that in favor of the new system) - 1 action for making someone who's laying down (on the bed or otherwise) to sleep. - 1 actions for falling asleep yourself (no need for bed or bag or whatever to tell you that you can sleep - this does not provide any healing properties or anything like that, purely an RP feature). - 1 action for pinching yourself - made simply with the intent of testing some possibilities of the new system, I decided to keep it because it's a bit funny. Local actions include: - An action for knocking on windows, doors, windoors, computers, machines. More are to be added to this list as the progress continues. # TODO - [X] Implement the core of the system - ~~Add more, way more actions. Possible ideas include: [slapping/kicking someone, hugging toys/plushies, pressing random buttons on a computer, ... ]. I could use some ideas for that.~~ - skipping for now, we can do it in follow-up prs to clutter this one less. - [X] Port all InteractionPopupComponents to the new system, and remove their old usages from non-animals. - [X] Introduce contests and a way to configure them (could reuse RangeSpecifier for that; certain actions such as pushing down/helping up would benefit a lot from this). - [X] Hide chat logs for people who cannot see the action being performed. - [X] Implement cooldowns - [ ] Cleanup. <details><summary><h1>Media</h1></summary> <p> Note: this video was made before a few important fixes were made. https://github.com/user-attachments/assets/17b616dd-4bc8-4af3-916c-6a5d16c77064 Newer video - demonstrates various actions and shows that chat logs cannot be seen if the source of the logged popup is outside the view. https://github.com/user-attachments/assets/d6228855-fb7f-45d1-812f-56afe10f3f86 </p> </details> --- # Changelog 🆑 - add: A new interaction system has been implemented. The right-click menu now provides a wide variety of different interactions with different entities. Some old default interactions, such as hugging, knocking, fence rattling, have also been moved to that system. --------- Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> * Automatic Changelog Update (#733) * feat: translation for new interaction system * fix: fix interaction system changing state action to ours * Glacier Real (#1169) (#728) * glacier real * troll * atmosia tweaks * 1 less can of plasma not too op * replace troll generator with solar crate * add StationSurface to glacier * add surface map * biome stuff upstream #28017 * unpause after loading * fix no terrain * comment out the surface spawning * shipyard * glacier justiceroid * updateprototype and cleanup * fix random shit * untroll * courier * add to test :trollface: * fix * futureproofing * hot loop inlet lmao * tweak some pumps in atmosia * carpy and make salv locker lighting better * Edit lights, move salv dock, add justice maints, edit entity names for casing consistency, other minor edits --------- <!-- 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 Ports Glacier from DeltaV. Justice department has been yeeted. # Changelog 🆑 - add: Glacier Returns. --------- Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Velcroboy <velcroboy333@hotmail.com> * Automatic Changelog Update (#728) # Conflicts: # Resources/Changelog/Changelog.yml * Rebase Saltern (#804) # Description Saltern, now featuring a full Epistemics department, and a Supermatter engine. :) <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog 🆑 - add: Saltern has been added to the map rotation. Now featuring a compact Supermatter engine, full Epistemics department, and a significantly expanded Chapel and Library. * Automatic Changelog Update (#804) * Core Supermatter (#792) # Description **Walks into a room** **Slaps down CORE, but with Supermatter** **Doesn't elaborate** **Leaves** <!-- 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: Core has been added to the list of maps in rotation. This time featuring a custom Supermatter Engine * Automatic Changelog Update (#792) * Fix InnatePsionicPowers For Mapped Entities (#824) # Description InnatePsionicPowers needed to be moved from ComponentStartup to MapInitEvent, which is a deceptively named event that ALSO functions identically in use to ComponentStartup, except that it's safe to use for entities that are mapped in, in addition to joining the round or being spawned in. Whereas ComponentStartup isn't allowed to modify or add components for any entity that is mapped(which includes Spawners apparently). This change allows for entities like Oracle and Sophia to make use of InnatePsionicPowers, which is done by request from Rane, who for mysterious reasons wishes for the two divine statues to be both Prayable, and have the Noospheric Zap Power. I have also verified by ingame testing that this does infact apply to people who join after the map is initialized, as well as things pre-existing on the map. So Oracle still gets her powers, while a latejoining Mystagogue still gets his. # Changelog 🆑 - fix: InnatePsionicPowers now operates on MapInitEvent instead of ComponentStartup, meaning that it can now be safely used on entities that are mapped in instead of spawned. - add: Oracle and Sophia are now recognized as Divine, and as such are creatures that can be prayed to. * Automatic Changelog Update (#824) * Update Credits (#837) 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> * Disable Mood In Debug (#806) # Description MoodSystem has a Race Condition against DeleteAllThenGhost. # TODO - [ ] Run the tests 10 times in a row to see if DeleteAllThenGhost will appear. * Diagonal Window Smoothing (#805) # Description Diagonal windows weren't updated to use the new smoothing when we added a bunch of new sprites designed around connected textures. This PR fixes that for all diagonal windows.  # Changelog 🆑 - add: Diagonal windows now use connected textures. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> * Automatic Changelog Update (#805) * Maximize Default Description Limits (#788) # Description The current in game UI can reasonably support names up to 48 characters in length, as well as descriptions up to 1024 characters long. Any longer, and the UI requires a scroll bar. This change is present on Cosmatic Drift, which uses the same character UI we currently have. I've had many people requesting this change, and while I am aware that we wish to at some point update to a new character UI(such as Parkstation's UI), but a stopgap here is still nice, and it's just two Const variables. # Media  # Changelog 🆑 - tweak: Character names can now be up to 48 characters in length. - tweak: Character descriptions can now be up to 1024 characters in length. This is the maximum size descriptions can be without the menu having a scroll bar. And while we'd like it to be bigger, we're going to want to get a new UI for this in the future! * Automatic Changelog Update (#788) * Bot for Changelog (#833) 🆑 - add: Changelogs should be shown in Discord now --------- Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> Co-authored-by: TAZIKLIK <73418250+TAZIKLIK@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> * Update actions_changelogs_since_last_run.py (#841) Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> * Added Jukebox (#26736) (#802) <!-- --> # Description <!-- --> Adds super cool super nice Jukebox to the bar! Ran off .ogg files, can use any royalty free song. --- <!-- --> <details><summary><h1>Media</h1></summary> <p> ![Example Media on]  </details> --- # Changelog <!-- --> 🆑 Kacey, Nova - add: Added Jukebox with basic songs. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: iNVERTED <alextjorgensen@gmail.com> Co-authored-by: DJBIGYAPPA420 <antoniobryandiii@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> * Automatic Changelog Update (#802) # Conflicts: # Resources/Changelog/Changelog.yml * remove: wrong changelog * remove: wrong changelog * fix: a few more incorrect translations * Psionic Extraplanar Creatures (#829) # Description Certain things in the game were intended to be classed as Psionic(And mostly without powers), but were apparently lacking the components. To clarify, ANYTHING that comes from an alternate layer of reality, alternative plane of existence, extra dimensions, other universes, bluespace, etc, is intended to have a PsionicComponent to abstract represent their nature as a magical being of some variety. The importance of this is largely related to the use of Metapsionics to detect them, but also for the valid target lists for Anti-Psychic abilities, such as the bonus damage from the Anti-Psychic Knife. While here, I've also added the "Loto Oil Slime" from Psionic Refactor Version 1, now that Reagent Slimes(as Extraplanar creatures brought to this world by Liquid Anomalies) have a PsionicComponent. needs https://github.com/Simple-Station/Einstein-Engines/pull/824 # Changelog 🆑 - add: Revenants, Reagent Slimes, and Ore Crabs are now considered to be Psionic(But cannot gain powers randomly). This is due to their status as "Magical And/Or Extraplanar Creatures", which makes them valid targets for anti-psychic abilities such as the Psionic Mantis' Anti-Psychic Knife. - add: Some Reagent Slimes can now contain Lotophagoi Oil. * Automatic Changelog Update (#829) * Cloning Refactor (#735) # Description Since Cloning code is effectively abandonware by it's original codeowners, and I was the last person in this entire game to update it, I am technically the codeowner of Cloning. And by extension, it's also my responsibility to maintain the Cloning code. I've been putting this off for awhile due to how busy I've been with other projects, but since I'm now waiting on all my other refactors to be reviewed, I decided to finally sit down and comprehensively refactor Cloning. In addition to massive substantial code cleanup(Cloning machines no longer run on Frametime for one!), here's most of the changes. - Cloning Pods must be powered for the entire 30 second duration of the cloning process. - Said "30 second duration" is no longer hardcoded. Although no methods currently exist to reduce it. I plan on revisiting this after I bring back Machine Upgrading. - Cloning can now FAIL partway through. If the cloning pod is Depowered, Unanchored, or Emagged, it will automatically swap to the "Gore" state. - When in a Gore state, Cloning Pods will destroy the entity they were trying to clone, replacing them with a pool of blood and ammonia that scales with the mass of the entity that was to be cloned! - Clones come out of the pod with a significant quantity of Cellular damage, and are almost always in need of resuscitation. Consider using Cryogenics to "Finish" your clones. Doxarubixadone is literally named after this process, and is a perfectly suitable cryo chem for resuscitating clones. <details><summary><h1>Media</h1></summary> <p> New gore sprites for the Metem machine, because it can now have gore mode.  </p> </details> # Changelog 🆑 - add: Cloning & Metempsychosis Machines have been refactored! - add: Cloning can now fail at any point during the cloning process, turning the would-be clone into a soup of blood and ammonia. - add: "Clone Soup" scales directly with the mass of the entity you're attempting to clone. Fail to clone a Lamia, and you'll be greeted with an Olympic swimming pool worth of blood when the machine opens. - add: Cloning will fail if at any point during the procedure, the machine is depowered, unanchored, or emagged. - add: Clones come out of the machine with severe Cellular damage. Consider using Doxarubixadone in a Cryo tube as an affordable means of "Finishing" clones. - tweak: Cloning Time is now increased proportionally if an entity being cloned is larger than a standard human(smaller entities are unchanged) - tweak: The cost to clone an entity can now be configured on a per-server basis via CCVar "cloning.biomass_cost_multiplier" - tweak: The Biomass Reclaimer can now be toggled to round-remove ensouled bodies or not via CCVar "cloning.reclaim_souled_bodies" - add: The effects of Metempsychosis now scale with a Psion's relevant caster stats. More powerful psychics are more likely to get favorable results from being forcibly reincarnated. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> * Automatic Changelog Update (#735) * Delete All Then Ghost Fault Tolerance (#787) # Description  I'm putting this here as an option to deal with our Heisentest problems, by making the tests "Fault-Tolerant" wherever practical, but I don't want this merged without Death and Psprite agreeing to this. For the most part I believe that these tests are failing because they are essentially checking that "Random events are not creating entities", by creating their own enforced Race Conditions. This particular test is repeatedly failing because the Mood System has no way of deducing that it's in a test. Even though the alleged issue is a nothingburger.  Tests absolutely shouldn't have been designed around race conditions. # Changelog No changelog because this isn't playerfacing. * Update Issue Templates (#797) # 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]? --> Rewrites the issue templates and removes the redundant security vulnerability issue Also, sorry Death, titles are now sentence case to maintain consistency with the auto generated security policy one Blame GitHub not me </3 --- <!-- 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> Here's the old one, can't make issues on a fork so I can't show how it looks now.  </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 --> N/A Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> * Add PR URL to Changelogs and Make Author a Header (#843) 🆑 - add: New changelogs should now show links to their PRs - tweak: Changelog authors should now be a header instead of bold text - fix: Changelogs shouldn't send random amounts of old changelogs --------- Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> * Automatic Changelog Update (#843) * Update actions_changelogs_since_last_run.py (#846) string didn't become int 🆑 - fix: oatnsdaoersoaetaroeoertnsirlea Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> * Psychognomy (#808) <!-- 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 Psychognomy is a passive power that gives you a descriptor on the origin of a telepathic message. There's enough of them that are ambiguous enough. I also changed Oracle and Sophia a little bit, giving them innate psionic powers. 🆑 Rane - add: Added Psychognomy. - tweak: Reverted Sophia name change. - tweak: Minor tweaks to psionic chat eligibility and formatting. - add: Some new utility has been added to player-controlled Oracle or Sophia. NPC functionality later :^) --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> * Automatic Changelog Update (#808) # Conflicts: # Resources/Changelog/Changelog.yml --------- Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Signed-off-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com> Signed-off-by: stellar-novas <stellar_novas@riseup.net> Signed-off-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Signed-off-by: v0idRift <163446847+v0idRift@users.noreply.github.com> Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Signed-off-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com> Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> Co-authored-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com> Co-authored-by: Daniela <43686351+Day-OS@users.noreply.github.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Co-authored-by: username <113782077+whateverusername0@users.noreply.github.com> Co-authored-by: stellar-novas <stellar_novas@riseup.net> Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: v0idRift <163446847+v0idRift@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: Fansana <116083121+Fansana@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: router <messagebus@vk.com> Co-authored-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Velcroboy <velcroboy333@hotmail.com> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: Evgencheg <73418250+Evgencheg@users.noreply.github.com> Co-authored-by: TAZIKLIK <73418250+TAZIKLIK@users.noreply.github.com> Co-authored-by: DJB1gYAPPA <whyeven42@gmail.com> Co-authored-by: iNVERTED <alextjorgensen@gmail.com> Co-authored-by: DJBIGYAPPA420 <antoniobryandiii@gmail.com> Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com> |
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dfe5c2c540 |
Psionic Refactor Part 1: Respacing To Keep Files Changed Down (#698)
# Description Due to some inherent limitations of maintenance, code review, and me having both severely crippling ADHD and a lifelong adderal dependency, I've made the executive decision to break apart the Psionic Refactor into a multitude of smaller, bite sized PRs. I'm keeping the original Psionic Refactor PR open, because I'm going to need it for code reference to keep track of the changes I had originally worked on, but I need to essentially restart the entire refactor from scratch, and approach it from a new angle that's going to make everything actually way easier. I also need to be able to work on each available system individually wherever possible, and this fact is most readily shown by how the Lightning Refactor and Oracle Refactor were both done separately. To start off, this PR is ONLY moving all of the relevant psionics code to core folders, and nothing more. I'm doing this first so that I can immediately cut down massively on the "Files Changed" with the simplest, most basic change necessary to start my work. No changelog because this isn't player facing, and no media because there's literally nothing to show. |
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b15d096a3e |
Minor Language Fixes (#618)
# Description Fixes: - Whisper not undergoing readability obfuscation when out of range - Handheld translators ignoring language knowledge requirements - Several animals not having defined languages - Computers not having languages (this primarily affects the RnD console and in the future the cargo request console which send radio messages) - Some languages lacking brightness and thus being hard to read Also makes language colors from language markers use alpha blending instead of overriding the original color. The change is subtle, kinda hard to make it noticable without defeating the original purpose... <details><summary><h1>Media</h1></summary><p> Example of the new colors  </p></details> --- # Changelog 🆑 - fix: Whisper can no longer be heard clearly outside the intended range. - fix: Translators can no longer be used without knowing the languages they require. - fix: Computers (primarily RnD console) now speak GC by default instead of Universal. - tweak: Readjusted colors of all languages to make them easier to read. |