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11 Commits
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af6e68d38e | fix merge master into wizmerge | ||
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16ea61f52f |
Shadowling Antagonist (SS13 Port and Remake) (#2207)
<!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports Shadowlings from SS13 to SS14 with a remake to make them fun to play. Minimal Design Doc (not up-to-date, read comments in this repo for updates): https://github.com/Lumminal/SS14-Design-Docs-Lumminal/blob/main/Shadowling.md --- - Abilities - [X] Hatch - [x] Glare - [X] Enthrall - [x] Veil - [x] Shadow Walk - [x] Icy Veins - [x] Collective Mind - [x] Rapid Re-Hatch - [x] Destroy Engines - [x] Sonic Screech - [x] Blindness Smoke - [x] Null Charge - [x] Black Recuperation - [x] Empowered Enthrall - [x] Nox Imperii - [x] Ascension - [x] Annihilate - [x] Hypnosis - [x] Plane-Shift - [x] Lighting Storm - [x] Ascendant Broadcast - Antags - [X] Thrall - [x] Guise - [x] Thrall Darksight - [x] Lesser Shadowling - Passive - [x] Light Resistance Scaling - [x] Shadowmind - [x] Damage on Light - Other - [x] Sounds - [x] Sprites - [x] Psionic Interactions - [x] Handle Edge Cases --- <details><summary><h1>Media</h1></summary> <p> https://www.youtube.com/watch?v=H-Ee5wuRINc </p> </details> --- 🆑 - add: The shadows have awakened, and their ascendance is soon to follow. Do not enter maints. --------- Signed-off-by: Lumminal <81829924+Lumminal@users.noreply.github.com> |
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a2217f0189 |
Fix Chair Mapping (#2422)
Fixes chairs disappearing when saving the map and adds the ability to enable/disable locks on office chairs. --- <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/277d6ee8-cc51-47df-8b81-0b361234227d </p> </details> --- 🆑 - tweak: Now you can enable and disable the locks on office chairs. |
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db610d403b |
Supermatter Tweaks (#2423)
# Description _config.GetCVar() is generally to be deprecated and replaced with the significantly better performant Subs.CVar(), since it doesn't need to fetch the CVar each time its used and instead keeps it cached. This is particularly important for systems that operate on every frame. Technically Supermatter wasn't on my list of systems to optimize, but it's a good look since it's a system we're uniquely responsible for. No actual functionality for the Supermatter has been changed, this is just a code cleanup and performance pass. # Changelog No CL since this isn't player facing. (cherry picked from commit 1d10885f3a24053f77f8a27736e4c198b2aac026) |
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254a6881c8 |
Bio-Synthetic Torso Fixes (#2414)
# Description The recently introduced bio-synthetic torso didn't actually do anything since the biofab just spawned the torso body part rather than a usable body. This fixes that. The bio-synthetic torso lathe recipe now spawns a limbless bio-synthetic human which can then have limbs attached like any other torso. The torso's name, sex, and pronouns can be set once, ideally to reflect the identity of the person being put into the body. Hopefully this will help biofabrication function as a potential alternative to cloning. --- <details><summary><h1>Media</h1></summary> <p>     The verbs disappear after you select a name/gender/sex.   </p> </details> --- # Changelog 🆑 - tweak: Made bio-synthetic torso work as a body (cherry picked from commit 2911f82360aeab153968cc444a90c0b5321f43e0) |
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718078de24 |
Add New Species: Xelthia (#2214)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> This is a PR to add a new species, the Xelthia. I find that most of the species in this game don't feel particularly alien, and I'm aware that they aren't as alien as some might want, but I feel like they're decently alien, personally. In addition to this, I've tried to set them up to fill niches that aren't particularly common with other species, such as having a heat resistance and cold weakness where other species tend to have cold resistances and heat weaknesses. Here's their current list of (planned) traits, which is tentative and I'm open to adjusting. ### Negatives - Cold weaknesses - Lack of a gloves slot thanks to having tentacle arms - Carnivores, will only eat things containing meat for the most part ### Positives - Heat resistances - Arm Regrowth, dropping their current arms - Acid blood (Currently slippable) - Caustic immunity (so they don't burn from falling in their own blood) ### ??? - Dropped arms are able to be eaten and/or cooked. I've not worked with C# before now, so apologies if the code is a little bit scuffed or anything --- # 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] Implement Xelthia Species, complete with sprites and a language - [x] Add species default names - [x] Add displacement maps and such to make sure they look right - [x] Implement primary YAML-based species functions, basically everything that isnt the limb regrowth function - [x] Axe the initial psionics bit - [x] Add the actual function for limb regrowth - [x] Add proper lore - [x] Any other possible considerations with adding Xelthia characteristics --- <!-- 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/4fd3cb4f-4d5d-44dd-b5c0-62fd392e8920     </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 --> 🆑 Zeta_Null - add: Added Xelthia, a custom alien species - add: Added an insulated jacket, to account for Xelthia not having access to a glove slot. - add: Xelthia tentacle item that drops when arms are regrown. This is able to be cooked. --------- Signed-off-by: ZetaNull <93877175+ZetaNull@users.noreply.github.com> (cherry picked from commit 5de2bd074f7ee852774c11fd92996f7c14fd3d1b) |
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60053a10d4 |
Coat and Scrubs Restricted to Respective Employers (#2134)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Some coats and scrubs in loadout are branded with specific corporation logo's. This PR restricts specifically those items to the employers that they are from. Note that we have coats from other companies currently not listed as available employers too. Perhaps we should consider adding them? # Updated: This PR now also includes CCVars that can disable a part, or the entirety, of Contractors for downstreams that prefer free-form RP over gameplay. While I was at it, I made it so that AI and Borgs don't get Passports. --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - tweak: Restricted some corporate jackets and scrubs to that specific corporation. - tweak: Downstreams can now disable Contractors entirely or partially if they prefer freeform-rp over gameplay facilitating RP - tweak: Station AI and Borg are no longer people and don't get passports. (cherry picked from commit 445bdc5c1b04c9f41460fb1cc6986e736732508e) |
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e3cc62ef8c |
Contractors V1 (#2030)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Contractors v1 is the first version of a system that will allow you to set a nationality and an employer to your character. Initially, this will determine the availability of some loadout items, jobs and traits, but this is built to expand upon later. As of this moment, the PR will let you select a nationality, an employer and a lifepath. Nationalities give you a language and a passport, while the other two don't do a lot yet. (except Command can only be NanoTrasen and most other jobs can't be unemployed) The passport functions, and the CharacterRequirements do as well. there's still a lot more that can be done--tying jobs to certain employers, items or traits to nationalities or lifepaths, but the reason I want to merge it before that's done is primarily so that I don't need to be the sole person working on it anymore. The C# is done, the rest is YAML, and we have a bunch of competent YAML warriors who will do great stuff with this, no doubt. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Create Nationality and Employer Prototype code - [x] Create Nationality and Employer Character Requirements - [x] Add both fields to the Character Creation menu - [x] Create Nationality and Employer Prototypes - [x] Create Nationality and Employer Prototypes YAML - [x] Add requirements to a few jobs - [ ] Add requirements to a few traits - [ ] Add requirements to a few loadout items - [x] create a passport item that can be opened and closed - [x] Give each nationality a passport item valid for their species --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  https://github.com/user-attachments/assets/9e61aed8-2e07-4d44-89c7-595a170df8c7 </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Contractors. Be sure to edit your character to set an employer and nationality! - add: Nationality, Lifepath, and Employer have been added to character creation. These don't currently do much except spawn a passport containing information about where your character is from and who they are, but they are fully integrated with Character Requirements, and by extension can be used for and alongside Traits, Loadouts, Jobs, Antagonists, etc. --------- Signed-off-by: Timfa <timfalken@hotmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit c3b12c62ee3bd226b57022690d1b24cb7cf54e3f) |
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5d347ebb94 |
Upstream 08.03-09.03 (#299)
* Grabbing Fixes / Table Slam (#1889)
# Description
Ports several fixes + Tabling from
[/Goob-Station#1922](https://github.com/Goob-Station/Goob-Station/pull/1922)
Tabling is pretty much 1:1 with how it is from SS13
## This shit is so code
Required before I can port [Martial
Arts](https://github.com/Goob-Station/Goob-Station/pull/1868)
# TODO
* [ ] Await merge
* [ ] Gaming
# Media

# Changelog
🆑 Eagle
* add: Table slamming. Harm a table when you have someone harm choked,
see what happens.
* tweak: Grab throw damage to other entities is now based on the thrown
entities kinetic energy. No more mouse wrecking balls.
* tweak: You can now escape from a soft grab by just walking away.
* tweak: You can no longer grab someone else while your being grabbed.
* tweak: Mass now effects grab release attempts.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a table slam mechanic that brings dynamic combat
interactions. Characters and objects can now be “tabled” with associated
damage, stamina effects, and paralysis chance.
- Added new interactive states for pullable entities, enriching
environmental and combat engagements.
- **Gameplay Improvements**
- Refined pulling and throwing mechanics to enhance collision handling
and damage calculations, resulting in more impactful throw actions and
balanced kinetic responses.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit 71147f8295c5c817b56d52c5d2a38acced2f14b9)
* Automatic Changelog Update (#1889)
(cherry picked from commit 434ce42a8a0739ff0873c4c02bfe83ed39c857e9)
* Fix UI Crap (#1888)
I have no idea if this fixes the issues, and I have not checked if it
does. But this is the only thing we're missing that wasn't related to
other unrelated stuff.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Bug Fixes**
- Improved the initialization process for several in-game user
interfaces, ensuring that all essential functionalities load
consistently when accessed.
- **New Features**
- Enhanced the voice mask configuration panel to automatically present
available speech verb options, streamlining the setup process for users.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit e2fbebba312a01d9fb92eaac64190df503607f6b)
* Shuttle Spawner Airlocks (#1890)
# Description
This PR adds a variety of "Shuttle Spawning Airlocks" for certain ships
in this game that mappers might wish to use. The most important of which
are airlocks that cause a Cargo Shuttle and a Pathfinder to spawn
already docked to the station. The fact that nobody did this before was
fucking astounding to me.
# Changelog
🆑
- add: Added a variety of "Shuttle Spawning Airlocks" for mappers to
use, which can make it so that shuttles like the Cargo Shuttle,
Pathfinder, etc. Spawn already docked to the station.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a refined docking and spawning system for shuttle
operations, incorporating multiple shuttle types including cargo, dart,
infiltrator, pathfinder, and SANDropship.
- Added dedicated deployment entities to manage shuttle instantiation
effectively.
- Rolled out a new tagging framework to enhance the categorization and
identification of dockable vehicles.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit 2f9239f6b0918fbdca1f0c48a06c3b3b76a11ab8)
* Automatic Changelog Update (#1890)
(cherry picked from commit 39eb098ebe3fcf7f283f46fadfc76545c20e667c)
* Update Credits (#1854)
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 ad2ebc04093388d29db758fd7e632744e4d728d8)
* Remove Outdated Description From Flash, Add One to the New Disabler A… (#1887)
<!--
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]?
-->
Accidentally left an old ExtendDescription on a flash which is no longer
accurate, and added extra descriptions to the rev manifesto and civilian
disabler while I was at 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
-->
🆑
- add: Added extra descriptions to the revolutionary manifesto and the
civilian disabler
- fix: Fixed extenddescription on flash
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced extended, context-sensitive in-game descriptions for the
revolutionary manifesto, offering nuanced details about its use across
various roles.
- Added enhanced descriptive information for the civilian disabler
weapon, clarifying its legal ownership and accessory considerations.
- **Chores**
- Streamlined the flash item display by removing redundant extended
descriptions to improve clarity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: Timfa <timfalken@hotmail.com>
(cherry picked from commit 3e3bee060cb7eee98ae3fde7c4f7b819f16bf840)
* Automatic Changelog Update (#1887)
(cherry picked from commit 4af6dc83bd2ebded1421dadea70b6a9586776fda)
* NewMats Lathe Recipe Changes (#1873)
# Description
<!--
Explain this PR in as much detail as applicable
Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->
Removes wait times from Copper, Lead, and Aluminum and reduces the wait
time for Tungsten to 0.13 (4 seconds over 30 ingots, too rare for it to
have no completiontime but too much completiontime for just one ingot).
It seems pretty ridiculous to make the former 3 recipes have a wait time
of TWO SECONDS PER INDIVIDUAL INGOT (which presents a lot of problems in
practice for salvagers) in comparison to the standard ore recipes which
have 0 wait times at all.
if the wait times are intentional then I would like you to consider
reducing them to something similar to what I did with the Tungsten- with
X seconds over 30 (or any other standard amount) ingots
---
# Changelog
🆑
- tweak: the Ore Processors now process Lead, Copper, and Aluminum
instantly, and is much faster at processing Tungsten
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Chores**
- Adjusted lathe production times for several recipes, resulting in more
accurate processing durations.
- The tungsten-based recipe now completes significantly faster (0.13
seconds versus 4 seconds).
- Three metal-based recipes have been updated to finish in shorter
durations (0.01 to 0.016 seconds).
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit d295e2535f9aa21497460279d0bfe108920c445b)
* Automatic Changelog Update (#1873)
(cherry picked from commit 8deed0c3c9d16ff0cdb956fc0ee457a5bf14f5ed)
* Revert "[Add] High-Risk Loadout Item For Warden: Power Gloves (#252)"
This reverts commit
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2a7f4e070c |
Port Supermatter Updates From Impstation (#1719)
# Description Yea it turns out ImpStation made a shitton of updates to Supermatter that were never upstreamed, including making a fancy new Supermatter Monitoring Console, which needs to be mapped. Technically this is a DeltaV PR, but out of pure spite I ported the entirety of this completely by hand. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog 🆑 - add: Added Supermatter Monitoring Console. (cherry picked from commit 541f1695d0f9e03afb26f847f3e8fd1462c5ed14) |
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0db014ecd1 |
Plasmaman Damage Resist and Density Changes (#1769)
# Description Plasmamen receive these changes: - Density reduced by 13.5% (185 to 160) - Reference: Human density = 185, Felinid density = 140, Skeleton density = 130. - Slash resist increased from 15% to 20%, Piercing resist increased from 25% to 40% - Reference: Skeletons take 10% more Blunt, 20% less Slash, 40% less Piercing damage. - Upon being gibbed or ashed, spew out plasma everywhere - Not in changelog to catch players by surprise :trollface: - Reduce price of extinguisher refill in Loadouts to 5 points to 4 points. ## Why / Balance Plasmamen are "just" skeletons, so it makes sense that they'd be lighter than average. But not Felinid-levels of light, because that's not really the selling point of Plasmamen and would increase their difficulty in an unintended direction. Why they'd be heavier than Felinids and Skeletons can be explained by the plasma in their body having a lot of weight. To compensate, they will get 20% Slash and 40% Piercing resist. For comparison, Slime People have a 40% resistance to Blunt, a more common damage type than Piercing. This will give Plasmamen a niche of being excellent against spears and ballistic weapons especially with additional armor, while still being vulnerable to Space Wind throwing Blunt weapons and opponents closing in on them with a Blunt weapon. ## Media **Plasmaman Gibbing** https://github.com/user-attachments/assets/bd7c0edc-37dc-4ab4-ab1e-170f78306b24 **New Guidebook Description** <img width=450px src="https://github.com/user-attachments/assets/d70ed0ed-e0cd-4079-9d99-4d6bf012ed7e"> ## Changelog 🆑 Skubman - tweak: Plasmamen now have a slightly lower density and thus lower weight than the average species (this is a nerf). - tweak: Plasmamen have their Slash resist increased from 15% to 20%, and their Piercing resist increased from 25% to 40% (this is a buff). - tweak: The cost of the envirosuit extinguisher refill in Loadouts has been reduced from 5 points to 4 points. (cherry picked from commit f6289bf223a570e68bf85f2ffd92c01b9e20f200) |