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4265b4a052d3cd03ea0dd39d1d5ffdfe1bd42caa
137 Commits
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283af5fa15 |
Plants scream mutation now have more scream variety (#30862)
* seed screams now SoundCollectionSpecifier More types of scream sounds * plants scream mutation have 10+ scream types * plant scream reduce scream volume And scream powerness get's from yml instead of hardcode, so from prototypes could be changed pretty much easilly * plants review change (cherry picked from commit 27793111bb7af8f517b47afe90fc1a485f1caf96) |
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0c93bfb9f2 |
"Death gasp" for a moth (#28409)
(cherry picked from commit 3e2eb6cc7a6f82b5aedc853ad74ceeb1e8ce8838) |
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685926b6a7 |
Rubber chicken toy (#29637)
* -added rubber chicken toy * -Removed faulty SolutionContainerManager type -Replaced default toy squeak sound with rubber chicken sound for on-trigger and on-collide. * fixed raw material cost * adjusted material composition * - Added rubber chicken to CrateFunToyBox - Added rubber chicken to MaintFluffTable under "uncommon group" so that it will spawn in maintenance * Update Resources/Prototypes/Entities/Objects/Fun/toys.yml |
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34657e9f57 | Remake gasp popup to emote (#27736) | ||
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a075836f4c |
Den Downstream Merge 02-13-25 (#1773)
# Description ## **!!! DO NOT "Squash and commit", ONLY "Create a merge commit" !!!** Merges some PRs from The Den, YML changes only: - https://github.com/TheDenSS14/TheDen/pull/168 - Change: Added the new Loadout items to the appropriate CharacterItemGroup prototypes. - https://github.com/TheDenSS14/TheDen/pull/202 - Change: Converted owl hooting from stereo to mono to fix console errors. - https://github.com/TheDenSS14/TheDen/pull/203 - https://github.com/TheDenSS14/TheDen/pull/205 - https://github.com/TheDenSS14/TheDen/pull/220 - https://github.com/TheDenSS14/TheDen/pull/224 - https://github.com/TheDenSS14/TheDen/pull/236 - https://github.com/TheDenSS14/TheDen/pull/246 Mapper-only PRs: - https://github.com/TheDenSS14/TheDen/pull/247 - https://github.com/TheDenSS14/TheDen/pull/250 ## Changelog 🆑 The Den Contributors - add: Added a Trooper Uniform and Hat for Security use. (by Rosycup) - add: Harpies have gained the ability to hoot. (by KyuPolaris) - add: Added ability for Arachne to produce silk. (by KyuPolaris) - tweak: Tweaked tool belts to take more tools and mantis belts to be able to fit certain epistemics tools. (by Rosycup) - add: Hopping, that's it. *hop and *hops now triggers the jump emote. (by KyuPolaris) - fix: Shadowkin are now able to select Psionic Power traits without taking the Latent Psychic trait. (by Rosycup) --------- Co-authored-by: Rosycup <178287475+Rosycup@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Tabitha <64847293+KyuPolaris@users.noreply.github.com> Co-authored-by: KyuPolaris <tabi@kyuudev.me> (cherry picked from commit 19ea863353222d210c1b646fe7333dc98ed0cf3b) |
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90ee08ac54 |
Adds some things to the lobby (#1143)
* The first part of this PR, "Lobby Music" * Part 2 of this PR, act 1: "Operator Plush" * WebP conversion+ Fixing some YML (cherry picked from commit 43290c65dd60ca54e11ccfd32ea6afb8691939a6) |
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677d2cf60c |
Add Oney RoundEnd sound (#1271)
"Yeah you ever heard of consequences in video games? Maybe don't FUCKING die next time." (cherry picked from commit 7f3b8a22dfed00817b5482a18dc3bb6fa12116e7) |
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0ebd7c95d4 |
Adds new Lobby Track (#1209)
* Adds new Lobby Track the funny YT documentary song * Update attributions.yml changed source --------- Co-authored-by: Null <56081759+NullWanderer@users.noreply.github.com> (cherry picked from commit 2f3e6f6c19a7c8cdfadf317a20d5ceca69403d72) |
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01a48d7391 |
Webbing Sound Effects (#1701)
# Description This PR adds sound effects for tactical webbing type items. Clicky clinky sounds for when you move. Also fixes some mixing issues with belts in general being entirely too loud. # TODO <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/0b24a71c-35e2-4ea4-ae90-782868902e6d </p> </details> # Changelog 🆑 - add: Added sound effects for all variety of "Tactical Webbing", such as Security Webbing, Chest Rigs, etc. (cherry picked from commit a4fee2743aed64c93078590cb41491f703e98c70) |
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4cec892dd1 |
Hardsuit Walking Sounds And Refactor EmitSoundOnMove (#1698)
# Description Thanks to MajorMoth for making these sound effects! This PR adds custom sound effects to Hardsuits & Tacsuits that are generated when the wearer moves. However while making this PR, I ran into three different bugs with the EmitSoundOnMoveSystem, so I fixed all 3 of them! # TODO <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/cb5d3873-3eb7-4cab-8ec2-2ba5b5d6480d </p> </details> # Changelog 🆑 VMSolidus and MajorMoth - add: Hardsuits now have sounds made when the wearer moves! - fix: Fixed several bugs with EmitSoundOnMove. It no longer plays the same sound 7 times in a row for the client. It can now differentiate between items that must be worn to make sounds and otherwise. It can also have variable distance needed to travel to make a sound. - add: Hardsuits and Tacsuits are now separated into Light, Medium, and Heavy categories, with each category having its own sound effects, mass, throwing statistics, and don/doff time. Most hardsuits are Light. Most Tacsuits are Medium. Some suits like Warden, Juggernaut, Nukie Commander, and Mysta Bombsuit are heavy. (cherry picked from commit cdf8468717bd14a1036148b491b8aeb0fd845ffa) |
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a46b4f2b5a |
New Species: Plasmaman (#1291)
# Description Adds the Plasmamen as a playable species. Plasmamen are a skeletal species who depend on Plasma to live, and oxygen is highly fatal to them. Being exposed to oxygen will set them on fire, unless they wear their envirosuits. ## Species Guidebook <img width=500px src="https://github.com/user-attachments/assets/a1ef91ef-87b2-4ae0-8b5c-922a0c34777f"> <img width=500px src="https://github.com/user-attachments/assets/110f0fa0-7dc4-410b-a2c0-a517f0311484"> **SPECIAL:** - Plasmamen speak the language Calcic, a language they share with Skeletons. ## Shitmed Integration Plasmamen are the first ever species designed with Shitmed in mind, with one of their core mechanics (self-ignition) powered entirely by Shitmed. Whether or not a Plasmaman ignites from oxygen exposure depends only on their body parts. A Plasmaman with only their head exposed will not burn as much as an entirely naked Plasmaman. You can **transfer** Plasmaman body parts to non-Plasmamen through **surgery** so that they also ignite from oxygen exposure. Meanwhile, a Plasmaman with a non-Plasmaman head can expose their head without self-igniting. https://github.com/user-attachments/assets/0aa33070-04be-4ded-b668-3afb9f4ddd7c ## Technical Details This also cherry-picks https://github.com/space-wizards/space-station-14/pull/28595 as a quality-of-life feature to ensure Plasmamen keep their internals on upon toggling their helmet with a breath mask on. ## TODO ### RELEASE-NECESSARY <details> - [x] Port more envirosuits / enviro helms (job-specific) and their sprites - [x] Remove breath masks from default plasmaman loadouts because the envirohelms already allow them to breathe internals - [x] Change default plasma tank to higher-capacity version - [x] Prevent plasmamen from buying jumpsuits and helmets other than envirosuits - ~~[ ] **Client UI update for loadout groups min/max items and default items**~~ - [x] Plasmaman-specific mask sprites from TG - [x] Disable too cold alert for plasmamen - [x] Create/port sprites for these jobs - [x] Courier - [x] Forensic Mantis - [x] Corpsman (Resprite security envirosuit) - [x] Prison Guard (Resprite security envirosuit) - [x] Magistrate (No Paradise envirosuit so use new colorable envirosuit) - [x] Blueshield (Port from Paradise and tg-ify?) - [x] NanoTrasen Representative (No Paradise envirosuit so use new colorable envirosuit) - [x] Martial Artist (use new colorable envirosuit and make pure white) - [x] Musician (use new colorable envirosuit) - [x] Reporter (use new colorable envirosuit) - [x] Zookeeper (use new colorable envirosuit) - [x] Service Worker (use new colorable envirosuit) - [x] Gladiator - [x] Technical Assistant - [x] Medical Intern - [x] Acolyte / Research Assistant - [x] Security Cadet - [x] Assistant - You know what. These intern jobs are fine. They can use their normal equivalent's envirosuits. - [x] Logistics Officer (use new colorable envirosuit) - [x] Adjust sprites to be closer to actual job - [x] Captain (Shift color to be closer to ss14 captain) - [x] ~~CMO (Remove yellow accents)~~ - [x] Port HoP envirogloves sprite - [x] unique sprite for self-extinguish verb - [x] Refactor conditional gear stuff to live only in StartingGearPrototype with `SubGear` `List<ProtoId<StartingGearPrototype>>` field and `List<Requirement>` field for sub-gear requirements - [x] Add starting gear for paradox anomaly, and antags and ghost roles - [x] Paradox - [x] Nukies - [x] Disaster victims - [x] Listening post operative - [x] Make all envirosuit helmets have a glowing (unshaded) visor - [x] Envirosuit extinguish visuals - [x] JobPrototype: AfterLoadoutSpecial - [x] Set prisoner envirohelm battery to potato, command/sec/dignitary to high-powered - [x] Set base envirosuit extinguishes to 4, sec 6 and command 8 - [x] Improve plasmaman organ extraction experience - [x] Body parts now give 1 plasma sheet each, while Torso gives 3 - [x] Organs can be juiced to get plasma - [x] Make envirohelm flashlights battery-powered - [x] Plasmamen visuals - [x] Grayscale sprites for color customization, and set default skintone color to Plasmaman classic skintone - [x] Plasmaman eye organ sprite - [x] Add basic loadouts - [x] Add way to refill envirosuit charges (refill at medical protolathe after some research) </details> ### Low Importance <details> - [x] Envirogloves - [ ] (SCOPE CREEP) Plasma tanks sprite (only normal emergency/extended, rather low priority) - [ ] (SCOPE CREEP) Modify envirosuit helmet sprites to have a transparent visor - [ ] Glowing eyes/mouth marking - [x] More cargo content with plasma tanks / envirosuits - [x] Plasmaman survival kit like slime - [x] Additional plasma tanks - [ ] (SCOPE CREEP) Plasmaman EVA suits - [x] ~~Add envirosuits to clothesmate~~ - [x] Add more plasma tanks to random lockers and job lockers - [x] Turn envirosuit auto-extinguish into extinguish action - [x] move self-extinguish verb stuff to shared for prediction of the verb - [x] move self-extinguisher stuff away from extinguisher namespace - [x] unique sprite for self-extinguish icon - [x] ~~IDEA: purple glowy fire extinguisher ~~ - [x] on self-extinguish, check for pressure immunity OR ignite from gas immunity properly - [x] See envirosuit extinguish charges in examine - [x] Milk heals on ingestion - [x] Plasma heals on ingestion - [x] Self-ignition doesn't occur on a stasis bed - [x] ~~Self-ignition doesn't occur when dead~~ - [x] Guidebook entry - [x] Make self-ignition ignore damage resistances from fire suits - [x] ~~Make self-ignition ignore damage resistances from armor~~ - [x] ~~Unable to rot?~~ - [x] Make the envirosuit helmet toggle on for the character dummy in lobby - [ ] (SCOPE CREEP) One additional Plasmaman trait - [x] ~~Showers extinguish water as well as water tiles~~ - Unnecessary as stasis beds now prevent ignition, allowing surgery on a plasmaman on stasis beds. - [x] Unique punch animations for Plasmafire Punch/Toxoplasmic Punch traits - [x] Actually remove toxoplasmic it's just slop filler tbh - [ ] Talk sounds - [ ] Normal - [ ] Question - [ ] Yell - [x] Positive moodlet for drinking milk / more positive moodlet for drinking plasma - [x] Increase moodlet bonus and also minimum reagent required for the plasma/milk moodlets - [x] Increase fire rate base stacks on ignite cause putting out your helmet for a few secs isn't that dangerous due to the fire stacks immediately decaying - [x] I think halving firestack fade from -0.1 to -0.05 might work to do the same thing too - [ ] (SCOPE CREEP) Get bone laugh sounds from monke 'monkestation/sound/voice/laugh/skeleton/skeleton_laugh.ogg' - [ ] (SCOPE CREEP) When EVA plasmaman suit is added, 25% caustic resist - [x] Envirosuit helmet - [x] Equivalent of 100% bio / 100% fire / 75% acid resist - [x] Envirosuit - [x] Equivalent of 100% bio / 100% fire / 75% acid resist - [x] Envirogloves - [x] Equivalent of 100% bio / 95% fire / 95% acid resist - [x] Put breath mask back on - [x] Refactor: put body parts covered data into component instead of being hardcoded </details> ## Media **Custom Plasmaman Outfits** All of these use the same **absolutely massive** [envirosuit RSI]( |
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49a55085a0 |
The Fashion Update (#1526)
# Description Adds **almost two hundred** (192) new items to Loadouts, vastly increasing the fashion content available to players. Most of them are colorable, allowing for an insane amount of customization. Most of the new clothing comes from Aurora Station, with ports from World Server and Nuclear 14 as well. Also added were some unused clothes to loadouts. New loadout items count: **Uniform:** 85 **Outer:** 31 **Head:** 18 **Neck:** 17 **Eyes:** 14 **Shoes:** 14 **Belt:** 7 **Security Eyewear:** 3 **Back:** 2 **Hands:** 1 ## Technical Details I had to touch C# for high heels, because I had to make sure they were hiding the left foot and right foot layers and avoid a bug where the Shitmed body part system enabled the feet layers again after the high heels were equipped by the loadout system. I added two new layers to all species, `innerBelt` and `innerNeck` which are rendered below outer clothing so that the new belts and the neck tie aren't rendered above jackets, coats and such. ## Lookbook ### New Outfits  Outfit information: <details><summary> [Top Left] Summer Days </summary> <b>Head:</b> fedora (colorable) <b>Neck:</b> necklace (colorable) <b>Outer:</b> slim cardigan, opened (colorable) <b>Uniform:</b> long-sleeve A-line dress (colorable) <b>Belt:</b> waist belt (colorable) <b>Back:</b> purse, flipped (colorable) <b>Shoes:</b> flip flops, alternative (colorable) Note how the waist belt is covered by the slim cardigan, due to being in the `innerBelt` layer. </details> <details><summary> [Top Middle] Formalwear </summary> <b>Head:</b> small hair bow (colorable) <b>Neck:</b> necklace (colorable) <b>Uniform:</b> asymmetric dress (colorable) <b>Hands:</b> evening gloves (colorable) <b>Belt:</b> thin waist belt (colorable) <b>Back:</b> purse (colorable) <b>Shoes:</b> high heels (colorable) </details> <details><summary> [Top Right] Boho-Chic </summary> <b>Head:</b> hair flower (colorable) <b>Neck:</b> small necklace (colorable) <b>Outer:</b> asymmetric coat, opened (colorable) <b>Uniform:</b> midi dress (colorable) <b>Belt:</b> waist belt (colorable) <b>Back:</b> purse (colorable) <b>Shoes:</b> flats (colorable) </details> <details><summary> [Bottom Left] Nurse </summary> <b>Head:</b> nurse hat <b>Neck:</b> round necklace (colorable) <b>Uniform:</b> club dress (colorable) <b>Hands:</b> evening gloves (colorable) <b>Back:</b> purse (colorable) <b>Shoes:</b> flats (colorable) </details> <details><summary> [Bottom Middle] Smart Casual </summary> <b>Outer:</b> modern coat (colorable) <b>Uniform:</b> pencil skirt and gym bra (colorable) <b>Back:</b> purse (colorable) <b>Shoes:</b> high heels (colorable) </details> <details><summary> [Bottom Right] Slaycurity Officer </summary> <b>Head:</b> security beret <b>Neck:</b> gold necklace <b>Uniform:</b> evening gown (colorable) <b>Hands:</b> evening glovs (colorable) <b>Belt:</b> security belt <b>Back:</b> purse, flipped (colorable) <b>Shoes:</b> high heels (colorable) </details> ### High Heels Footsteps https://github.com/user-attachments/assets/c4b99407-0f9b-4fb5-910e-603c024d9598 The high heels footsteps are also present on the high-heeled boots, long high heels and flats. Pets are now colorable too (look at the pink mothroach in the video). Reasons why they'd be a specific color could be a natural variation, being dyed by their owner, or genetic modifications (however unethical the last two may be). <b>Cowboy</b>  <b>Head:</b> slouch hat (colorable) <b>Eyes:</b> hipster glasses (colorable) <b>Neck:</b> suit tie (colorable) <b>Outer:</b> vest (colorable) <b>Uniform:</b> grey cowboy outfit (from Nuclear 14!) <b>Hands:</b> gloves (colorable) <b>Belt:</b> belt (colorable) <b>Back:</b> leather satchel <b>Shoes:</b> workboots (colorable ### Security Glasses Skins <img width=240px src="https://github.com/user-attachments/assets/b7c5dd03-ab00-4cff-9018-145271e48229"> Security now have three alternative skins for the security glasses to personalize their looks. Thus, they should no longer have the problem where every sec member's face looks samey because everyone had the same security glasses.  From left to right: base security glasses, security aviators, big security glasses, security visor glasses <details><summary> More Images </summary> <b>Skubsuit</b>  <b>Head:</b> artist beret (colorable) <b>Eyes:</b> monocle (colorable) <b>Neck:</b> suit tie (colorable) <b>Outer:</b> blazer (colorable) <b>Uniform:</b> amish suit (colorable) <b>Belt:</b> belt (colorable) <b>Shoes:</b> ankle boots (colorable) Huh, skub. <b>Rugged</b>  <b>Head:</b> green beanie (from Nuclear 14!) <b>Eyes:</b> eyepatch (colorable) <b>Neck:</b> small necklace (colorable) <b>Outer:</b> sweater cardigan, opened (colorable) <b>Uniform:</b> black flannel shirt and jeans (from Nuclear 14) <b>Back:</b> grey satchel (colorable) <b>Shoes:</b> workboots (colorable) <b>The Rig Was Gamed From The Start</b>  <b>Eyes:</b> eyepatch, flipped (colorable) <b>Neck:</b> short tie (colorable) <b>Uniform:</b> checkered suit (from Nuclear 14!) <b>Shoes:</b> fashion jackboots (colorable) <b>New Dresses</b> <img width=300px src="https://github.com/user-attachments/assets/5289465a-b297-4bb2-b9be-27695ee36d2b"> <img width=300px src="https://github.com/user-attachments/assets/e39e0acb-69ee-447b-ba78-5ccb9eac2497"> <img width=300px src="https://github.com/user-attachments/assets/01c39422-3571-43ea-987d-e13e21dd6078"> <img width=300px src="https://github.com/user-attachments/assets/02dc10f2-56da-440f-9b19-aa38e9cb9942"> About 48 new dresses/jumpskirts were added to loadouts. </details> # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Skubman - add: The Fashion Update is here. Almost two hundred brand-new clothes have been added to Loadouts, like colorable suits, dresses, coats, blazers, boots, necklaces, hats, glasses (including new Security glasses), belts, a purse and more! - add: Pets in the loadouts are now colorable. Go wild with pink mothroaches, blue mice, green cockroaches and more! (cherry picked from commit 6ba53e2ab9d648c05a943713af3d597347def3da) |
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8e921f449b |
[Feature] New Lobby Music (#155)
* feature: new lobby music
* fix: attributions
* fix: tupo
* Revert "237.2.0"
This reverts commit
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a2557f75a6 | Upstream (#129) | ||
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47b10a01b0 |
Catch-Up Cherry Pick 2 (#944)
# Description Picked 400 commits (and skipped many, many more) from WizDen since #540. Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby Refactor). --- # TODO - [x] Pick - [x] Compile - [x] Fix runtime errors - [ ] Fix up humanoid profile editor - [ ] Test everything --- # Changelog 🆑 - add: Merged 400 WizDen PRs. Happy testing! --------- Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: FungiFellow <151778459+FungiFellow@users.noreply.github.com> Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Magnus Larsen <i.am.larsenml@gmail.com> Co-authored-by: Hanz <41141796+Hanzdegloker@users.noreply.github.com> Co-authored-by: Kukutis96513 <146854220+Kukutis96513@users.noreply.github.com> Co-authored-by: potato1234_x <79580518+potato1234x@users.noreply.github.com> Co-authored-by: Gotimanga <127038462+Gotimanga@users.noreply.github.com> Co-authored-by: Mangohydra <156087924+Mangohydra@users.noreply.github.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: Morb <14136326+Morb0@users.noreply.github.com> Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Co-authored-by: KrasnoshchekovPavel <119816022+KrasnoshchekovPavel@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: KittenColony <149278380+KittenColony@users.noreply.github.com> Co-authored-by: ShadowCommander <shadowjjt@gmail.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com> Co-authored-by: ERROR404 <100093430+ERORR404V1@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: Jezithyr <jezithyr@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: no <165581243+pissdemon@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: Ciac32 <aknoxlor@gmail.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: NotSoDana <75203942+NotSoDana@users.noreply.github.com> Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: nao fujiwara <awkwarddryad@gmail.com> Co-authored-by: Michael <107807667+Doc-Michael@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: Lamrr <96937466+Lamrr@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Jay <67732946+DuskyJay@users.noreply.github.com> Co-authored-by: Just-a-Unity-Dev <67359748+Just-a-Unity-Dev@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Tyzemol <85772526+Tyzemol@users.noreply.github.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> Co-authored-by: RumiTiger <154005209+RumiTiger@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com> Co-authored-by: Ty Ashley <42426760+TyAshley@users.noreply.github.com> Co-authored-by: exincore <me@exin.xyz> Co-authored-by: 0x6273 <0x40@keemail.me> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com> Co-authored-by: Łukasz Mędrek <lukasz@lukaszm.xyz> Co-authored-by: Hannah Giovanna Dawson <karakkaraz@gmail.com> Co-authored-by: TurboTracker <130304754+TurboTrackerss14@users.noreply.github.com> Co-authored-by: OnsenCapy <101037138+LGRuthes@users.noreply.github.com> Co-authored-by: pigeonpeas <147350443+pigeonpeas@users.noreply.github.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com> Co-authored-by: Rio <110139251+Riolume@users.noreply.github.com> Co-authored-by: vorkathbruh <152932728+vorkathbruh@users.noreply.github.com> Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com> Co-authored-by: PrPleGoo <PrPleGoo@users.noreply.github.com> Co-authored-by: Moomoobeef <62638182+Moomoobeef@users.noreply.github.com> Co-authored-by: username <113782077+whateverusername0@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: Джексон Миссиссиппи <tripwiregamer@gmail.com> Co-authored-by: Brandon Li <48413902+aspiringLich@users.noreply.github.com> Co-authored-by: Jajsha <101492056+Zap527@users.noreply.github.com> Co-authored-by: RiceMar1244 <138547931+RiceMar1244@users.noreply.github.com> Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com> Co-authored-by: youtissoum <51883137+youtissoum@users.noreply.github.com> Co-authored-by: ike709 <ike709@users.noreply.github.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Geekyhobo <66805063+Geekyhobo@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> # Conflicts: # Content.Client/Input/ContentContexts.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Shared/Alert/AlertType.cs # Content.Shared/Input/ContentKeyFunctions.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs # Resources/ConfigPresets/EinsteinEngines/default.toml # Resources/Prototypes/Alerts/alerts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/keybinds.yml |
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1b4f129428 |
Harpy Flight System (#919)
# Description
This PR adds a generic system which gives an entity the ability to fly.
Optionally increasing their speed in exchange for a continuous stamina
drain, which can, and **will** stamcrit them if left unchecked.
---
# Technical Details?
We normally dont have this section but I'd like to outline the changes
since I messed with quite a few systems:
- Introduces a `FlightComponent` which can be added to any entity in
YML, needs to be tied to an action with an event of type
`ToggleFlightEvent` This component holds properties for:
- Toggling animations on and off, either at the entity level or the
layer level.
- Altering shader animation properties
- Altering speed, stamina drain, sounds played, delay between sounds,
etc etc.
- Adds a `FlyingVisualizerSystem` that can take a given `AnimationKey`
which points to a shader, and optionally can apply it to either the
entire sprite, or a given layer.
- Adds a check in `SharedGravitySystem` for making the entity weightless
when it has the `FlightComponent` and is flying.
- Adds a check in `SharedCuffableSystem` to disable cuffing when the
target has the `FlightComponent` and is flying.
- Introduces a new field in the `StaminaComponent` which serves as a
dictionary for persistent drains, with the key being the source (UID) of
where it came from. The drains can also indicate if they should apply
the stamina slowdown or not (relevant for both this PR, and for an
eventual sprinting PR)
---
<details><summary><h1>Media</h1></summary>
<p>
[](https://youtu.be/Wndv9hYaZ_s
"Flight Demo")
</p>
</details>
---
# Changelog
🆑 Mocho
- add: Harpies are now able to fly on station for limited periods of
time, moving faster at the cost of stamina.
---------
Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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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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8dbb7d74b3 |
Merge branch 'master' into wizden-mass-pick-1
Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> |
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6f1e4ba4a1 |
Harpy Sprite Update 3 (#556)
# Description This will be my third sprite update pack for Harpies, with new sprites courtesy of StillxIcarus (Discord). These include owl wings, and forked tails. I've also personally made a new "Large Ear Tufts" variation. Many sprites have been split between Huescale and Whitescale variations, with Huescale offering greater variety of colors, while Whitescale offers better pure whites(A notable weakness of having only huescale options was that white winged harpies ended up a yellow-cream color). Additionally, I have updated all of the Harpy Hardsuit and Softsuit variations to now include **Wing Sleeves**, with some hardsuits even having personalized color schemes for their sleeves, depending on how important the wearer may be. Of course, all of the syndicate hardsuits have received their own unique schemes for each suit, including for the first time a species-specific Elite Syndicate Suit.   Additionally, I am taking this as a convenient time to move a majority of the Harpy files to the core EE Directory, as I am taking direct responsibility for maintaining my creation here, rather than anywhere else. 🆑 - add: Harpy Update 3, New markings for Harpies, all new species-specific hardsuit & softsuit variations that feature wing sleeves. |
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ec385000a3 | Merge branch 'master' of https://github.com/Simple-Station/Einstein-Engines into wizden-mass-pick-1 | ||
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c0131460ae |
Port Parkstation Audio Library (#457)
# Description By request from @DEATHB4DEFEAT , this ports https://github.com/Simple-Station/Parkstation/pull/55 🆑 VMSolidus - add: Many new sound effects have been implemented for items. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> |
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e3bc8d4c0e |
Random Announcer System (#415)
# Description Replaces every instance of station announcements with an announcer system meant to handle audio and messages for various announcers defined in prototypes instead of each server replacing the scattered files inconsistently with whatever singular thing they want to hear announce messages. # TODO - [x] Systems - [x] CVars - [x] Sounds - [x] Client volume slider - [x] Collections - [x] Prototypes - [x] Events - [x] Commands - [x] PR media - [x] Deglobalize - [x] Passthrough localization parameters to overrides - [x] Make every announcer follow the template - [x] Move sounds into subdirectories - [x] Make announcement IDs camelCased - [x] Test announcement localizations - [x] Weighted announcer lists --- <details><summary><h1>Media</h1></summary> <p> https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/caf5805d-acb0-4140-b344-875a8f79e5ee </p> </details> --- # Changelog 🆑 - add: Added 4 new announcers that will randomly be selected every shift |
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e358581cef |
Arcade machine improvements (#24200)
* Give 'em something to talk about * Wire panel visuals * Wire graphics tweak * More ads and thanks * More ads for a noisy arcade * New screen for space villain machines * Implement EmitSoundIntervalComponent and a bunch of arcade noises * Require power for sounds * Allow earlier startup intervals * Orange glow * Audio attributions * Include the PR link * Replace EmitSoundInterval with expanded SpamEmitSound * Remove pacman-themed arcade sounds * Documentation good. * Updated methods to use Entity<T> * Refactored SpamEmitSound to get rid of accumulator and chance. * Fixed prewarm logic * Moved stuff to Shared * Fix outdated YAML * Better prediction, auto pause handling * Make enable/disable reset the timer instead of trying to save it. |
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f525ea7b45 |
Mirror: Church Bells (#388)
## Mirror of PR #26030: [Church Bells](https://github.com/space-wizards/space-station-14/pull/26030) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `a0cc87c2673bc0930adafe9ab8650700d8ecf2e3` PR opened by <img src="https://avatars.githubusercontent.com/u/145869023?v=4" width="16"/><a href="https://github.com/SphiraI"> SphiraI</a> at 2024-03-12 08:33:08 UTC --- PR changed 9 files with 68 additions and 0 deletions. The PR had the following labels: - No C# - Changes: Sprites - Status: Awaiting Changes --- <details open="true"><summary><h1>Original Body</h1></summary> > <!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- The text between the arrows are comments - they will not be visible on your PR. --> > > ## About the PR > - Adds a church bell to be used with station chapels > *idea and sprites by Kezu, proto/sounds put together by me.* > <!-- What did you change in this PR? --> > > ## Why / Balance > "if the jani gets their jani light for convenience and rp, the chapel gets a church bell to signal for sermons" -Kezu > RP purposes, and to give something to chap similar to something like Clown's horn. Would let Chaps use it to get passerby's attention and whatnot. > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > > ## Media >  > > **_There is a .ogg sound added, but I'm not sure how to make it play nice with git, please someone bwoink me with how_** > > - [X] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > **Changelog** > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > > 🆑 Sphiral&Kezu > - add: Added Church Bells! You may hear otherworldly chimes near your local chapel soon... > </details> Co-authored-by: SimpleStation14 <Unknown> |
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a53d02b180 |
Mirror: New Nukie Song (#125)
## Mirror of PR #25765: [New Nukie Song](https://github.com/space-wizards/space-station-14/pull/25765) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `806c0d162fffa41b47596f1a4d8c03e72c2ff7a9` PR opened by <img src="https://avatars.githubusercontent.com/u/128906677?v=4" width="16"/><a href="https://github.com/he1acdvv"> he1acdvv</a> at 2024-03-02 05:00:17 UTC PR merged by <img src="https://avatars.githubusercontent.com/u/19864447?v=4" width="16"/><a href="https://github.com/web-flow"> web-flow</a> at 2024-03-09 01:44:54 UTC --- PR changed 3 files with 6 additions and 0 deletions. The PR had the following labels: - No C# --- <details open="true"><summary><h1>Original Body</h1></summary> > made a new nukie song lel. > > <!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- The text between the arrows are comments - they will not be visible on your PR. --> > > ## About the PR > <!-- What did you change in this PR? --> > > I added a new Nuke Detonation Song. > > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > > I felt like making a nukie song, then i did it. People suggested me i do a PR on it. > > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > > none. > > ## Media > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> > > https://github.com/space-wizards/space-station-14/assets/128906677/d8e4adbd-7476-4e06-899e-ee300c1e13e4 > > - [x] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > ## Breaking changes > <!-- > List any breaking changes, including namespace, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be pasted in #codebase-changes. > --> > > **Changelog** > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > > 🆑 mryikes > - add: New Nuke Detonation Song "Clearly Nuclear". </details> Co-authored-by: he1acdvv <128906677+he1acdvv@users.noreply.github.com> |
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4e00e2e699 |
Syndicate Decoy Bundle + Snap Pops (#25333)
* it works halilujeah * toggleable lights removes a redundant flashlight since you can turn on the balloons to cast light * final touches syndicate decoys :trollface: * touches it works now * minor spelling mistake ⭐ * minor spelling mistake 2 darn * adds whistle commanders now spawn with a whistle around their neck * yaml linter luv you linter baby * smallify the whistle it was way too big, this has been addressed * sprite fix am dummy 👍 * netsync errors wouldn't compile properly * forgor * i suck at yaml smh * decoys for all now both syndicate and traitors can use the decoys, yippee! * Update meta.json credit my discord username * Update uplink-catalog.ftl * Update decoys.yml base decoy no longer shows in the entity browser * immortal gone balloons have gained mortality (cherry picked from commit 93d820f315c015eca17444bb8459f96f57381acd) |
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2539a9bcab |
Juice that makes you Weh! (but real!) (#25132)
* Juice that makes you Weh! * Remove dupe * updated the localization files * try to fix error (cherry picked from commit 1de102d08e93c8e5de0bfedf05d4dc02dfbee8a6) |
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b1e1ec66ea |
Add sfx for writing on paper (#25257)
* Initial commit * Moved params to sound * Removed type tag * Removed null check * Forced default (cherry picked from commit 1de3f24f16733521d22543708a59e72a6b396c71) |
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b39407bae3 |
Add verbs to Open/Close Openable containers, and add optional seals (#24780)
* Implement closing; add open/close verbs * Add breakable seals * Allow custom verb names; make condiment bottles closeable * Remove pointless VV annotations and false defaults * Split Sealable off into a new component * Should have a Closed event too * Oh hey, there are icons I could use * Ternary operator * Add support for seal visualizers * Moved Sealable to Shared, added networking * Replaced bottle_close1.ogg (cherry picked from commit 75e47fff9e5150a4de37e4d3c8a8b278f0a1a2cd) |
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8497ef8002 |
Add cowboy hats and boots (#24299)
* Add cowboy hats and boots * oops * audio fix and attribution (cherry picked from commit 5c75117749ce959accb936cffd6bc1d481137a13) |
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87108e5822 |
Add reagent specific footstep sounds (#24406)
* Add sticky footsteps * Update Resources/Audio/Effects/Footsteps/attributions.yml Co-authored-by: ike709 <ike709@users.noreply.github.com> --------- Co-authored-by: ike709 <ike709@users.noreply.github.com> (cherry picked from commit 557e5eb476235398c3cf95aad793f36ab4b48f55) |
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6ca85e719b |
Destruction & impact sound rework pass 1 (#24282)
* Various sounds ported * Replace wall_bonk.ogg * Metal/metalglass break sound pass * Replace metalbreak.ogg * Replace woodhit * Replcae tap.ogg n some smack uses * Fix lint * Replace bang.ogg and some instances of hit_kick.ogg * couple more * fix wood sound * i may be stupid * le attributing * bro what * standardize more destruction sounds * fix melee hit sound cutting off * window threshold sounds and remove `destroySound` it literally doesnt exist (cherry picked from commit 818b07ecf82bdd72dc5524f6bc093067b2ef6472) |
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a764a4eb3b |
Whistle for security (second try) (#23945)
* Move Exclamation entity * Add Whistle Component and Whistle System * Add BaseWhistle prototype * Add sound to BaseWhistle * Add SecurityWhistle prototype * Add Sprite and Icon to SecurityWhistle * Add whistleExclamation prototype * Fix SecurityWhistle prototype Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> * Add whistles to sec vendingMachine * Revert "Add sound to BaseWhistle" This reverts commit 0c2eeab1286fb778ed7a845e59c642f667582a4a. * Add sounds for BaseWhistle * Make atributions compact * Remove unnecessary spaces * Make WhistleSystem class sealed * Remove possibility to exclamate one person from WhistleComponent * Remove delay from WhistleSystem Increase delay * Remove unnecessary HashSet * Try replace Resolve * Refactor sound emmiting * Rework spawn of exclamation * Move WhistleComponent from Server to Shared * Edit WhistleComponent because of moving * Move WhistleSystem from Server to Client * Edit WhistleSystem because of moving * Add new event * Add server part of WhistleSystem * Modify system for prediction * Add documentation to WhistleComponent * Revert "Modify system for prediction" This reverts commit 89abb290571ff47deb5491b0f720f6bde079110b. * Revert "Add server part of WhistleSystem" This reverts commit ca52ca081f30fb164f401c1818d08531f02af284. * Revert "Add new event" This reverts commit 5ca9694757c94c03ca72d5b2f56f5f23503a3263. * Move system from client to shared * Modify whistle system because of moving * Separate checks and action * Organize file folders according to conventions * Make component Networked * Change trigger component for WhistleSystem * Put indents betwen methods * Rework WhistleExclamation prototype * Change variable name * Add serializer to WhistleComponent * Rename one variable * add predict possibility to Shared * add Client part of prediction * Add Server part of prediction * Increase whistle distance * Prevent spawn for invisible entities * WhistleComponent now use file-scoped namespace * Delete unnecessary part from MakeLoudWhistle * Add Resolve check * Delete Server and Client part for prediction * Make system prediction properly * Change prediction behaviour * Fix unexpected error occured * Avoid using obsolete methods * Add comments * Update DataField to make it shorter * Update size for new size system * Prevent ping for invisible entities for real now * Avoid triggering unnecessary debug asserts --------- Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> (cherry picked from commit fa3da1ab825c2140c8119e723028f292a7b772c3) |
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7934940e3b |
Adds Hellspawn (Nar'Sie demon mob) (#20291)
* HellSpawn Mob * added spawner * summary for the namespace * larger collider, cannot enter single tile corridors. * fix * remove duplicate from yml, fix attributions. * moved action to shared, moved comp to shared, networked comp, separated heal, fixed attributions * removed flammable from hellspawn removed the healing effect from firestarter ability (healing can be separate ability). * Update attributions.yml fix attributions * fix * fix (cherry picked from commit b06d9cb64a53e387240fa804853d3ee2a4d3f11b) |
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0a2e3663e5 |
Added a regular and an engraved zippo (flippo) lighter (#23020)
* Added the zippo and engraved zippo. Added the engraved zippo in the detective's coat. * Added copyright. * Renamed to Flippo * Gave the Flippo new sounds. Moved the lighter sound collections to their own folder in Items. * Fixed YAML issues that showed up with moving the lighter noises to their own folder. * Added the detective's Flippo as a thief objective, with half the weight of the forensic scanner. (cherry picked from commit 1c8eb2f3de92e52fcc5100e4751e0dd51f20c77e) |
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276af8dc9b | Explosion SFX juicing + higher persistence (#22544) | ||
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6c7fd94193 |
Space cobra 1.1 (#20298)
* space cobra again * didn't see * fix * Dirty * space spider * license * component * sprite update * visibility * fix * fix visibility |
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68e05fcb9d |
Banana Clown Outfit (#22068)
* Banana Clown Outfit * Update SkatesComponent.cs |
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5725794af7 |
Roller Skates (#20257)
* adds roller skates * removed hascomp and changed addcomp to ensurecomp, modified to _random, _stun * remove icon from type: sprite * sorted dependencies * skates no longer added skater component to user, movmeentspeedmodifier and damagehighspeedimpact had access removed. * fixes * fixes |
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3d3260cd88 |
The Mobs of the Living Light (#21338)
* The Mobs of the Living Light * fix * sound * radius * minor sprite changes |
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2e0181858f |
Fix custom round end sounds (#429)
* Update announcements.yml * Update announcements.yml oops I missed a couple * Update announcements.yml :trollface: |
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8615ca5db2 |
add flash and dash sounds to paracusia (#20983)
Co-authored-by: deltanedas <@deltanedas:kde.org> |
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f8e8222d9c |
Adjusted lobby tracks (#150)
* Adjusted lobby tracks Commented out a few tracks, added a particularly gritty track. * Update attributions.yml :trollface: |
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c77782be68 |
Announcer, alert levels, lobby stuff (#4)
Delta V announcer and Delta V related lobby content. |
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bf16698efa | Portable Generator Rework (#19302) | ||
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322b5f71b4 | Add two more reboot themes (#19219) | ||
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baddcf1b26 | Chain link fencing (#18956) | ||
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b3063fbebe | add artifact sound effects (#17792) | ||
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4322faf5c9 | Behonker and Clown Spider (ready for merge) (#16678) | ||
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608ddf0ab8 | Emotion (#17187) |