Commit Graph

27 Commits

Author SHA1 Message Date
Remuchi
1e363c7346 Revert "Merge pull request #462 from WWhiteDreamProject/revert-460-upstream"
This reverts commit 092dba42e5, reversing
changes made to e6315c2320.
2025-04-20 11:15:45 +07:00
DVONIKS
6c19771020 Revert "Upstream 04.04-18.04" 2025-04-20 06:34:09 +03:00
ilmenwe
8338b0c699 Removed Duplicate Using. Removed Unused Using. (#2163)
# Description

Removed duplicate using statements, removed unused using statements.
this will decrease the number of warnings a small bit, and decrease
unused dependency references in general.
---

# TODO

- [x] Remove double references.
- [x] Remove unused references.
---

# Changelog

🆑
- remove: double references in code
- remove: unused references in code that had double references.

Co-authored-by: ilmenwe <no@mail.com>

(cherry picked from commit 9b73c88feefff68223f083893505826dc021ddee)
2025-04-18 17:04:50 +03:00
Spatison
a3a8c195e5 Upstream 09.03-15.03 (#349)
* Trait Cost Balancing (#1906)

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# Description

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Makes a lot of disabilities give more points (based off community and
personal opinions), and makes some very strong traits cost more points.

# Changelog

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🆑
- tweak: Narcolepsy gives 6 points instead of 2
- tweak: Pacifist gives 8 points instead of 6
- tweak: Muted gives 6 points instead of 4
- tweak: Sluggish gives 5 points instead of 3
- tweak: Snail Paced gives 8 points instead of 5
- tweak: Blood Deficiency gives 6 points instead of 5
- tweak: Hemophilia gives 4 points instead of 2
- tweak: Clumsy gives 4 points instead of 1
- tweak: Bad knees gives 5 points instead of 3
- tweak: Will to live costs 3 points instead of 1
- tweak: Tenacity costs 4 points instead of 3
- tweak: Steadfast costs 6 points instead of 4
- tweak: Bionic Arm costs 10 points instead of 8
- tweak: Bionic leg costs 8 points instead of 6

---------

Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>

(cherry picked from commit d38eb0b536a34475feefa8253b9a3ed128e57f4d)

* Automatic Changelog Update (#1906)

(cherry picked from commit 8a2626ef6b62508a6479525555522b516e090feb)

* Lightbehaviour Bug Fix (#1908)

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# Description

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Description.

Fix bug affecting torches, flares and glowsticks that made them not emit
light when turned on as described by [this
issue.](https://github.com/Simple-Station/Einstein-Engines/issues/1685)

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<details><summary><h1>Media</h1></summary>
<p>

https://github.com/user-attachments/assets/799631e0-bcf1-4008-9683-3d0ba7c02a24

</p>
</details>

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# Changelog

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🆑
- fix: Torches, flares, glowsticks now able to emit light again

(cherry picked from commit b25e3447148948ee658d1b81dac0d1e076641fcc)

* Automatic Changelog Update (#1908)

(cherry picked from commit 83fbb13c3aab8fedb1e56f73b949ac1a458eee41)

* Mining Shuttle & Dignitary Stuff for Arena (#1893)

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# Description

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<p>
Adds the mining dock & mining shuttle console for travel to lavaland.
Adds NTR office with the NTR locker mapped. Also adds the BSO locker to
bridge without an office cause BSO is not worthy.
Map render under images. NTR office is south east of brig. Just has a
desk and a bed. No fax as the NTR already has their own fax, I feel like
having a second fax would increase where the NTR would need to look for
faxes.
Referring to the shuttle that takes one to lavaland as mining shuttle,
not the pathfinder.
</p>

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<details><summary><h1>Media</h1></summary>
<p>

![Arena](https://github.com/user-attachments/assets/a9719209-becd-4315-8b57-e0179b8eb8d7)

</p>
</details>

---

# Changelog

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🆑
no cl no fun

(cherry picked from commit e481e2f182f162b78e22524dfe6988b2135bd32f)

* Automatic Changelog Update (#1893)

(cherry picked from commit f59bd7df32f6942f3b2646c1e3a08ee88343301d)

* Fireplace Construction (#1897)

# Description

Porting - Allow Construction of Fireplaces and Bonfires

Ported from - https://github.com/Goob-Station/Goob-Station/pull/1646

Yeah it's a port of a port. Yes there was sofas, benches and banners,
I've very lazily stolen just the fires. Sofa might be nice but that's
lot more code pinching.

---

# TODO

- [ ] Pray it works

---

# Changelog

🆑
- add: Recipes to build Fireplaces and Bonfires

---------

Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
(cherry picked from commit 90485d5a0c49f76950d61e42c3cc596f988dc982)

* Automatic Changelog Update (#1897)

(cherry picked from commit c7327f55f8576267f30a384d4a84fd85f357d52f)

* Terminus (#1881)

# Description

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Added a new weapon, the DT-8 "Terminus"
It's a large melee weapon capable of firing a spread of disabler rounds
on alternate fire.
It's an arsenal tech research, and uniquely can only be wielded by onis.

(I'm being bribed to make this)
Also, I had to move the OniComponent.cs file to shared. I'm not sure if
that borked anything but tell me if it does.

(PS. Thank you VMSolidus for helping me make this ten times less
shitcoded.)

---

# TODO

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- [x] Textures complete
- [x] Add lathe recipe
- [x] Add to research

---

<details><summary><h1>Media</h1></summary>
<p>

!![image](https://github.com/user-attachments/assets/cf02d64a-53a8-4454-9312-010fa92cf597)

</p>
</details>

---

# Changelog

🆑 SolsticeOfTheWinter, OtherPersonPlaceHolder
- add: Added a new weapon for oni security players, the terminus.

---------

Signed-off-by: Solstice <solsticeofthewinter@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 3fdf1102dc20af7bd724e449808d2d38571e62c2)

* Automatic Changelog Update (#1881)

(cherry picked from commit 9de8ab79e61227620833b88f5c616c63f38c9a86)

* Add RPD and Pipe Stacking (#1857)

# Summary

To add the RPD into the game for both atmos and CE's to use. Introduce
pipe stacking as well since the RPD will introduce better atmos
configuration. Most of the code was ported over from goob LRP. With some
of it being touched up on and adding a bit of quality of life to the
RPD.

This was a PR originally made for goob-mrp but requested to be moved to
EE. Check out the detailed commits here:
https://github.com/Goob-Station/Goob-Station-MRP/pull/96

---

# Description

## RPD
From the original PR made on goob-station the RPD has been ported over.
It is similar to the RCD where you will be able to make
pipes/vents/pumps/mixers quickly. Each dial on the main radial will
bring up specific pipes like ie pipes-> corner, t-shape -cross shape.

The RPD starts out in the CE and Atmos lockers with 50 charges. Each
construction and deconstruction cost 1 charge. There is also one extra
compressed matter in the starting lockers for both CE and Atmos for the
RPD.

You can research the recipe of the RPD with the reverse engineering
machine. The recipe cost of the RPD is a bit more compared to the RCD.

![RPD_UI](https://github.com/user-attachments/assets/ed2fe76b-009a-4081-abe4-7c431f21ab27)

## Pipe Stacking

With the introduction of the RPD, it was fair to check for pipes that
overlapped when making new pipes. But with introducing the code from LRP
goob station it was decided to bring over the pipe stacking feature too.
You can make certain components pipe stackable or allow if you can put
multiple of the same pipe on the same tile. If you want you change a
pipe to be non-stackable by using the component type:
PipeRestrictOverlap

Here's an example of pipe stacking. You can make a simple scrub loob
tighter or keep it normal. The freedom is given.
![pipe-stacking
example](https://github.com/user-attachments/assets/69aa19d4-2ff4-4cee-a2d1-b6709884c6e0)

Here is an extreme example. This compact design creates a ton of frezon.
Obviously, replace the trit miner with an actual burn chamber.

![image](https://github.com/user-attachments/assets/4db7b627-0d3a-4c78-b5a1-8d52551b3127)

## Belt overlay

I decided to add a simple belt overlay sprite to the game for the RPD.

Here's what it looks like outside the belt and inside the belt

![RPD](https://github.com/user-attachments/assets/d599dbed-56d0-42c7-acee-20fa23f04f2c)

## RPD Borg Module

I decided to add experimental RPD that will self-charge. The only way to
get this RPD is through admeme spawn or being a borg. The starting
charge of the Borg module is 25 and will self-charge at the same rate at
10 seconds per charge. I also added an admeme version that charges at 1
second per charge.

Here is what the borg module looks like
![Borg
module](https://github.com/user-attachments/assets/6fd1bcff-fdb7-49ad-a8f5-e4bab86bd8f4)

The borg module can be researched in the t2 industrial branch as the
same research for the RCD module.

![Research-rpd](https://github.com/user-attachments/assets/d325dd3f-eed9-4744-9003-3b7d51387432)

---

# credit
Original RPD PR: https://github.com/Goob-Station/Goob-Station/pull/1203
Original Pipe Stacking PRs:
https://github.com/Goob-Station/Goob-Station/pull/391
https://github.com/Goob-Station/Goob-Station/pull/389
Prevent stacking pipes (#28308) - Original Link is dead.

---

# TODO
- [X] Add RPD
- [X] Add RPD to reverse engineering
- [x] Add toolbelt equipped sprites
- [x] Add Pipe Stacking
- [x] Add an experimental RPD module for engie borgs.

---

# Changelog

🆑
- add: Added RPD, glory to atmosia!
- tweak: RPD now spawns in Atmos and CE lockers
- tweak: Extra compressed matter has been added into both Atmos/CE
lockers for more RPD/RCD uses
- add: You can research RPD with the reverse engineering machine.
- add: A belt overlay sprite to the CE and utility toolbelt.
- add: Pipe Stacking ported over from LRP Goob station. Compress those
frezon factories!
- add: Toolbelt overlay sprite for the RPD.
- add: RPD Borg module researched in t-2 industrial advanced tools.

---------

Co-authored-by: Nathaniel Adams <60526456+Nathaniel-Adams@users.noreply.github.com>

(cherry picked from commit b32710c94628f90e4b2c43796ac3ab81892926f3)

* Automatic Changelog Update (#1857)

(cherry picked from commit 3270ee0327054fd0187cb03756d23a1a84d7916c)

* SS13 Combat Parity Part 0.5: Stun Meta [PREREQUISITE] (#1914)

# Description
Ports Stun Meta from
[/Goob-Station#788](https://github.com/Goob-Station/Goob-Station/pull/788)
Splits stuncrit into knockdown and paralysis, like on 13. knockdown lets
you crawl on the floor, and paralysis is the same as current stamcrit.
The stun baton has been buffed, doing 15 stamina damage per swing, and
40 stamina damage overtime.
This lets you stamcrit someone in two baton swings, but it takes a few
seconds before they actually fall down to the ground. About the same
amount of time as 4 baton swings back to back.

This PR also reverts #809, since I plan on reworking shoving entirely
soon.
(also for my sanity. wouldn't have been able to port stunmeta
otherwise.)

## Condemn Trillions
Required for the rest of the SS13 Combat Parity changes listed
[here](https://discord.com/channels/1218698320155906090/1348171706061033502)

# TODO
* [x] Await merge
* [x] Gaming

# Media

![shitcurity](https://github.com/user-attachments/assets/4f83937f-7eaa-4d6d-a446-4044f9ec0286)

# Changelog
🆑 Eagle

* tweak: Stamina Crit has been split into Knockdown and Paralysis
* tweak: Stun batons now do 15 stamina damage on hit, and 40 over time

(cherry picked from commit b8045750e91b8e43fcf91deaeb49b295a0984cdc)

* Automatic Changelog Update (#1914)

(cherry picked from commit cbadf45b9e1bbb8cbb122a579e9c37a3234d506b)

* Miscellaneous Fixes From White Dream (#1911)

# Description

Ports the following PRs:
https://github.com/WWhiteDreamProject/wwdpublic/pull/271
https://github.com/WWhiteDreamProject/wwdpublic/pull/282
https://github.com/WWhiteDreamProject/wwdpublic/pull/255
https://github.com/WWhiteDreamProject/wwdpublic/pull/254
https://github.com/WWhiteDreamProject/wwdpublic/pull/246
https://github.com/WWhiteDreamProject/wwdpublic/pull/223
https://github.com/WWhiteDreamProject/wwdpublic/pull/220
https://github.com/WWhiteDreamProject/wwdpublic/pull/219
https://github.com/WWhiteDreamProject/wwdpublic/pull/213

This is a rather huge variety of fixes to be honest.

# Changelog

🆑 White Dream
- fix: Fixed airlock opening and closing visuals
- fix: Fixed Weather spamming infinite sounds.
- fix: Cockroaches no longer spam organs when stepped on.
- fix: Fixed the timer on the Return To Round button
- fix: Fixed Return to Round not remembering how long it's been since
you died if you re-enter your body.
- fix: Fixed harpy flight visuals not showing for other people.
- fix: Fixed disabler bolts not going through windows like other kinds
of lasers.
- fix: Fixed Vim Harness being free
- fix: Fixed handcuffs not respecting your arm length.
- fix: Made tending wounds not as message spammy.
- fix: Fixed shuttle windows not preventing you from being electrocuted
by grills under them.

---------

Co-authored-by: vanx <61917534+Vaaankas@users.noreply.github.com>
Co-authored-by: vanx <discord@vanxxxx>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>

(cherry picked from commit ced8a565a32cfa340140674c073d90a2a6002799)

* Automatic Changelog Update (#1911)

(cherry picked from commit 89f27f4b2f3882ba97132d69f9d6477cea3195d1)

* Faction Clothing Bug Fix (#1917)

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Fixed bug that made ClothingAddFactionComponent not add the faction of
the clothing to the mob when the clothing is equipped.

The bug is described in greater detail in [this
issue](https://github.com/Simple-Station/Einstein-Engines/issues/1228).

---

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https://github.com/user-attachments/assets/41fe9411-0eac-478d-956c-b094f211f565

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# Changelog

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🆑
- fix: Fixed bug that made ClothingAddFactionComponent not work.

(cherry picked from commit 639f46a68b84ad6d0655ec318ccc62fa3061c5cd)

* Automatic Changelog Update (#1917)

(cherry picked from commit b4c488af30ad9e21e41b409282aeac1f8ae37c9e)

* Crafting Curtains and Tables No Longer Consumes Entire Stack (#1916)

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Stolen from https://github.com/Fansana/floofstation1/pull/152, courtesy
of cynical24. When you craft a curtain or make a table into a _fancy_
table, it doesn't take the entire stack of carpet. This should hopefully
stop me from having to return to the HoP to ask for another 10 carpet.

---

# TODO

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- [x] general thievery of text (with permission)

---

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![curtains](https://github.com/user-attachments/assets/0c960653-311a-40e7-bcbe-53e50d771c63)

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# Changelog

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🆑
- tweak: you don't use the entire stack of carpet now when crafting
colored curtains or fancy tables.

(cherry picked from commit 508dbc35d3576be768122604d39194ee715ab02a)

* Automatic Changelog Update (#1916)

(cherry picked from commit f4641de5073d3cf1ccc54a5599281bb6025149fc)

* Markings From Impstation 2 (#1925)

what the funny title says

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Adds some markings from Impstation (Again, who would have thought it'd
be Impstation again?), ports the merciful IPC wings from Goob LRP, adds
some markings to arachnids, a bunch of markings for Reptilians, and a
new hairstyle.

---

# TODO

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- [ ] Task
- [x] Completed Task

---

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# Changelog

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🆑 Diggy
- add: New markings for arachnids, reptilians.
- tweak: Allows IPCs to pick up overlay markings such as the gauze
stuff, Onis can now have the curved horn marking humans can have.

(cherry picked from commit b955652cf18f1a11e7d48206f32c8d3e24e819bd)

* Automatic Changelog Update (#1925)

(cherry picked from commit 78149f74ac386a81b4ecb46679db29c9e5f1946e)

* Fix Vulpkanin Markings (#1894)

# Description

Vulpkanin no longer wear their undergarments "Superman Style"

# Changelog

🆑
- fix: After lengthy retraining, NanoTrasen has taught Vulpkanin that
underwear is meant to be worn inside pants, not outside them.

(cherry picked from commit 190dddf7c59537ffc2781f3d8f7bcb16e5a449fb)

* Automatic Changelog Update (#1894)

(cherry picked from commit a7138473115dfe767b822eb2b24179a04f6133e5)

* Fairer Turrets (#1923)

# Description

It had basically always bothered me, and evidently a lot of other people
that turrets were previously "Unfair enemies". They had perfect aimbot
accuracy, tracked targets instantly at any angle, and were
nigh-indestructible. It was telling that players were pretty much only
ever killed by turrets once or twice, and then they figure out that the
turrets are outright impossible to beat in a fair fight, so they end up
resorting to underhanded tactics like using an RCD to wall the turret
off. Or use a pickaxe to go around them.

I previously added a new turret for the SAN dropship, and with it had
tried out a very different approach for "Fairer Turret" balancing. A
more reasonable healthbar, no instant tracking, and no perfect accuracy,
The players enjoyed these a lot more than the original turrets. Plus
they were more visually interesting firing an inaccurate spray at their
targets.

<details><summary><h1>Media</h1></summary>
<p>

I'm on my lunch break at college right now, so no media.

</p>
</details>

# Changelog

🆑
- tweak: Adjusted turrets to be a more "Fair" fight. They no longer have
perfect aimbot accuracy, they don't track targets instantly, and they
also have a "More fair" healthbar that can reasonably be shot through by
someone with good enough weapons and armor,

(cherry picked from commit 6bdd73efe210d6e556e6accbc89cb9134f716e2e)

* Automatic Changelog Update (#1923)

(cherry picked from commit bedcd65d4d8324a651101a978ba90d46d4199cfa)

* Fix A Minor Test Fail (#1902)

Just a random event that had a tiny chance to spawn an Abstract entity.

(cherry picked from commit f49712f82569d7e5f0a486d00130216dc73520bd)

* Throw Errant Into The Spider Pit (#1896)

# Description

@Errant-4 by request in your comment.
I had annihilated this before during the NyanoCombat reworks, but during
a recent wizmerge most of said reworks were accidentally reverted. This
is the one that was brought back, comment and all. So this PR fixes for
a second time a problem left by the old combat system.

# Changelog

🆑
- fix: Power attack and light attack damages are no longer swapped.

Signed-off-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 4b988b2b01e379d5a2c6c8eae72f70c00876d024)

* Automatic Changelog Update (#1896)

(cherry picked from commit 505765017a164ca20582571f92f5ec95ff3e5579)

* Nerf .45 (#1895)

# Description

Somehow I didn't realize that .45 magnum, despite being a common ammo
type available to a lot of people, deals literally double the damage of
all other comparable smallarms. No wonder people were complaining about
the Universals being comically overpowered. This PR normalizes their
damage so that it's still "More than other equivalent small arms
calibers", but not ".45 is more than double the damage of 9mm".

# Changelog

🆑
- tweak: Nerfed universals and other .45 auto guns. I get the meme that
.45 is better than 9mm, but not "More than double" the damage of 9mm.

(cherry picked from commit f7f49f67d69e6a19a3b83eec1d4cb4b0b7ca93a1)

* Automatic Changelog Update (#1895)

(cherry picked from commit cfd95ca7c4237030cebba16cf1d81798a5d801a6)

* More Lavaland Fixes (#1892)

# Description

Apparently the lavaland ore crates are supposed to have an ore magnet,
but this didn't work because they're missing something from the ore
bags. So this fixes that. Also I made sure the lavaland's ores actually
have the same naming conventions as our regular ores.

# Changelog

🆑
- tweak: Ores mined from lavaland now have names matching their
real-world counterparts.
- fix: Fixed the lavaland ore crates not having working ore magnets.

(cherry picked from commit 2f02dd1a0621437587d143641b4a66ef59d87bab)

* R25 Rifle Tweaks (#1869)

# Description

This PR tweaks the stats of the R25 rifle so that it isn't completely
useless. Its accuracy when wielded has been improved so that it can more
consistently hit targets at between half and a full screen length away.
As a tradeoff, its cooldown between bursts has been increased so that
its DPS isn't comically overtuned.

<details><summary><h1>Media</h1></summary>
<p>

https://github.com/user-attachments/assets/7b862f2a-09c3-450b-9482-a6ce69b4c971

</p>
</details>

# Changelog

🆑
- tweak: Increased the accuracy-when-wielded of the BRDI-R25 rifle. As a
tradeoff, it has a longer cooldown between hyperbursts.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **Gameplay Adjustments**
	- Updated the weapon's handling by refining its firing angles.
	- Adjusted the burst cooldown period to alter the firing rhythm.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

(cherry picked from commit be595f4fbe52e612dbaf58363287e9d483442a12)

* Automatic Changelog Update (#1892)

(cherry picked from commit 2cc6e37b996d5074affebd7d8813778b3f9824d2)

* Automatic Changelog Update (#1869)

(cherry picked from commit fd9c5bb1bfddb94e8aa8d4ecfcb4587629110949)

* Footstep Netcode Fixes (#1909)

# Description

Port of https://github.com/WWhiteDreamProject/wwdpublic/pull/298

---------

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

(cherry picked from commit 36627e2e655471e118867c1ae05870b1cb9c0be4)

* Automatic Changelog Update (#1915)

(cherry picked from commit a8994b38b0ade548152a5868a0ab87fd727da81d)

* Embeddable Projectile Fixes (Courtesy Of White Dream) (#1907)

* embed children

* locale

* fix

* Update Resources/Locale/ru-RU/weapons/throwing/throwing.ftl

* // WWDP MY BELOVED

# Description

This is a port (and general cleanup of)
https://github.com/WWhiteDreamProject/wwdpublic/pull/278
Plus clearing a bunch of compiler warning causing things, and also a fix
for one of our Heisentests. This PR mainly fixes issues with embeddable
projectiles being potentially unintentionally destroyed when the thing
they are embedded in gets destroyed. Which can be disastrous for example
if my energy sword embeds into a wall, and also destroys that wall,
which destroys my precious energy sword...

# Changelog

🆑 Spatison
- fix: Embeddeable projectiles are no longer always destroyed when the
thing they are embedded in gets destroyed. Energy Sword throwing
enthusiasts may rejoice now that their precious sword is safe.

Co-authored-by: vanx <61917534+Vaaankas@users.noreply.github.com>
Co-authored-by: vanx <discord@vanxxxx>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

(cherry picked from commit 2c30abbb072238ed7478c9716a66db58f69ddc67)

* Automatic Changelog Update (#1907)

(cherry picked from commit a97ae4aa2fdaf1bf70149fa994682debd2162779)

* Health Analyzer UI Fix (#1928)

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# Description

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Fix the bug described by [this
issue.](https://github.com/Simple-Station/Einstein-Engines/issues/1820)

---

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<p>

![image](https://github.com/user-attachments/assets/567f62e6-bdae-4a9b-a4eb-bd8c15fae8c9)

</p>
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# Changelog

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🆑
- fix: Health analyzer's doll is now in the normal size.

(cherry picked from commit ce489662c54195cd3f5865f5003d40fe3ba7c0d3)

* Automatic Changelog Update (#1928)

(cherry picked from commit 0b4b338af37f2222065063364b76db3c63fa8025)

* Magma Hand (#1927)

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Sprited by Greenwall, YML'd by myself. The Magma Hand is a slime-like
creature that you can encounter in Lavaland. It's very hostile, but you
_can_ pet it!

---

# TODO

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- [x] Add to Lavaland spawning list

---

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<p>
Its blood is sulfur!

![image](https://github.com/user-attachments/assets/7008c190-5502-4e7e-800a-a1027e2ef9f8)

Its attacks burn you!

https://github.com/user-attachments/assets/0bf21207-1dc2-4cf5-9b9b-89a558488963

Ice makes it die very quickly!

https://github.com/user-attachments/assets/4c742c6e-ac5e-462f-9f1e-e05ce0fcaa0b

![image](https://github.com/user-attachments/assets/feb78377-179c-47bd-991a-b88e37af7c95)

![image](https://github.com/user-attachments/assets/92a875cd-fdb2-4edf-843b-a26c671fbd99)

</p>
</details>

---

# Changelog

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🆑 Greenwall
- add: Magma Hand! Sprite by Greenwall, YML by Timfa. Bring a water gun
filled with ice, and you'll be fine!

(cherry picked from commit 545a20fd19a25f833cc32e21c6f0f53f7f872e22)

* Automatic Changelog Update (#1927)

(cherry picked from commit f8c127f1432d24f98e5eeeb4099fa2899db74c15)

* Cyber Eye Changes (#1876)

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Removes the flare shielding trait, instead adding welding arc protection
to the diagnostics hud, and giving the medical hud a built in chem
scanner.

No trait will give you access to immunity to flashes however, and you
will instead be required to have proper eye protection on again to
counteract it. This makes securities lives a lot better, and makes the
flash a viable tool again.

# Changelog

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🆑
- remove: Removes flare shielding
- tweak: Adds eye protection to diagnostics hud
- tweak: Adds chemical analyser to med hud
- tweak: Increases med hud and diagnostics hud costs to 2

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **Gameplay Balance**
- Reduced the negative impact for the `FlareShielding` trait, offering a
milder penalty.
- Removed the flash immunity effect from the `FlareShielding` trait to
streamline its behavior while retaining it in the
`FlareShieldingModule`.
- Updated requirements for the `Blindness`, `Nearsighted`, and
`Photophobia` traits by removing the dependency on the
`FlareShieldingModule`.
- Adjusted point values for several traits, reflecting a more
significant negative impact for others.
- Introduced new components, enhancing the functionality of various
traits.
- **Feature Enhancements**
- Expanded the description of the `CyberEyesMedical` trait to include a
Chemical Analysis Hud.
- Updated the `CyberEyesDiagnostic` trait description to incorporate
flare shielding for improved eye protection.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>

(cherry picked from commit 516c53e8ea97680b8029b79dae9fab0a229d0709)

* Automatic Changelog Update (#1876)

(cherry picked from commit 085163904a3bc64c2217553afe5e43a8938cfc8c)

* Space Wind Version 5 (FINAL) (#1765)

# Description

MY ASCENSION IS COMPLETE, I HAVE DEFEATED THE ATMOS SYSTEM. MY POWERS
HAVE GROWN TO NEW AND UNFATHOMABLE HEIGHTS. THE EQUATIONS FOR SPACE WIND
ARE NOW PERFECTED. I HAVE BECOME THE PHYSICS CHAD THAT CAN NOW ACCOUNT
FOR FRICTION AND AIR RESISTANCE.

SPACE WIND HAS BEEN PERFECTED. THERE IS NO MORE WORK FOR ME TO DO ON IT.

# TODO

<details><summary><h1>Media</h1></summary>
<p>

PROOF THAT MY EQUATIONS HAVE BEEN PERFECTED.

https://github.com/user-attachments/assets/b3eb43b2-e8db-4f75-a142-2c86308e8113

</p>
</details>

# Changelog

🆑
- add: Added Space Wind V5. This version of space wind now accounts for
the coefficients of friction and gravity as a calculated way to resist
space wind. There is no more guesswork on if space wind should be able
to throw an object. Additionally, thanks to a standalone module from
Matrix Airflow System, space wind is capable of calculating airflow at
arbitrarily any point in a room, regardless of whatever garbage
Monstermos is saying.

(cherry picked from commit a5151c7622c424af6fd7e4c0b916e8ddda75c3df)

* Automatic Changelog Update (#1765)

(cherry picked from commit ba32a82331ffba42919ff57b48c1d80ba02c1343)

* Fix Oni (#1935)

# Description

I didn't notice during the last PR that someone added an override for
the Tags component of Oni, otherwise I'd have said something about it.
You can't add a tag component to a species because it overrides a
massive shitton of tags that are needed for player characters to be able
to do certain things, such as DoorBumpOpener...

# Changelog

🆑
- fix: Fixed Oni not being able to do a ton of things that required
hardcoded tags. I fucking hate the tag system.

(cherry picked from commit 3950fb0a6c9cbb9febb30b00f183a8d049f0ca0c)

* Automatic Changelog Update (#1935)

(cherry picked from commit 12876a1ce113a68a79d2cae79e99a6748446c13e)

* Rev Manifesto Inhand Use Cooldown (#1936)

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Add a two second cooldown on the Revolutionary Manifesto's secondary use
(the purely cosmetic one) to not make it cause chat spam.
I made this change from web and have NOT tested it yet (unless I checked
the checkbox below in the TODO section!

---

# TODO

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- [ ] TEST IF IT WORKS

---

# Changelog

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🆑
- tweak: Tweaked rev manifesto to not spam chat anymore

(cherry picked from commit 3a6634125445a3a71ab33dae090942ce3216d340)

* Automatic Changelog Update (#1936)

(cherry picked from commit 0ba6aae78f5ee3804f8eaf30afc2e35bafc8e17c)

* More Tolerable Default CVars (#1945)

# Description

I can't believe we never cleaned these up. Yea so our codebase made an
astoundingly fucking poor first impression on BPL during their huge
playtest, and most of these CVars were to blame. In particular is the
godawful Ramping Event Scheduler having "Murder the station with
ventcritters every 10 seconds at the 30 minute mark" as its settings.

# Changelog

🆑
- tweak: Disabled Monstermos Tile Ripping by default.
- tweak: Default settings for Ramping Event Scheduler no longer throws
"Ventcritters every 10 seconds, 30 minutes into the round".

(cherry picked from commit ef5dc3441aa3b7c62d771039c3e1a93ba04a0d32)

* Automatic Changelog Update (#1945)

(cherry picked from commit 0fce50daf5ba999e3bc9b8c97e8e7b8791fb7f7e)

* BRDI Repaints (#1957)

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# Description

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A downstream port of https://github.com/TheDenSS14/TheDen/pull/306
providing Blue and Red paintjobs for the Blueshield and Head of Security
BRDIs respectively.

---

# Changelog

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🆑
- tweak: Gave the BSO and HoS BRDIs a fancy paintjob.

(cherry picked from commit 4f23e0d40549fc3780d1dd94f7fea2ff83e37c24)

* Automatic Changelog Update (#1957)

(cherry picked from commit 2d7e39eca59cee8c8c883501c8f185bcb8bff4cb)

* ADT Markings Port (#1951)

Truly the PR of all time...

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# Description

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The markings by themselves have localization or whatev. When you color
them they will however appear as marking_etc_etc.
Yes, i'm aware it's lazy, but i'm not doing it for over 80 markings,
just not feeling it, this is really just a test to see if it gets
allowed without some locale files setup.

---

# TODO

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- [ ] Task
- [x] Completed Task

---

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🆑 Diggy
- add: Most markings from ADT, along with two new hairstyles, new
markings for Shadowkin (Despite all my hate for them).
- fix: Shadowkin ears are now colorable again, fuck around and find out
if you want your Shadowkin's ears to be pink with red or something.

(cherry picked from commit a36b5dc2404578c64a93a9881714f00180c1da02)

* Automatic Changelog Update (#1951)

(cherry picked from commit cd81f90db975061f9d968b45beab9a461834f4c1)

* Cyberiad 1.0: Service Rework (#1938)

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Changes Box to Cyberiad, with the service area receiving a rework, in
the future there will be more updates in the depts, with the next one
probably being the Sec.
Make some fixes on Gax and Bagel.

I changed the maintainer of some maps from "Estação Pirata" to "Ichai".
I am not part of the Estação Pirata

---

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![image](https://github.com/user-attachments/assets/e18d2441-8c01-49b9-9c6a-9d2c2c4672b6)

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# Changelog

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🆑 Ichai
- add: Cyberiad added to the rotation.
- fix: Gax: Fixed missing window in CE office, Fixed walls in SM to
prevent radiation leaks.
- tweak: Port changes to Bagel from GoobStation
- remove: Box is no more.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 3da2771a5509b189b4599a2323e9df5d7b9fb562)

* Automatic Changelog Update (#1938)

(cherry picked from commit 755fc9912d4152dca446477ea2693ed91aac59c1)

* R-25 BRDI Back Slot Sprites (#1962)

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Added back slot and suit storage sprites for the R-25 BRDI.

---

# Changelog

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🆑
- add: Added back worn sprites for the R-25 BRDI.

(cherry picked from commit 2cf4957ccd3ed2e0a673c7a7c774f4d779428cb5)

* Automatic Changelog Update (#1962)

(cherry picked from commit d6ba9f7c0da450e0b8ae6623b33e6933360ae43c)

* Remove Random Stencil Clear On Left Leg (#1955)

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I don't know why this was being done, but it didn't seem to do anything
and I know for a fact it was causing issues with shaders that were
applied on all humanoid layers, so... "Imaginary Technique: Shitcode
Removal" go.

If anything breaks, it's this.

---

# TODO

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- [X] Check that the game didn't incinerate itself.

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![image](https://github.com/user-attachments/assets/ff7f41e5-827e-4fdf-98e2-b5885aadf467)

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# Changelog

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no cl

Signed-off-by: Eris <eris@erisws.com>

(cherry picked from commit e674f782e24da7a7825520ca650473f155e9e4c1)

* fix upstream

---------

Co-authored-by: EctoplasmIsGood <109397347+ectoplasmisgood@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: Paulo Artur Pinheiro Viana Villaça <112904295+algumcorrupto@users.noreply.github.com>
Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com>
Co-authored-by: Raikyr0 <Kurohana@hotmail.com.au>
Co-authored-by: Solstice <solsticeofthewinter@gmail.com>
Co-authored-by: Solaris <60526456+solarisbirb@users.noreply.github.com>
Co-authored-by: Eagle-0 <114363363+eagle-0@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Tirochora <leotabletdb@gmail.com>
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Co-authored-by: Timfa <timfalken@hotmail.com>
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Co-authored-by: Ichaie <167008606+ichaie@users.noreply.github.com>
Co-authored-by: Eris <eris@erisws.com>
2025-03-15 16:05:58 +02:00
sleepyyapril
885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com>
Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00
Remuchi
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!

![image](https://github.com/user-attachments/assets/4ddf968e-3dbd-44e1-a53e-79bb7b955d01)

Permission from Codeowners:
![morale code
permission](https://github.com/user-attachments/assets/c3d089fa-3e0f-4402-8757-c47e911c3554)

# 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.


![image](https://github.com/user-attachments/assets/c6216f11-f2bc-48a6-86ae-739de0cfe1df)

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


![image](https://github.com/user-attachments/assets/febab792-59ca-4938-8f84-e4a94f2a5b31)

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)

<!--
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# Description

<!--
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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)

---

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<details><summary><h1>Media</h1></summary>
<p>



</p>
</details>

---

# Changelog

<!--
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in the changelog (ex: `🆑 Death`)
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🆑
- 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)

<!--
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-->

# 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>


![image](https://github.com/user-attachments/assets/a9e71b67-ae47-437f-a370-d25b6388d48d)

</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)

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# Description
Adds xenoglossy to the power pool. I originally planned it for
cataloguer but it looks like that doesn't exist anymore.

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# Changelog

<!--
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🆑 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.

<!--
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# Description

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Easly fix the supermatter .ftl files that was not set correctly, why? i
dunno.
now its works.

---

# Changelog

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🆑
- 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.


![faridaiscute](https://github.com/user-attachments/assets/2e78dcc0-0163-4ec7-bf07-424dbd9d0a91)

# 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>


![image](https://github.com/user-attachments/assets/b017b027-d283-484e-812e-37804d839c4a)

</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>


![Saltern-0](https://github.com/user-attachments/assets/10de83fa-5ddb-47fe-b62f-3441314225be)

</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>


![Core-0](https://github.com/user-attachments/assets/4fbb8e6d-b4b8-4c73-b048-7349711a624a)


![image](https://github.com/user-attachments/assets/d5c37ac8-e500-404e-a0ad-520a68ca6d8e)

</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.


![image](https://github.com/user-attachments/assets/4a54a00f-32d6-4365-ad0a-d96ecdbe6114)

# 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


![image](https://github.com/user-attachments/assets/d68c3e05-9659-464b-8fb1-8de7e41a674b)

# 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] 
![Screenshot 2024-08-26
061947](https://github.com/user-attachments/assets/352a0491-5cec-4b03-949b-8407aa858cb8)

</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.
![Metem gore
spites](https://github.com/user-attachments/assets/7cc06ce2-c8eb-413c-b996-85e555b67db3)


</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


![image](https://github.com/user-attachments/assets/4135c3fa-d2e0-41ca-b8f4-49e149d43ef3)

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.


![image](https://github.com/user-attachments/assets/777b31f1-87a7-4eee-8a62-993acb322315)

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]?
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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

---

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Here's the old one, can't make issues on a fork so I can't show how it
looks now.

![image.png](https://github.com/user-attachments/assets/ae8319ed-b66c-4415-9f6d-1048ddc53e07)

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---

# Changelog

<!--
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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)

<!--
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# 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>
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2024-09-06 02:58:42 +07:00
brainfood1183
eca325ce16 Toilet Upgrade (needs review) (#22133)
* Toilet Draft

* fixes

* toilets now have secret stash to place items in cistern.

* fixes

* plungers now unblock toilets.

* fix sprite

* new sprites and fix

* fixes

* improve seat sprites.

* fix

* removed visualisersystem changed to genericvisualizers

* flush sound for toilets and copyright for toilet sprites.

* fix atrributions

* fixes

* fix datafield flushtime

* sprite improvements

* fixes

* multiple changes

* fix

* fix

* fixes remove vv

* moved stash related functions to secret stash system from toilet.

* fix

* fix

* changes for recent review.

* fix

* fix
2024-07-11 20:43:35 -07:00
Mnemotechnican
58be850485 Port All Carrying/PseudoItem/EscapeInventory Tweaks From DeltaV (#484)
# Description
This cherry-picks the following two PRs of mine from delta-v:
- https://github.com/DeltaV-Station/Delta-v/pull/1118 (this one is a
port of two other frontier PRs, see the original description for
details)
- https://github.com/DeltaV-Station/Delta-v/pull/1232

Encompassing a total of 8 distinct changes:
1. Fixes dropping the carried person when walking to a different grid
(from station to shuttle or vice versa. Walking into space however will
still make you drop them) and also makes sure that pressing shift while
being carried does not make you escape.
2. Ensures that the carried person is always centered relative to the
parent (under certain conditions, such as walking near a gravitational
anomaly, their position can change, and that leads to really weird
effects)
3. Fixes the mass contest in CarryingSystem that caused stronger
entities to take longer to escape than weaker ones.
4. Adds popups for when you're getting picked up or being stuffed into a
bag as a pseudo-item (e.g. a felinid)
5. Adds an action to stop escaping an inventory. This action gets added
to your action bar when you attempt escaping and gets removed when you
stop or escape. It applies both to carrying and items (hampsters,
felinids, whatever else).
6. Adds a sleep action for pseudo-items stuffed inside a suitable bag.
The bag must have a special component, which is added to the base
backpack item and thus inherited by all soft bags (duffels, satchels,
etc). Contrary to a popular belief, sleeping IS PURELY COSMETICAL and
does not provide healing. (Beds provide healing when you buckle into
them and that healing does not depend on whether or not you're sleeping)
7. Makes it so that when you try to take a pseudo-item out of the bag
(e.g. a felinid), you automatically try to carry them (if you don't have
enough free hands, they will be dropped on the floor like usually), and
enables you to insert the carried person into a bag, but only if they're
a pseudo-item (e.g. felinid).
8. Allows pseudoitems to be inserted into bags even when there are other
items (as long as there's enough space)

---

## For technical details and video showcases, see the original PRs

This PR is split into separate commits so different parts can be
reverted if deemed unneccessary.

---

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# Changelog
🆑
- fix: Carrying is less likely to behave erratically or suddenly
interrupt now.
- add: You can now see when someone is trying to pick you up, and also
you can interrupt your attempt at escaping from their hands or
inventory.
- add: You can now properly take Felinids out of bags and place them
inside.
- add: Scientists have discovered that Felinids can sleep in bags.
2024-07-05 13:28:44 -04:00
metalgearsloth
345cb0f96d Remove contests (#25425)
- Not mentioned anywhere ingame.
- Stupid.

(cherry picked from commit 012e6e6c86e2637b6fa8788a59af4eb974e990b8)
2024-03-05 09:39:03 +01:00
Tayrtahn
b659a3c61a Fix pressing shift while held triggering escape (#24878)
* We meet again, my old friend.

* Helper property

(cherry picked from commit 31207006f50d342d2d29c366977ebf4f783a68ea)
2024-02-08 12:31:28 +01:00
Tayrtahn
deb0362420 Make EscapeInventorySystem respect Unremovable (fix glued hamster deletion) (#24488)
* Made EscapeInventorySystem respect Unremovable

* Oh look, there's a helper method

* Let's fix this too

(cherry picked from commit 060fbcfbc890d57ee95917655f11e4b65e1226e6)
2024-01-28 00:27:36 +01:00
Adrian16199
7a98044f21 Carrying system. (#217)
* Carrying system.

Carrying someone in your arms, maybe your beloved or a high criminal, is nice for both.

TO DO-Pretty much make it work

* Many more additions to actualy make it work...

Halfly

* ITS WORKING!!!

Not done yet, need to improve it

* THE CARRIABLE UPDATE!!!!!

YEEEEEEEEEEEEEEEEEEEEEEEEEEE
(Thanks death for helping with that one issue that I wasnt able to figure out x3)

---------

Signed-off-by: Adrian16199 <144424013+Adrian16199@users.noreply.github.com>
2023-10-23 17:10:55 +00:00
DrSmugleaf
9cc8a7fc81 Remove 700 usages of Component.Owner (#21100) 2023-10-20 15:31:13 +02:00
Kara
c812f6eab0 Kill ContainerHelpers (#20908) 2023-10-14 22:02:35 +02:00
metalgearsloth
f38f0ab614 Predict StorageComponent (#19682) 2023-09-27 21:59:12 +02:00
metalgearsloth
c9648da984 Content update for NetEntities (#18935) 2023-09-27 21:59:12 +02:00
themias
f1d3f059fe Fix mice getting trapped in potted plants (#16745) 2023-05-24 10:30:08 -07:00
Leon Friedrich
19277a2276 More DoAfter Changes (#14609)
* DoAfters

* Compact Clone()

* Fix mice and cuffables

* Try generalize attempt events

* moves climbabledoafter event to shared, fixes issue with climbable target

* Fix merge (cuffing)

* Make all events netserializable

* handful of doafter events moved

* moves the rest of the events to their respective shared folders

* Changes all mentions of server doafter to shared

* stop stripping cancellation

* fix merge errors

* draw paused doafters

* handle unpausing

* missing netserializable ref

* removes break on stun reference

* removes cuffing state reference

* Fix tools

* Fix door prying.

* Fix construction

* Fix dumping

* Fix wielding assert

* fix rev

* Fix test

* more test fixes

---------

Co-authored-by: keronshb <keronshb@live.com>
2023-04-02 21:13:48 -04:00
keronshb
e9dbcc4278 Another round of DoAfter fixes (#14295) 2023-03-01 11:51:42 +11:00
keronshb
9ebb452a3c DoAfter Refactor (#13225)
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
2023-02-25 01:01:25 +01:00
Leon Friedrich
881a2b2ece PopupSystem public methods rejig (#12830) 2022-12-19 08:41:47 +11:00
Rane
a47f847659 fix inventory escape bug (#12695) 2022-11-21 14:34:53 +11:00
Rane
e81510bf3e Escape inventory refactor (#10203) 2022-08-10 18:37:20 +10:00
metalgearsloth
b9e876ca92 The real movement refactor (#9645)
* The real movement refactor

* ref events

* Jetpack cleanup

* a

* Vehicles partially working

* Balance tweaks

* Restore some shitcode

* AAAAAAAA

* Even more prediction

* ECS compstate trying to fix this

* yml

* vehicles kill me

* Don't lock keys

* a

* Fix problem

* Fix sounds

* shuttle inputs

* Shuttle controls

* space brakes

* Keybinds

* Fix merge

* Handle shutdown

* Fix keys

* Bump friction

* fix buckle offset

* Fix relay and friction

* Fix jetpack turning

* contexts amirite
2022-07-16 13:51:52 +10:00
metalgearsloth
2b6c352aff Jetpacks (#9023)
* Movement acceleration

* tweaks

* Weightless refactor coz fuck it

* CCVars

* weightless movement tweaks

* Some cleanup while I'm here

* dorkpacks

* thanks fork

* fixes

* zoomies

* toggles

* hmm

* yamls

* b

* so true

* Effects refactor

* namespace

* review
2022-06-24 17:44:30 +10:00
Rane
1f47d65c91 Two small bugfixes (#8285) 2022-05-20 01:29:02 +10:00
keronshb
e2ac92c3b5 Allows pickuppable animals to resist out of inventory (#7545)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2022-05-12 17:58:27 +10:00