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568e2cb27e48861274aef3c967d735ee6ded4be6
90 Commits
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cf355cc6f2 |
Add BUI ctor tests (#31463)
5 lines of eaten iocmanager.injectdependencies led to this. (cherry picked from commit 2e1b486e8bb880dd14b563954fb638acf67fc4c8) |
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1dfc592f68 |
Fix separated game screen bumping (#33046)
I don't really understand why RecordedSplitContainer exists but removing it looks identical and fixes the panel bumping occasionally. (cherry picked from commit 94e686ca9c37b91c83d18c43f4c5956c2d32b6bc) |
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ae1b14a9f9 |
HOTFIX: Fix lineedit focus (#34621)
* Test entered tree fix * Use Opened override * Fix keyboard focus on window open for DialogWindow This affects Phone, Pray, Rename, and multiple other admin verbs. * Clean up (cherry picked from commit cd91effefb5f0c6d59cd1de618a723b4477f14ce) |
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14ff215b5d |
Dialog windows now grab the keyboard focus (#31294)
* Dialog windows now grab the keyboard focus * Comment (cherry picked from commit 0093fce5b498442cdee49644c4126dd1ea2a26e1) |
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d053e27974 |
Feature/make radial menu great again (#32653)
* it works! kinda * so it works now * minor cleanup * central button now is useful too * more cleanup * minor cleanup * more cleanup * refactor: migrated code from toolbox (as it was rejected as too specific) * feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame * refactor: major reworks! * renamed DrawBagleSector to DrawAnnulusSector * Remove strange indexing * Regularize math * refactor: re-orienting segment elements to be Y-mirrored * refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button * refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius. * refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters * refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly * fix: enabled any functional keys pressed when pushing radial menu buttons * fix: radial menu sector now scales with UIScale * fix: accept only one event when clicking on radial menu ContextualButton * fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> (cherry picked from commit 68b0dfbc026a07aad2bf3f07d1052f92f899ea31) |
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f7ee0c6c9d |
Predict vending machine UI (#33412)
(cherry picked from commit a8ebcac5c9e36765671b742a4f587a80cfadf4f3) |
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a1a8139916 |
Fix 38 non-obsolete warnings (#33794)
(cherry picked from commit 41223107356553ccbc7ba4f8b95e4f9049873d09) |
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916d889fc4 |
- add: Bark (#827)
* - add: bark * - tweak: Bark now in client side * - add: bark config in options * - add: migration prepare * - add: Migrations * - add: more barks * - add: bark preference in character profile * - add: knob * - add: change value by mouse wheel * - tweak: optimise WWDP thinks * - tweak: improve NeoTabContainer optimisation * - add: limit of barks * - fix: кролькины фиксы * - fix: change things in tab id * Update Content.Client/_White/TTS/TTSSystem.cs Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * - fix: спатисон дурак блин ты сломал что то.. * - fix: спатисонов фиксы * Update Content.Server/_White/Bark/BarkSystem.cs * - fix: буковки * Apply suggestions from code review --------- Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> |
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bfe577b9c7 |
Unused Varibles and Localization Fixes (#2424)
Removed all unused variables i could find, built and tested on a simple upstart and clicking trough most systems. Change Loc references to localization. <!-- 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> "using Robust.Shared.Prototypes;" to "" "[dependency] private readonly ISpriteComponent" to "" </p> </details> --- No CL this isn't player facing. --------- Co-authored-by: ilmenwe <no@mail.com> |
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54086988e3 |
Mass clean up (#587)
* mass clean up
(cherry picked from commit 12bb873b02c1ef50e20763542b030452cc0613da)
* Revert "Centrifuge buff (#393)"
This reverts commit
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af21168537 |
Fuselage rust (#551)
* the definition of insanity * the definition of insanity * the definition of insanity * we have hullrot at home * maybe the real hullrot was the friends we made along the way * john hullrot * i am going to hullroooooot * it's hullrotver * we're so hullback * we're rotting the hull with this one * hullmerge * the hullrot is leaking * never gonna rot you up * hullfresh * john starsector * god i wish we had grid collision damage |
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| 23559d8a17 | - fix: напредиктил я шизденам за щеку.. | |||
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65208f0165 |
[Add] new ui (#497)
* - add: StyleSheetify * - add: APC style * - tweak: Select only APC now! * - fix: Window positioning * - fix: animations * - add: Fancy chat * - tweak: change some margin think * - fix: add assemblies of stylesheetify for packaging * - tweak: update StyleSheetify * - add: custom LauncherConnection * - tweak: change to paper * - tweak: Update StyleSheetify * - add: fancy lobby screen * - tweak: some beauty think in lobby screen * - add: new icons * - tweak: change icons * - tweak: //WWDP EDIT * - fix: disable style while testing * - fix: Channel Popup button style revert * - fix: test again * - tweak: Update StyleSheetify |
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432042e945 |
Logger Sawmill Cleanup (#2413)
# Description Cleaned up Logger obsolete compiler warnings in non robust code. Should probably be changed to a ISawmill reference in classes to avoid repeated lookups in heavy logging logic. --- # Changelog 🆑 - tweak: Logger to Logger.GetSawmill("name"); --------- Co-authored-by: ilmenwe <no@mail.com> (cherry picked from commit 2e8ffd971716d38dc6d5a520bebdf88b743045a3) |
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dd52b11780 |
General Character Editor Improvements (#2252)
# Description This sucked, this sucks less now. --- # TODO - [x] Use ABGC on Jobs - [x] Use ABGC on Antags - [x] Improve marking editor - [x] Make it use real toggleable Buttons - [x] Remove the enabled/sort order side - [x] Make buttons bigger and improve previews - Move it to the Appearance tab https://github.com/Simple-Station/Einstein-Engines/pull/2241 - [x] Add a Clear button to the search - [x] Display all 4 sprite directions at once instead of using the stupid rotation thing - [x] Move import/export/save buttons - [x] Move name somewhere within the tabs - Load markings after other stuff in the profile <!-- Another PR CharacterRequirements don't need to be given dependencies Markings use CharacterRequirements --> --- <details><summary><h1>Media</h1></summary> <p>       </p> </details> --- # Changelog 🆑 - tweak: Improved readability of many parts of the character editor with colored rows - tweak: Cleaned up some little bits of the character editor, most notably removing a tiny margin that was shrinking every tab - fix: Fixed the style of the Background tab of the character editor being very wonky due to misplaced UI elements - tweak: Made the Jobs tab use proper headers for the department titles - tweak: Improved the Marking editor - tweak: Improved the layout of the character editor - tweak: Improved some button names in the character editor - add: The character editor now shows all 4 directions of your character preview at once --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 7e5b3345409dfdabde4ea56d3ecdd34a5ecdd46f) |
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2a10c02eb5 |
No spead merge (#475)
* Revert "[GoobPort] WIZ REAL (#465)"
This reverts commit
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091a8ff433 |
[GoobPort] WIZ REAL (#465)
* Уэээээээ * Почти настрадались * Скоро конец.... * СКОРО * Мышки плакали, кололись, но продолжали упорно жрать кактус * Все ближе! * Это такой конец? * Книжка говна * фиксики * ОНО ЖИВОЕ * Телепорт * разное * Added byond * ивенты теперь работают * Разфикс телепорта * Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете? * Разное * Еще многа всего * Многа разнава * Скоро конец.... * ЭТО КОНЕЦ * Фикс линтера (ну, или я на это надеюсь) * Еще один фикс линтера * Победа! * фиксики * пу пу пу * Фикс подмастерья * Мисклик * Высокочастотный меч * Неймспейсы * Пул способностей мага |
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3738303535 |
Give jobs & antags prototypes a guide field (#28614)
* Give jobs & antags prototypes a guide field * A * space Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Add todo * Fix merge errors --------- Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> (cherry picked from commit e7f2ae52ab24dddc8f3c94cb84b751482700e3da) (cherry picked from commit 4cee20b913a1de0cd6f8ee7d02c2bf55e3e75298) |
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a64b5164e3 |
Port AI Sentry Turrets (#1990)
# Description I am trying to port over the AI turrets being implemented into wizden made by chromiumboy. It looks fantastic and would like to port this now and work on any issues that might show. --- # Original PRs https://github.com/space-wizards/space-station-14/issues/35223 https://github.com/space-wizards/space-station-14/pull/35025 https://github.com/space-wizards/space-station-14/pull/35031 https://github.com/space-wizards/space-station-14/pull/35058 https://github.com/space-wizards/space-station-14/pull/35123 https://github.com/space-wizards/space-station-14/pull/35149 https://github.com/space-wizards/space-station-14/pull/35235 https://github.com/space-wizards/space-station-14/pull/35236 --- # TODO - [x] Port all related PRs to EE. - [x] Patch any bugs with turrets or potential issues. - [x] Cleanup my shitcode or changes. --- # Changelog 🆑 - add: Added recharging sentry turrets, one is AI-based or the other is Sec can make. - add: The sentry turrets can be made after researching in T3 arsenal. The boards are made in the sec fab. - add: New ID permissions for borgs and minibots for higher turret options. - tweak: Turrets stop shooting after someone goes crit. --------- Co-authored-by: Nathaniel Adams <60526456+Nathaniel-Adams@users.noreply.github.com> (cherry picked from commit 209d0537401cbda448a03e910cca9a898c9d566f) |
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d83af8a3f8 |
[Port] Port Guidebook Tables From Wizden PR #28484 (#1427)
# Description This ports the Guidebook Tables to allow \<Table\> and \<ColorBox\> embeds in the Guidebook. This just adds extra XML tags to use in rich-text. --- # TODO - [x] Cherry-Pick the PR. - [x] Tested to make sure it works. It does actively work. --- # Media <details><summary><h3>Guidebook Screenshot</h3></summary> <p>  </p> </details> NOTE: This screenshot was taken in the dev-environment. I just copy-pasted my SOP for Alert Levels to check it, since it uses both the \<Table\> and \<ColorBox\> identifiers. --- # Changelog 🆑 - add: Added <Table> and <ColorBox> identifiers. Go wild in SOP! Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> (cherry picked from commit 75bb8d3728441cd7ea57341ba020c80575f35bd9) |
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5aafbb09ae |
Cherry Pick "Dynamic Radial Menus (#29678)" (#1393)
# Description Cherry picks https://github.com/space-wizards/space-station-14/pull/29678 Needed for emotes to not be packed tightly together, also need this for a future PR where I will be fixing emotes in general ◕‿◕) --- <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog 🆑 - fix: Fixed radial menus overlapping where there's many icons. Co-authored-by: Rinary <72972221+Rinary1@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 174ce76e857e01e2028a6d3969881782d4fb46c0) |
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0e0ffb6d14 |
Upstream (#142)
* Fix Power Attacks Being Faster Than Left Clicks (#1252) # Description This fixes some stupid math. Power attacks are now correctly slower than left clicks. Previously they were faster. # Changelog 🆑 - fix: Power Attacks now correctly apply a penalty on swing speed, and are no longer faster than left clicking. (cherry picked from commit 049a995f64c42734e5286229b524161a730aaea9) * Automatic Changelog Update (#1252) (cherry picked from commit 8a88bfd11f1384fa2fb01fd7ace6477202a68499) * Tweak Wizden Trait Descriptions (#1260) # Description Converted the descriptions of most wizden traits to a more formal and roleplay-oriented style, also clarifying some aspects of other traits in the process. --- TODO: - [ ] Test this --- # Changelog 🆑 - tweak: Tweaked the descriptions of most Wizden traits to be more vivid and descriptive. --------- Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> (cherry picked from commit 411cb213ac9ab2e6a0b790e72b25a142a4945217) * More Trait Functions (PushMarkup & AddArmor) (#1253) # Description This PR effectively "Reworks" several of the Bionic Traits through use of new modular TraitFunctions. These being, **TraitPushDescription**: Ensures that an entity has the new ExtendDescriptionComponent, then writes to said component. ExtendDescriptionComponent serves as a new highly modular "One stop shop" for any system wanting to add text to the shift-click examine window. It even accepts arguments for text color, font size, and whether or not a person must be standing within touching distance to "See" the provided texts. It accepts arbitrarily any number of descriptions. **TraitAddArmor**: This takes advantage of a new functionality for the DamageableSystem, whereby entities are able to have more than one DamageModifierSet. This allows arbitrarily any number of traits to add as many modifier sets as desired, without fear of any compatibility issues. These can be both negative and positive, and as Skubman has pointed out, this can also be used to create negative traits that make a character more vulnerable to a given damage type! Additionally, most of the Bionics Traits have been reworked. CyberEyes has been split into two modules, one for the base implant, and one for the Flash Protection. Dermal Armor has been reworked using TraitAddArmor, so that it no longer replaces your original modifier set, and instead stacks multiplicatively with whatever your original species modifier set was. Thus, it can now be taken by any species. # TODO <details><summary><h1>Media</h1></summary> <p> TraitPushDescription  TraitAddArmor  </p> </details> # Changelog 🆑 - add: Five new functions for the Trait System, AddArmor, PushDescription, ModifyMobThresholds, AddSolutionContainer, and ModifyStamina. - tweak: CyberEyes Basic System has been split, now Flash Protection is a separate module. - add: Dermal Armor no longer replaces your original species damage resistances. It now stacks multiplicatively with your original resistances. - tweak: Dermal Armor can now be taken by any species, not just Humans. - add: Dermal Armor, and Bionic Arms can now be revealed by a close examination. Shift click on someone within touching distance will reveal if they have these "Obvious" cyberware. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Remuchi <72476615+Remuchi@users.noreply.github.com> (cherry picked from commit 29d2cb1ed85ab089d83c702f7405e938a0d9374c) * Automatic Changelog Update (#1260) (cherry picked from commit 8d54aa2fffdd3726e948d6d228287b01c0a81413) * Feat: Anomaly Scanner Data Copying (#1250) # Description Makes it so that using one anomaly scanner on another transfers the anomaly data onto the used scanner. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog 🆑 - add: You can now touch one anomaly scanner with another to copy the anomaly scan data from it. (cherry picked from commit 0574be444b90137808c07f85e10b59c464f054cf) * Automatic Changelog Update (#1253) (cherry picked from commit 6fa8d6817fa81e6d6d20b61f5ec4b7b96fdb185b) * Automatic Changelog Update (#1250) (cherry picked from commit 1b5704535ce42041c068d201cdb447af42004c20) * Rename "Pierce" Typo to "Piercing" (#1267) # Description Oops. Some files refer to the non-existent **Pierce** damage type when the proper name is **Piercing**. # Changelog 🆑 Skubman - fix: Piercing damage can now dismember body parts, just like Blunt and Slash damage. (cherry picked from commit 992b2e486855cea6646cf5d4af51ca8cbf61b29d) * Buff Medical Due to Shitmed Changes Cherry-Pick (#1259) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> + Buffed applicable medication heal values. + Buffed applicable medication stack sizes. + Slightly buffed dylovene, burn, and brute chems. + Buffed applicable medication doAfter delay from 3s to 2s. --- ## Why / Balance <!-- Discuss how this would affect game balance or explain why it was changed. Link any relevant discussions or issues. --> This change was made with the advent of the new Limb Damage system. This PR seeks to achieve making SS14 Medical more equivalent to SS13 Medical when it comes to healing damage values. This was done as Bruise Packs and Ointment only heal 5 Brute or 5 Burn respectively when applied to a limb. When each limb has a 100 Crit threshold, this can make it extremely hard even with surgery to heal limbs in the absence of Chemicals. Furthermore on higher pop, this will lead to people burning through applicable meds even faster than before Limb Damage was implemented. It would take 34 bruise packs to heal someone with 170 Blunt spread out across their limbs, with this change it would reduce that to 12 bruise packs. Full list of numerical val changes: - Healing component doAfter Delay reduced. was 3s, now its 2s. - Applicable medical items now have a max stack size of 15 (was 10). - Ointment heals 15 of each burn type, 10 caustic (was 5 of each burn type, 1.5 caustic) - Mesh now heals 20 of each burn type (was 10 of each burn type). - Bruise Packs now heal 15 of each brute type (was 5 of each brute type) - Sutures now heal 20 of each brute type (was 10 of each brute type) - Bloodpacks now heal 2.5 Bloodloss & restore 10% bloodlevel (was .5 Bloodloss and 5%) - Gauzes now heal 15 Slash and 20 Pierce (was 5 Slash and 10 Pierce) - Dylovene now heals 1.5 Poison per .5u (was 1 Poison per .5u) - Bicaridine now heals 2.5 Brute per .5u (Was 2 Brute per .5u) - Dermaline now heals 2 Burn per .5u (was 1.5 Burn per .5u) - Epinephrine now heals 1 Burn & 1 Brute per .5u (was .5 for each per .5u) - Kelotane now heals .5 Burn per .5u (was .33 Burn per .5u) - Omnizine now heals 3 Burn, Toxin, Airloss, and Brute per .5u (was 2 per .5u) - Lacerinol now heals 4 Slash per .5u (was 3 per .5u) - Bruizine now heals 4 Blunt per .5u (was 3.5 per .5u) # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Cherry-pick Medical changes merged in Goobstation --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> --- ## Breaking changes <!-- List any breaking changes, including namespaces, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be posted in #codebase-changes. --> Should values be overtuned, they can be reduced in a future PR or before this PR is merged. **Changelog** <!-- Add a Changelog entry to make players aware of new features or changes that could affect gameplay. Make sure to read the guidelines and take this Changelog template out of the comment block in order for it to show up. Changelog must have a 🆑 symbol, so the bot recognizes the changes and adds them to the game's changelog. --> 🆑 - tweak: Increased applicable medication heal values. - tweak: Increased stack size of applicable medications. - tweak: Slightly increased dylovene, burn, and brute chemicals heal values. - tweak: Decreased Medical item application time from 3s to 2s --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Signed-off-by: Tmanzxd <164098915+Tmanzxd@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit b431d24f86f94433ea0c53982db83e40ef1d3f2c) * Automatic Changelog Update (#1267) (cherry picked from commit 02dd8ab06333a5b2dabe03845bfd6719ca09ef48) * Automatic Changelog Update (#1259) (cherry picked from commit 09d59007d4c55ee9f7daa0f56cae672c51951843) * The Blood Cult (#1001) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description Adds a new game mode - The Blood Cult. Hail to Nar'Sie! --- # TODO - [x] Gamemode - [x] Roles - [x] Runes - [x] Constructs - [x] Structures - [x] Forge - [x] Archives - [x] Altar - [x] Pylon - [x] Structure - [x] Placement System - [x] Airlocks - [x] Repulsor system - [x] Construction system - [x] Items - [x] Eldritch Whetstone - [x] Construct Shell - [x] Mirror Shield - [x] True Nar'sian Hardened Armor - [x] Flagellant's Robe - [x] Eldritch Longsword - [x] Zealot's Blindfold - [ ] Night vision system - [x] Shuttle Curse - [x] Veil Shifter - [x] Void Torch - [x] Reagents - [x] Holy Water - [ ] Actions - [x] Cult Magic - [x] Stun - [x] Teleport - [x] Electromagnetic Pulse - [x] Shadow Shackles - [x] Twisted Construction - [x] Summon Combat Equipment - [x] Summon Ritual Dagger - [x] Blood Rites - [ ] Cult Leader Magic - [ ] Final Reckoning - [ ] Mark Target - [ ] Eldritch Pulse - [ ] Construct's Magic - [ ] Artificer - [ ] Summon Cult Floor - [ ] Summon Cult Wall - [ ] Greater Conjuration - [ ] Summon Soulstone - [ ] Wraith - [ ] Phase Shift - [ ] Juggernaut - [ ] Shield - [ ] Gauntlet Echo - [x] Cult leader selection system - [ ] Rending/Apocalypse rune placement markers EXTRA: - [ ] Spirit Realm rune - [x] Eldritch language - [ ] Conceal magic - [ ] Ru locale --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog 🆑 - add: Added Blood Cult Gamemode. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 150020866ddd383f297dfccd7717017c23222d82) * fix * Automatic Changelog Update (#1001) (cherry picked from commit a179e186fa812e5dbce34983e11ef7af56ccdcf4) * Engine Update v237.2.0 (#1270) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Updates to engine version v237.2.0. Fixes disposals systems breaking and not using the proper direction. --------- Co-authored-by: sleepyyapril <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> (cherry picked from commit dcc1c38fb729b00fdb15b79b38372f3e1e8bc951) * [QoL] Show Oni Damage Bonus In Damage Examine (#1268) # Description Examining an item's damage values as an Oni now calculates your bonus damage, and it also works with all of the Oni combat traits. ## Technical details `OniSystem`, instead of adding melee damage through `MeleeHitEvent`, now adds damage through `GetMeleeDamageEvent`, the same event that examining melee weapon damage raises through `GetDamage`. ## Media **Normal damage values** <img src="https://github.com/user-attachments/assets/9de255ef-29e6-4119-93cc-356349812a6f" width=300px> **Oni damage values** <img src="https://github.com/user-attachments/assets/18d44aaf-5a70-4ba9-a8c8-be29e92d7267" width=300px> # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Skubman - tweak: As an Oni, examining the damage values of weapons now takes into account the melee damage bonus from your species or trait. (cherry picked from commit 613e7937392d5d4fd9bf906f571adc237c706367) * Automatic Changelog Update (#1268) (cherry picked from commit 5fe4b1e94b987f787807cc10df06f667b87d124e) * Loadouts V4 (#1164) # Description # TODO - [x] Custom name/desc/color tint, toggleable individually per-loadout - [x] Fix them not changing correctly between profiles in-editor - [x] Preview colors in the lobby - [x] Allow the users to null the color themselves (and default it to such) - [x] Pick what should be allowed to be recolored - [x] Guidebook links - [x] Make an example - [x] Special components for loadouts - [x] Heirlooms - [x] Pick what should have heirlooms - [x] Decimate lag - [x] Fix live character preview - Maybe do characters per job - Rethink unusable --- <details><summary><h1>Media</h1></summary> <p> <!--  --> https://github.com/user-attachments/assets/bcf61517-6b64-40d2-b299-7462e2469fe2 </p> </details> --- # Changelog 🆑 - add: Players can set custom names, descriptions, and color tints for their loadout items - add: Certain loadouts may have Guidebook pages shown in the editor - add: Players can pick a list of loadout items to have one randomly be their family heirloom for a mood bonus or deficit if they are carrying it - fix: Loadouts have almost as little lag as possible (hopefully none) - fix: Everything properly updates your character editor's live preview --------- Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com> (cherry picked from commit f0463062812428625da9e8adad60c8a567fdacbe) * Automatic Changelog Update (#1164) (cherry picked from commit 57917a746f514aba3f142d870a9280c9b1eb9a4f) * [Fix] Added Robust.Xaml to the Project Solution (#1266) Mirrors https://github.com/space-wizards/space-station-14/pull/31573 Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> (cherry picked from commit 1d65d548e69862295926fb08aee962d8fbd0b5c4) * Update Credits (#1274) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> (cherry picked from commit 39f4ad8a8884bc5bb9e64530b1a708ea41b4de32) * Fixes Make Cultist Admin Verb to Act on Target Not Self (#1289) There's a small error on the admin verb for blood cultists which made the verb only work on self. This fixes it. (cherry picked from commit 6c2b2a8a4ab7c7b0c5e18d796ccd94d09b087509) * IPC Instrument Menu Fix (#1287) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Fixes IPCs being unable to use the midi menu. --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - fix: Fixed IPCs being unable to use the midi menu. (cherry picked from commit f133b9b7cf175815a3c6de59d541e12f0fc60790) * Automatic Changelog Update (#1287) (cherry picked from commit 92a6e099fca1581ea8a0cfd16bf7f13ae8d1108a) * Change Target Doll Icon For Ashen Theme (#1282) # Description  (cherry picked from commit 327247585612d9d65e20b8b856864701ceb1c933) * Fix Applicable Medication Stack Bug (#1278) <!-- Guidelines: https://docs.spacestation14.io/en/getting-started/pr-guideline --> ## About the PR <!-- What did you change? --> - Fixed a bug where applicable medication stacks would revert back to 10 after 1 use. ## Why / Balance <!-- Discuss how this would affect game balance or explain why it was changed. Link any relevant discussions or issues. --> - Did you know maxstacks were stored in a separate YML? Me neither, until now. **Changelog** <!-- Add a Changelog entry to make players aware of new features or changes that could affect gameplay. Make sure to read the guidelines and take this Changelog template out of the comment block in order for it to show up. Changelog must have a 🆑 symbol, so the bot recognizes the changes and adds them to the game's changelog. --> <!-- --> 🆑 - fix: Fixed a bug where applicable medication stacks would revert back to 10 after 1 use from full. Signed-off-by: Tmanzxd <164098915+Tmanzxd@users.noreply.github.com> (cherry picked from commit d4879f9129ae484f24f57eb642cc7d600f2323e0) * Automatic Changelog Update (#1278) (cherry picked from commit 8d485e8c0d4e3932835aeed210388e85988a0213) * Re-Enable Language Color and Font (#1294) # Description Re-enables language font and colors showing up in chat messages. The language font/colors were bugged after adding language names in chat (https://github.com/Simple-Station/Einstein-Engines/pull/1165) I also overhauled the format for chat messages to be more aesthetically pleasing, and made sure chat bubbles use the language color/font. ## Media **Nekomimetic**   **Bubblish**   **Tau-Ceti Basic (Default Language)**   **Rootspeak**   ## Changelog 🆑 Skubman - fix: Language colors and fonts will show up in text messages again, both on in-person messages and on the radio. - tweak: The text on chat bubbles now uses the color and font of the language being spoken. - tweak: The language prefix before the name on chat messages now uses the language's color. (cherry picked from commit 1a9763528a9b15f11f474a2fa7ecfdde98aa9a15) * Automatic Changelog Update (#1294) (cherry picked from commit 7d802e35dc45c37016681c3a009bdaebe2707178) * Shitmed Update 2 - [Insert Snarky Remark] (#1271) # Description  Honey wake up, another shitmed PR with 5 features and a trillion bugs! I love bloat. --- # Known Bugs - A lot of shit with changelings lol - Markings suddenly disappear from your entity apparently at random. Wizden exclusive issue as of now. - Fire heretics explode when ascending due to part damage shitcode (sorry) - Some exceptions/null point references at round end, tentatively related to salvage corpses. - Slots having wonky behavior due to not being networked. More of a broad issue with how I implemented them initially. - Arachne are FUCKED with surgery, I was incredibly tempted to set them to roundstart: false, but I'll try to hotfix it this week. --- # Changelog 🆑 Mocho, Deltanedas - add: Ported Ghetto Surgery from Deltanedas! - add: Ported fishops organs from Deltanedas! - add: Added different step durations to each surgery step. - add: Added a T2 research for advanced surgical tools - add: Added a T3 research for an omnitool for surgery. - add: Added Surgical and Advanced Surgical modules for Mediborgs - add: Mediborgs can now perform surgery! - add: Added lobotomies as an operation. Godspeed you psychopaths. - add: Added cybernetic arms, legs and eyes. - add: Added EMP weaknesses to all cybernetic parts (the day of reckoning will come for IPCs soon) - add: Losing your eyes now blinds you. - fix: Fixed a few species that did not inherit from BasePart's, thus taking damage types they shouldn't on their limbs. - fix: Fixed harpy lungs not being usable in surgeries. - fix: Fixed biosynthetic and other printable parts not allowing you to attach body parts to them. - fix: Fixed fire being able to destroy your chest. - fix: Fixed entities being able to take over your body by just inserting a brain or another head on top of you. - fix: Fixed some shitcode that didnt let rejuvenate or godmode work properly. - fix: Fixed bionic arm, and cybernetic eyes traits not working properly due to shitty networking. - tweak: Increased tend wounds's speed by double, and bumped up the values on its calculations. DEATH TO TOPICALS, LEAVE THOSE TO TIDERS. - tweak: Beheading an entity now doesnt let it move, speak, and forces it to the ground immediately (literally 1984!!11!!) - tweak: Changed sprites on most surgical tools to now use /tg/ sprites. - tweak: Unbound shitmed targeting doll keybinds by default (did you know we have those). --------- Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: goet <6637097+goet@users.noreply.github.com> Co-authored-by: Saphire Lattice <lattice@saphi.re> (cherry picked from commit 2eafa0d47e7b9a3270ae797f82dd7b1772dffb15) * Admin Tooling Cherry Picks (#1290) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Link to every PR I cherry-picked: 1. https://github.com/new-frontiers-14/frontier-station-14/pull/2283 2. https://github.com/space-wizards/space-station-14/pull/29219 3. https://github.com/space-wizards/space-station-14/pull/30075 4. https://github.com/space-wizards/space-station-14/pull/28639 5. https://github.com/space-wizards/space-station-14/pull/32527 6. https://github.com/space-wizards/space-station-14/pull/28030 7. https://github.com/space-wizards/space-station-14/pull/28178 The main purpose of this PR is the first cherry-picked PR. It adds the ability for admins to reply to ahelps via discord using an HTTP POST request. See all relevant details in the initial PR by Myzumi. --------- Co-authored-by: Myzumi <34660019+Myzumi@users.noreply.github.com> Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com> Co-authored-by: Whatstone <whatston3@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: to4no_fix <156101927+chavonadelal@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> (cherry picked from commit b8e75dae0e25301da4ffdd1f6ca5b4aebdf5a2b8) * Automatic Changelog Update (#1271) (cherry picked from commit d58d397a69fc2bb5b2bbce9280a978d5d899bba0) * More Loadout Equipment (#1281) # Description This PR adds a bunch more equipment selections for Engineering loadouts, plus Suit/Skirt selections for the jobs that were missing it. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog 🆑 - add: All engineering roles have had their equipment loadouts significantly expanded upon. Engineers can now buy construction materials with their loadout points. - fix: All engineering jobs now have their Suit/Skirt selection via loadouts. - add: Salvage techs can now select from a variety of knife options to start their spess adventures with. - add: Epistemics staff now have *some* equipment selection options that they share. More to come when I finish making the Potentiometer. (cherry picked from commit 0bd9a9ea81c2e6e9ef775a131b547b8b861548b1) * Automatic Changelog Update (#1281) (cherry picked from commit c7f1b4fa3c57f3650154150e1c30ce28e3302230) * Dynamic Hostname System (#1296) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Change your hostname whenever map, preset, or runlevel changes! Variables given on all hostname locale strings: - {$mapName} - The name of the current map. - {$preset} - The name of the current preset. - {$originalHostname} - What you originally had game.hostname set to, before updating. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>     </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> nah (cherry picked from commit de98c2aec2c072abeb6c81c74b830d72e29ba0c8) * Religious Headgear For Character Customization (#1297) # Description This PR adds a few articles of various kinds of religious headgear to loadouts, namely a Hijab, Turban, and Kippah. All 3 are whitescale items that are set as colorable, allowing players to make them whatever color is desired. Farida can finally have the pink Hijab she was always supposed to have. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog 🆑 - add: Added various articles of religious headgear to loadouts, such as Hijab, Kippah, and Turban. All of these are set to allow custom colors. (cherry picked from commit e46a8636eb235e627023cdd3d42428b34c134353) * Automatic Changelog Update (#1297) (cherry picked from commit 56be69053045a2d2184c975c2325889df69838e0) * Don't Require Running in Release to Test Mood (#1257) (cherry picked from commit f2871885b6dd13b418dfd7ff55ffe0559a4f7044) * Update Credits (#1300) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> (cherry picked from commit 9ef825252a0dc0054b1ba9626e7283d296150f3b) * Start of Lore Documents (cherry picked from commit dfb12e53abf1ef5d767240a19b28ba12dd35ef9b) * Finally Done (cherry picked from commit 2a8bf58dfc61f24796a55940e4a7ab6be3ced3ec) * Automatic Changelog Update (#1298) (cherry picked from commit 8a368bbdce5dd05adae998ec55f15fd5ff04b52f) * Fashion Update: Earrings & Makeup (#1299) # Description Adds **38** new earrings, **31** new face markings, and **16** bracelet/watch markings, based from Aurorastation cosmetics. Each earring, bracelet, and watch marking is applied to just one side of the body, allowing for greater customizability and mixing-and-matching markings. Most notably, the new face markings unlock **full customization of every pixel** in the 5x4 pixel space of the face. Examples of this are shown below. Arachne now have access to **more than a hundred** markings above the leg, after not having any markings in their 2 years of existence. ## Media ### Pauline <img height=270px src="https://github.com/user-attachments/assets/8316effb-34b3-4fa1-a80f-af2a3cd670c2"> <img height=270px src="https://github.com/user-attachments/assets/be75770a-c5bb-46a7-afb4-2ec54bd5a5e5"> **Head (Side):** Drop Earrings (Left), Drop Earrings (Right) **Left Hand:** Left Bracelet ### Red and Blue <img height=270px src="https://github.com/user-attachments/assets/8c1356fc-6eaa-484f-afb6-5ace7f45d895"> **Head:** Cheek Spot (Left), Eye Corner (Left), Cheek Spot (Right), Eye Corner (Right) **Head (Side):** Double Gemstone Earrings (Left), Double Gemstone Earrings (Right) **Left Hand:** Left Watch (Colorable) **Left Arm:** Left Arm Bracelet **Right Hand:** Right Watch (Colorable) **Right Arm:** Right Arm Bracelet ### Pink <img height=270px src="https://github.com/user-attachments/assets/ae376cc3-7cd5-4e91-a3a0-ebe48202f5e6"> **Head (Side):** Hoop Earrings (Left), Double Gemstone Earrings (Right) **Left Hand:** Left Bracelet **Left Arm:** Left Arm Bracelet **Right Hand:** Right Bracelet **Right Arm:** Right Arm Bracelet ### Psychic <img height=270px src="https://github.com/user-attachments/assets/eaa8069a-2e51-4456-a315-414aa64cd41a"> **Head:** Bindi, Full Blush **Head (Side):** Long Crystal Earrings (Left), Long Crystal Earrings (Right) **Left Hand:** Left Bracelet **Right Hand:** Right Bracelet **Right Arm:** Right Arm Bracelet ### Cyclops <img height=270px src="https://github.com/user-attachments/assets/55e67db9-0aa4-488d-a25b-32e8fd92044b"> **Head [Eyes]:** Bindi, Glabella, Nose Tape **Head [Cover for mouth area]:** Lip Corner (Left), Lip Corner (Right), Cheek Spot (Left), Cheek Spot (Right), Lips **Head (Side):** Cross Earrings (Left), Cross Earrings (Right) ### 😂 <img height=270px src="https://github.com/user-attachments/assets/4001b95a-60e1-431c-8463-1e2904cf767a"> ### Arachne  **Head:** Left Arachne Eye, Right Arachne Eye, Lips, Neck Cover (Slim Thick) **Head (Side):** Long Crystal Earrings (Left), Long Crystal Earrings (Right) **Left Arm:** Left Robotic Arm from Hesphiastos Industries **Left Hand:** Left Robotic Arm from Bishop Cybernetics **Right Arm:** Right Arm Bracelet **Right Hand:** Right Watch (Colorable), Right Nail Polish ## Technical Details I did a quick fix in [MarkingsSet.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fashion-update-markings?expand=1#diff-54373833c74b35579f9b3293d5bb0c17eda0d214c11f27dcb40c334ef8c6b513) to handle a list index out of bounds error where the number of default markings was lower than the maximum allowed markings, like with Onis who have a default horn but can wear 2 earrings. # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Skubman - add: 80+ new markings have arrived, including earrings, makeup, bracelets, and watches. Sashay over to Character Setup to personalize your character like never before! - add: The Arachne species can now select markings above the leg, including cybernetics, makeup, tattoos, noses, earrings, heterochromia, bracelets, gauze, and more! - tweak: The available points for Head (Side), Left Hand, and Right Hand markings have been increased for most species to support the new markings. - tweak: The Nail Polish markings have been moved from the Overlay category to the Left Hand and Right Hand categories. (cherry picked from commit 932f9e31eab9b2c11c4429b7c9c36effc327e733) * Automatic Changelog Update (#1299) (cherry picked from commit b05ab8e0d1e8aa043a60ca96843061f4778136e6) * ♂️ Add Male Arachne (#1301) # Description Adds the ability for Arachne to be male. Also in this I added chest/arm Arachnid markings for Arachne to use. I enabled footstep sounds for Arachne since it doesn't seem that they were intended to have silent footsteps. ## Media <img height=160px src="https://github.com/user-attachments/assets/04e3b066-e75c-4ee7-bfd6-762c2defcaf8"> <img height=160px src="https://github.com/user-attachments/assets/d4582c12-72d8-413f-92e6-145cb90c76c3"> ## Changelog 🆑 Skubman - add: Arachne can now be Male instead of only being Female. They can now also wear Facial Hair. - add: Arachne can use Arachnid chest and arm markings. - fix: Arachne will now have footstep sounds instead of being quiet when moving. (cherry picked from commit 1bab6b8844c679897b3a695b363620589292d783) * Automatic Changelog Update (#1301) (cherry picked from commit 5476ee090bd735d7791b4ae7f1e8aeea674cd55a) * Add Localization for Senior Physician and Senior Engineer (#1302) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Adds localization for the Senior Engineer and Senior Physician roles that were recently enabled. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> n/a --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 zelezniciar - fix: Fixed Senior Engineer and Physician names not appearing correctly (cherry picked from commit 4bf762411e866952c0257ce7d255b2610d7a3a21) * Automatic Changelog Update (#1302) (cherry picked from commit 9169818f60ef0cf156bb1b095d66e5e9d0b4575b) * Make Cultist Constructs Speak Eldritch (#1303) # Description Fixes cultist constructs only speaking Universal and not being able to understand anyone else due to a missing `LanguageKnowledgeComponent`. ## Changelog 🆑 Skubman - tweak: Cultist constructs and soul shards now speak Tau-Ceti Basic and Eldritch. Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 8573914e8b6183197abc250d3e8f3c186194b0a6) * Automatic Changelog Update (#1303) (cherry picked from commit 114ecde8384ae3d98350aa80d38b96766dc49cfa) * Fix Lobotomy (#1306) # Description Fixes several bugs in the lobotomy procedure. The lobotomy effect is now stored in the brain instead of the body, so transferring a lobotomized brain will still give the lobotomy effects, and a brain transplant to a body where a lobotomy occurred no longer applies the lobotomy effects. The "Mend brain tissue" procedure to reverse a lobotomy has been unlocked after a bug prevented it from showing in the surgery UI. Lobotomies now add the `ClumsyComponent`, which makes the lobotomized target as clumsy as clowns. ## Technical Details This deletes [SurgeryComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-3786e2be1879fd877a8b501352bbd92baa3a17aecfa4a62827ad41497deb0fd7) which was only used for the lobotomy procedures (incorrectly, it was checking for `OhioAccentComponent` in the body part) in favor of [SurgeryPartComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-7e180742b3a6f00b9f867d3ee4e8891dd00587dc4a2da8ad5e199180a387d18d) and [SurgeryBodyComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-249e5a937ba929ffc76f85e8a43f17918afc9ba866e81f4ea4eba2c90fd0c408). These two components are currently unused as the lobotomy procedures use a new condition component checking for the brain's `OrganComponent.OnAdd` field, but they provide a way to check for components on the body part and on the body, respectively. ## Media **Lobotomy**  **Mend brain tissue**  **Remove organ step picture**  ## Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Skubman - add: The lobotomy procedure makes the target clumsy like the clown. This makes them bonk when climbing tables and makes guns they're shooting blow up on their face. - tweak: The lobotomy step now requires a scalpel instead of a drill. - fix: Enabled the "Mend brain tissue" surgical procedure on a lobotomized target. - fix: The lobotomized effect is now stored in the brain instead of the body. The same brain stays lobotomized throughout brain transplants, and transferring a normal brain to a body where a lobotomy occurred no longer applies the lobotomized effect. - fix: The lobotomy procedure now shows the proper popup during the lobotomization step. - fix: Removed the ability to perform lobotomies on bodies without a brain. - fix: The "Remove organ" surgery step on the UI now properly shows the retractor sprite instead of the hemostat. --------- Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 1895f3addc871e3ad18845c22c61f422f9807107) * Automatic Changelog Update (#1306) (cherry picked from commit 71c641283a13fc79c68f8ad23fa1397052b7e74b) * You Can Now Drag People Into Deep Friers (#1279) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> You can now drag entities like people into deep fryers. Yes, this will cook them. Yes, you can cannibalize your own dead crew. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [ ] Add a doafter - [ ] Add a popup warning everyone of what you've done --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> obs is broken part 295 </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: You can now shove people into deep fryers by drag-dropping them onto it. --------- Signed-off-by: Eris <erisfiregamer1@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 82b2b28f3ee0f534b7f32fe54a70ba58d9ebbe1c) * Automatic Changelog Update (#1279) (cherry picked from commit cbc76ef649396a827a6c3b38b83c4a20f1affc7b) * Revert "Emp Flashlight (#5)" This reverts commit |
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a2557f75a6 | Upstream (#129) | ||
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47b10a01b0 |
Catch-Up Cherry Pick 2 (#944)
# Description Picked 400 commits (and skipped many, many more) from WizDen since #540. Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby Refactor). --- # TODO - [x] Pick - [x] Compile - [x] Fix runtime errors - [ ] Fix up humanoid profile editor - [ ] Test everything --- # Changelog 🆑 - add: Merged 400 WizDen PRs. Happy testing! --------- Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: FungiFellow <151778459+FungiFellow@users.noreply.github.com> Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Magnus Larsen <i.am.larsenml@gmail.com> Co-authored-by: Hanz <41141796+Hanzdegloker@users.noreply.github.com> Co-authored-by: Kukutis96513 <146854220+Kukutis96513@users.noreply.github.com> Co-authored-by: potato1234_x <79580518+potato1234x@users.noreply.github.com> Co-authored-by: Gotimanga <127038462+Gotimanga@users.noreply.github.com> Co-authored-by: Mangohydra <156087924+Mangohydra@users.noreply.github.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: Morb <14136326+Morb0@users.noreply.github.com> Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Co-authored-by: KrasnoshchekovPavel <119816022+KrasnoshchekovPavel@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: KittenColony <149278380+KittenColony@users.noreply.github.com> Co-authored-by: ShadowCommander <shadowjjt@gmail.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com> Co-authored-by: ERROR404 <100093430+ERORR404V1@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: Jezithyr <jezithyr@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: no <165581243+pissdemon@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: Ciac32 <aknoxlor@gmail.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: NotSoDana <75203942+NotSoDana@users.noreply.github.com> Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: nao fujiwara <awkwarddryad@gmail.com> Co-authored-by: Michael <107807667+Doc-Michael@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: Lamrr <96937466+Lamrr@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Jay <67732946+DuskyJay@users.noreply.github.com> Co-authored-by: Just-a-Unity-Dev <67359748+Just-a-Unity-Dev@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Tyzemol <85772526+Tyzemol@users.noreply.github.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> Co-authored-by: RumiTiger <154005209+RumiTiger@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com> Co-authored-by: Ty Ashley <42426760+TyAshley@users.noreply.github.com> Co-authored-by: exincore <me@exin.xyz> Co-authored-by: 0x6273 <0x40@keemail.me> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com> Co-authored-by: Łukasz Mędrek <lukasz@lukaszm.xyz> Co-authored-by: Hannah Giovanna Dawson <karakkaraz@gmail.com> Co-authored-by: TurboTracker <130304754+TurboTrackerss14@users.noreply.github.com> Co-authored-by: OnsenCapy <101037138+LGRuthes@users.noreply.github.com> Co-authored-by: pigeonpeas <147350443+pigeonpeas@users.noreply.github.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com> Co-authored-by: Rio <110139251+Riolume@users.noreply.github.com> Co-authored-by: vorkathbruh <152932728+vorkathbruh@users.noreply.github.com> Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com> Co-authored-by: PrPleGoo <PrPleGoo@users.noreply.github.com> Co-authored-by: Moomoobeef <62638182+Moomoobeef@users.noreply.github.com> Co-authored-by: username <113782077+whateverusername0@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: Джексон Миссиссиппи <tripwiregamer@gmail.com> Co-authored-by: Brandon Li <48413902+aspiringLich@users.noreply.github.com> Co-authored-by: Jajsha <101492056+Zap527@users.noreply.github.com> Co-authored-by: RiceMar1244 <138547931+RiceMar1244@users.noreply.github.com> Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com> Co-authored-by: youtissoum <51883137+youtissoum@users.noreply.github.com> Co-authored-by: ike709 <ike709@users.noreply.github.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Geekyhobo <66805063+Geekyhobo@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> # Conflicts: # Content.Client/Input/ContentContexts.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Shared/Alert/AlertType.cs # Content.Shared/Input/ContentKeyFunctions.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs # Resources/ConfigPresets/EinsteinEngines/default.toml # Resources/Prototypes/Alerts/alerts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/keybinds.yml |
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cebab3b3f6 |
[Upstream] Upstream. Yappie (#50)
* Fix Prize Balls' Pet Rock (#831)
# Description
This PR fixes an undetected bug in Prize Balls where an error would
occur if a prize ball tried to give out a BasePetRock.
---
No CL No Fun
Signed-off-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
* More/Better Tips (#844)
# Description
This PR adds several new Tips that are specific to Einstein-Engines. I
also removed some tips that are completely irrelevant to the game. These
should be as a whole, relevant only to SS14 and Einstein Engines. While
some joke tips are probably fine, they should still be game relevant.
# Changelog
🆑
- add: Several new tips have been added to the game, many of which
reference new content available on Einstein-Engines.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
* Automatic Changelog Update (#844)
# Conflicts:
# Resources/Changelog/Changelog.yml
* Fix some Things with Interaction Verbs (#854)
# Description
Fixes:
- Interaction verbs being usable regardless of whether the user can
access the target (I checked for CanInteract but not CanAccess 😭), which
fixes #836
- Certain close-range verbs having a ridiculous 2-tile range (now it's
1.2, similarly to hugging and other things)
- Certain locale strings missing
This also separates verb checks into its own method in the interaction
verb system and adds more error messages instead of one generic "some
requirements are not met".
# Changelog
🆑
- fix: Fixed a couple issues with the new interaction verb system.
* Automatic Changelog Update (#854)
* Fix Colored Jumpskirts Actually Being Skirts (#848)
# Description
This matters for Birbs. All Colored Jumpskirts were incorrectly parented
to Jumpsuit and not Jumpskirt, meaning that Harpies couldn't wear them.
This fixes that issue.
# Changelog
🆑
- add: Due to NUMEROUS complaints, NanoTrasen has swapped the sticker
labels on all colored jumpskirts to correctly state that they are
infact, "Skirts", so now they can legally be worn by Harpies, Lamia, and
Arachne.
* Automatic Changelog Update (#848)
* Ports Trait Rebalance From Floof (#842)
# Description
This PR ports my trait balance changes from Floof. You can find the PR
for that repo at https://github.com/Fansana/floofstation1/pull/170.
---
# Changelog
🆑
- tweak: The cost of many traits have been updated
- tweak: A few traits have been tweaked
---------
Signed-off-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com>
Co-authored-by: Fansana <116083121+Fansana@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
* Automatic Changelog Update (#842)
* Roboticist (#801)
# Description
By a (somewhat) popular request from floofstation, this adds the
roboticist job (each existing map gets 1 job slot, since robotics on
each of them is just one tiny room that's more similar to a broom closet
than a subdepartament).
The job is purely cosmetical and does not offer any new accesses since
that would require changing a lot of maps and would probably make being
a scientist in the absense of a roboticist miserable. If needed,
roboticists can always build blast doors on the entrance to robotics, as
someone has done before in my experience.
This also adds the robotics PDA, robotics ID card, robotics satchel,
backpack, and duffel (duffel icon taken from paradise station, rest of
the sprites is respective science bags recolored by me to match the
palette of the icon). This also increases the capacity of mystagogue's
science PDA box to incorporate the new PDA type.
<details><summary><h1>Media</h1></summary>
<p>





</p>
</details>
---
# Changelog
🆑
- add: A new Roboticist job has been added. The job does not offer any
new accesses, but lets you distinguish yourself from scientists.
Existing maps will need to be updated to support the new job.
- add: Added new PDA, ID, and bag variants for roboticists. The
mystagogue will now also find a roboticist PDA in their office.
---------
Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
* Automatic Changelog Update (#801)
* Loadouts V3 (#736)
# Description
Resolves #723
Resolves #708
Resolves #691
Resolves #671
Resolves #643
Adding/removing loadouts and categories (and trait stuff) will require
disconnecting and reconnecting to the server (or anything that will
reload the lobby UI) due to how I've done my caching.
---
# TODO
- [x] Test entity IDs from loadouts
- [x] Better Tab Container
- [x] Scroll props
- [x] Margin props
- [x] Make vertical work
- [x] Merge buttons
- [x] Subcategories
- [x] Allow the same for traits (their tab is completely broken)
- [x] Give the Job Picker tab a BoxContainer
- [x] Different selected unusable color
- [x] Deselect unusable button
- Sort menu/Reverse sort direction button
- [x] Fix scroll resetting on updating
- [x] Cache loadouts
- [x] Ensure everything that can affect reqs updates everything that
checks reqs
- [x] More Requirements
- [x] Height
- [x] Width
- [x] Weight
- [x] Gender
- [x] Sex
- Markings
- [x] Logic
- [x] And
- [x] Or
- [x] Xor
- [x] Item groups
- [x] #643
- Something better than `Exclusive`
- Allow picking slots for things to go in (hands and inventories too)
- [x] Add a background to the loadout spriteView
- [x] Get better style colors
---
- [ ] More PRs
- [ ] Remove duplicate command loadouts that are outside the command
folders/categories
- [ ] Categorize job loadouts (By dept?)
- [ ] Fix [every
loadout](https://discord.com/channels/1218698320155906090/1218698321053356060/1279260210208440361)'s
IDs (who reviewed them??)
- [ ] Make loadout ID migrations?
---
<details><summary><h1>Media</h1></summary>
<p>
## New loadouts/traits UI
<!--



-->


## NeoTabContainer allows changing the tab orientation
### https://youtu.be/krg8TJoQG3I


</p>
</details>
---
# Changelog
🆑
- fix: The loadout/trait editors' performance has been improved by
100~1000x
- tweak: The character editor's tabs look, feel, and function much
better
- fix: Unusable loadouts/traits have an orange color when selected
- tweak: Loadout previews are now inside the button
- add: Added a button to remove any unusable loadouts (or traits) you
have selected
- add: Loadouts and traits can have subcategories, though only Command
loadouts use them at the moment
- fix: Fixed empty loadout categories not hiding
- fix: Fixed spacing on some loadout requirements' reason text
- fix: Fixed traits not updating after saving
# Conflicts:
# Content.Shared/Customization/Systems/CharacterRequirements.Profile.cs
# Resources/Locale/en-US/customization/character-requirements.ftl
# Resources/Prototypes/Loadouts/Jobs/service.yml
* Automatic Changelog Update (#736)
* Fix For Discord Changelog (#869)
Signed-off-by: Evgencheg <73418250+Evgencheg@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
* Civilian Uniform Loadout Group (#872)
# Description
I'm going to split the other groups into their own PRs, next up is
Shoes. This PR adds all of the "Civilian" uniforms to the first of what
will be many new Loadout Groups, and now takes the opportunity to
significantly cut down on the loadout point costs of all non-job
uniforms. Now the overwhelming majority of them are 0 or 1 point, with
rare few examples being only 2 points. The tradeoff for this is that you
are limited to a single selection of civilian uniforms to take with you
to the station, presumably in addition to your job uniform as a spare
outfit, if desired.
Next up, shoes.
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/47804a59-189d-4432-bac9-0b010c50f61e
</p>
</details>
---
# Changelog
🆑
- add: The first of all new loadout groups has been added, Civilian
Uniforms. Only one civilian uniform can be selected, in exchange for...
- tweak: All non-job specific uniforms have had their points reduced
drastically, almost all of them down to 0 points, with only a tiny
handful at 2 points, and the rest as 1.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
* Shoes Loadout Group (#873)
# Description
This is the next PR after
https://github.com/Simple-Station/Einstein-Engines/pull/872
This time adding an item group for Shoes, and drastically cutting down
on the base cost of shoes to compensate.
# Changelog
🆑
- tweak: The cost of all shoes in loadouts has been reduced, in most
cases to 0.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
* Hat Loadout Group (#876)
# Description
Cheaper Hats
# Changelog
🆑
- tweak: All non-job specific headgear has been significantly reduced in
Loadout point costs, most of them to 0.
* Outerclothes Loadout Group (#877)
# Description
And now Outerwear. :)
# Changelog
🆑
- tweak: All non-job outerwear has had their Loadout point costs
significantly reduced.
* Gloves Loadout Group (#878)
# Description
Gloves Next. Woo.
# Changelog
🆑
- tweak: All gloves have had their Loadout point costs reduced, many to
0.
* Miscellaneous Item Groups (#880)
# Description
This is the last of the Loadout Item Group PRs I'm going to do for now.
This PR adds several more than the previous ones, primarily to split up
the Items tab into several distinct groups so as to push down the costs
of many items. In particular, the new groups are:
1. Smokes
2. Lighters
3. Instruments
4. Air tanks
5. Box Kits(Survival Boxes or Medkits)
6. Writables
Survival boxes sharing an Item Group with Medkits is kind of intentional
here. Both of them take up a SIGNIFICANT amount of your starting
inventory space. Now we can have free survival kits once again, but also
have as an option, where you can elect to spend some of your loadout
points to take a personal Medkit instead of a survival box. You can
think of it as an upgrade over a standard survival kit. :)
# Changelog
🆑
- tweak: Item groups for Smokes, Lighters, Instruments, Air Tanks,
SurvivalBoxes/Medkits, and Writable items have been added. All items in
these categories have received discounts to their costs, and in some
cases have become free.
# Conflicts:
# Resources/Prototypes/Loadouts/items.yml
* Neck Loadout Group (#874)
# Description
And another one! This time Neck slot items. Sequel to
https://github.com/Simple-Station/Einstein-Engines/pull/872
# Changelog
🆑
- tweak: All neck slot Loadout items have had their costs significantly
reduced, most of them to 0.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
* Automatic Changelog Update (#872)
* Automatic Changelog Update (#874)
* Eyewear Loadout Group (#879)
# Description
Now for Eyes...
Last one to do is split apart the "Items" tab.
# Changelog
🆑
- tweak: Eyewear have had their loadout point costs significantly
reduced.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
* Masks Loadout Group (#875)
# Description
Yet another sequel to
https://github.com/Simple-Station/Einstein-Engines/pull/872
This time Masks
# Changelog
🆑
- tweak: All masks have had their loadout point costs substantially
reduced.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
* Automatic Changelog Update (#879)
* Automatic Changelog Update (#875)
* Update discord-changelog.yml (#881)
Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
* Revert "[Feature] Short Construction System / Система Крафтов В Руках (#17)"
This reverts commit
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e7975c3c9a |
Improved RCDs (#22799)
* Initial radial menu prototyping for the RCD * Radial UI buttons can send messages to the server * Beginning to update RCDSystem * RCD building system in progress * Further updates * Added extra effects, RCDSystem now reads RCD prototype data * Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken * Added extra functionality to RadialContainers plus documentation * Fixed localization of RCD UI strings * Menu opens near cursor, added basic RCD * Avoiding merge conflict * Implemented atomized construction / deconstruction rules * Increased RCD ammo base charges * Moved input context definition to content * Removed obsoleted code * Updates to system * Switch machine and computer frames for electrical cabling * Added construction ghosts * Fixed issue with keybind detection code * Fixed RCD construction ghost mispredications * Code clean up * Updated deconstruction effects * RCDs effects don't rotate * Code clean up * Balancing for ammo counts * Code clean up * Added missing localized strings * More clean up * Made directional window handling more robust * Added documentation to radial menus and made them no longer dependent on Content * Made radial containers more robust * Further robustness to the radial menu * The RCD submenu buttons are only shown when the destination layer has at least one children * Expanded upon deconstructing plus construction balance * Fixed line endings * Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag * Bug fixes * Revert unnecessary change * Updated RCD strings * Fixed bug * More fixes * Deconstructed tiles/subflooring convert to lattice instead * Fixed failed tests (Linux doesn't like invalid spritespecifer paths) * Fixing merge conflict * Updated airlock assembly * Fixing merge conflict * Fixing merge conflict * More fixing... * Removed erroneous project file change * Fixed string handling issue * Trying to fix merge conflict * Still fixing merge conflicts * Balancing * Hidden RCD construction ghosts when in 'build' mode * Fixing merge conflict * Implemented requested changes (Part 1) * Added more requested changes * Fix for failed test. Removed sussy null suppression * Made requested changes - custom construction ghost system was replaced * Fixing merge conflict * Fixed merge conflict * Fixed bug in RCD construction ghost validation * Fixing merge conflict * Merge conflict fixed * Made required update * Removed lingering RCD deconstruct tag * Fixing merge conflict * Merge conflict fixed * Made requested changes * Bug fixes and balancing * Made string names more consistent * Can no longer stack catwalks |
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e4b8f701e3 |
Mirror: Add a toggle for colorblind friendly progress bar colors (#130)
## Mirror of PR #25318: [Add a toggle for colorblind friendly progress bar colors](https://github.com/space-wizards/space-station-14/pull/25318) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `f3f4616c49317898aeeff304160b0b50df9ee851` PR opened by <img src="https://avatars.githubusercontent.com/u/98561806?v=4" width="16"/><a href="https://github.com/EmoGarbage404"> EmoGarbage404</a> at 2024-02-16 17:40:39 UTC PR merged by <img src="https://avatars.githubusercontent.com/u/19864447?v=4" width="16"/><a href="https://github.com/web-flow"> web-flow</a> at 2024-03-09 11:43:20 UTC --- PR changed 8 files with 169 additions and 84 deletions. The PR had the following labels: - Changes: UI - Status: Needs Review --- <details open="true"><summary><h1>Original Body</h1></summary> > <!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- The text between the arrows are comments - they will not be visible on your PR. --> > > ## About the PR > <!-- What did you change in this PR? --> > Adds a toggle in the accessibility menu that lets 'progress bars' (doafters, medhud) toggle between a standard rainbow palette and the colorblind-friendly Viridis palette. > > also makes the medhud bar unshaded to match the icon and to improve readability. > > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > Medical huds used a (frankly) bastardized version of Viridis without proper smoothing. Doafters used the standard rainbow palette but with actual smoothing. I personally don't really like the medhud colors, but i figured if i wanted to get rid of them it was best to unify and make it an option broadly so that people who needed it could get more use out of it. > > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > Makes a new static method in ProgressColorSystem that handles the CVAR. also adds a new checkbox to MiscTab.xaml > > ## Media > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> > > https://github.com/space-wizards/space-station-14/assets/98561806/743c2c31-6504-4693-ab6b-7f54e0d65e06 > > - [x] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > **Changelog** > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > > 🆑 > - add: Added a new "colorblind friendly" toggle in the accessibility menu. This allows you to toggle between a standard and colorblind-friendly palette for things like progress bars and the medical HUD. > - tweak: The medical HUD is now bright, even in low light levels. > </details> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> |
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772218ab65 |
Fix shuttle console UI scaling (#25807)
(cherry picked from commit b7ccf738883b486364b10b272ce4c9fef3ad6261) |
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f102e8ff75 |
Shuttle console + FTL rework (#24430)
* Add shuttle interior drawing back Just do it per-tile she'll be right, at least it's done with 1 draw call. * Revamp shuttle console * Bunch of cleanup work * Lables sortito * dok * Pixel alignment and colours * Fix a bunch of drawing bugs * Shuttle map drawing * Drawing fixes * Map parallax working finally * weh * Commit all my stuff * mic * deez * Update everything * Xamlify everything * uh * Rudimentary blocker range * My enemies have succeeded * Bunch of changes to FTL * Heaps of cleanup * Fix FTL bugs * FTL * weewoo * FTL fallback * wew * weh * Basic FTL working * FTL working * FTL destination fixes * a * Exclusion zones * Fix drawing / FTL * Beacons working * Coordinates drawing * Fix unknown map names * Dorks beginning * State + docking cleanup start * Basic dock drawing * Bunch of drawing fixes * Batching / color fixes * Cleanup and beacons support * weh * weh * Begin pings * First draft at map objects * Map fixup * Faster drawing * Fix perf + FTL * Cached drawing * Fix drawing * Best I got * strips * Back to lists but with caching * Final optimisation * Fix dock bounds * Docking work * stinker * kobolds * Btns * Docking vis working * Fix docking pre-vis * canasses * Helldivers 2 * a * Array life * Fix * Fix TODOs * liltenhead feature club * dorking * Merge artifacts * Last-minute touchup (cherry picked from commit c5486873db0d6826122eb1f30007e392fc101082) |
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c9f4910cb9 |
News UI overhaul and PDA notifications (#19610)
(cherry picked from commit 0752acdc2ca2db43581e2c0d95a5d96041247bc9) |
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ccea85136b |
Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe. This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown. * Fix a bunch of warnings * More warning fixes * Use new DateTime serializer to get rid of ISerializationHooks in changelog code. * Get rid of some more ISerializationHooks for enums * And a little more * Apply suggestions from code review Co-authored-by: 0x6273 <0x40@keemail.me> --------- Co-authored-by: 0x6273 <0x40@keemail.me> (cherry picked from commit 68ce53ae17985876d6d112b764b2144964a9f42e) |
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215d861bb8 |
make dialog window not evil (#24677)
* add Placeholder and make default buttons flags consistent w old behaviour * DialogWindow ops * make QuickDialog use DialogWindow * Update Content.Client/UserInterface/Controls/DialogWindow.xaml --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> (cherry picked from commit 6b03aaaec78bd50c8f4730c9aa7d0f5cea76e782) |
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0c745cd168 |
Fix right click not showing the context menu in AHelps, players tab and objects tab (#22798)
* Fix right clicks in AHelp window * Fix player tab right click * Fix objects tab right click |
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8e25e7a1f4 | Improve gas analyzer interface (#22779) | ||
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8c4ea47858 | Rename SpriteView field (#21794) | ||
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144b0c7f4a | Change ListContainer to send null when selected is removed from the data (#20595) | ||
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9cc8a7fc81 | Remove 700 usages of Component.Owner (#21100) | ||
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8ad2f087ef |
Make it grey again! (#149)
* Grey * fix * fix2 --------- Co-authored-by: Debug <49997488+DebugOk@users.noreply.github.com> |
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83f54813a4 | Changes for SplitContainer Engine PR (#20383) | ||
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cd8e4303a2 |
Improve vv /c/enthover and add keybind (#20127)
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21fdea5e5a | Remove lights compref (#19531) | ||
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94bc23b9a6 | Fixed error when equipping the energy katana as a space ninja (#20015) | ||
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98f6619563 | Remove custom tooltip timings (#19604) | ||
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11a57be230 | Remove usages of obsolete SpriteView.Sprite.set() (#19500) | ||
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73996d17e4 | Remove accidental using directives on transient dependencies. (#18999) | ||
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08d6a42983 | Minor visual fixups from StyleboxTexture scaling (#17763) | ||
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68480af109 | Update content vectors to numerics (#17759) | ||
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ba9a369d0e |
Guidebook links (#17162)
* Guidebook links * warning! |
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6269548835 |
Make SlotControl textures nullable (#16519)
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fac42ef0c0 |
Fix action numbers (/handle UI default theme update) (#15840)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> |