Commit Graph

25 Commits

Author SHA1 Message Date
Skubman
a46b4f2b5a New Species: Plasmaman (#1291)
# Description

Adds the Plasmamen as a playable species. Plasmamen are a skeletal
species who depend on Plasma to live, and oxygen is highly fatal to
them. Being exposed to oxygen will set them on fire, unless they wear
their envirosuits.

## Species Guidebook

<img width=500px
src="https://github.com/user-attachments/assets/a1ef91ef-87b2-4ae0-8b5c-922a0c34777f">
<img width=500px
src="https://github.com/user-attachments/assets/110f0fa0-7dc4-410b-a2c0-a517f0311484">

**SPECIAL:**

- Plasmamen speak the language Calcic, a language they share with
Skeletons.

## Shitmed Integration

Plasmamen are the first ever species designed with Shitmed in mind, with
one of their core mechanics (self-ignition) powered entirely by Shitmed.

Whether or not a Plasmaman ignites from oxygen exposure depends only on
their body parts. A Plasmaman with only their head exposed will not burn
as much as an entirely naked Plasmaman. You can **transfer** Plasmaman
body parts to non-Plasmamen through **surgery** so that they also ignite
from oxygen exposure. Meanwhile, a Plasmaman with a non-Plasmaman head
can expose their head without self-igniting.

https://github.com/user-attachments/assets/0aa33070-04be-4ded-b668-3afb9f4ddd7c

## Technical Details

This also cherry-picks
https://github.com/space-wizards/space-station-14/pull/28595 as a
quality-of-life feature to ensure Plasmamen keep their internals on upon
toggling their helmet with a breath mask on.

## TODO

### RELEASE-NECESSARY

<details>

- [x] Port more envirosuits / enviro helms (job-specific) and their
sprites
- [x] Remove breath masks from default plasmaman loadouts because the
envirohelms already allow them to breathe internals
- [x] Change default plasma tank to higher-capacity version
- [x] Prevent plasmamen from buying jumpsuits and helmets other than
envirosuits
- ~~[ ] **Client UI update for loadout groups min/max items and default
items**~~
- [x] Plasmaman-specific mask sprites from TG
- [x] Disable too cold alert for plasmamen
- [x] Create/port sprites for these jobs
  - [x] Courier
  - [x] Forensic Mantis
  - [x] Corpsman (Resprite security envirosuit)
  - [x] Prison Guard (Resprite security envirosuit)
- [x] Magistrate (No Paradise envirosuit so use new colorable
envirosuit)
  - [x] Blueshield (Port from Paradise and tg-ify?)
- [x] NanoTrasen Representative (No Paradise envirosuit so use new
colorable envirosuit)
- [x] Martial Artist (use new colorable envirosuit and make pure white)
  - [x] Musician (use new colorable envirosuit)
  - [x] Reporter (use new colorable envirosuit)
  - [x] Zookeeper (use new colorable envirosuit)
  - [x] Service Worker (use new colorable envirosuit)
  - [x] Gladiator
  - [x] Technical Assistant
  - [x] Medical Intern
  - [x] Acolyte / Research Assistant
  - [x] Security Cadet
  - [x] Assistant
- You know what. These intern jobs are fine. They can use their normal
equivalent's envirosuits.
  - [x] Logistics Officer (use new colorable envirosuit)
- [x] Adjust sprites to be closer to actual job
  - [x] Captain (Shift color to be closer to ss14 captain)
  - [x] ~~CMO (Remove yellow accents)~~
  - [x] Port HoP envirogloves sprite
- [x] unique sprite for self-extinguish verb
- [x] Refactor conditional gear stuff to live only in
StartingGearPrototype with `SubGear`
`List<ProtoId<StartingGearPrototype>>` field and `List<Requirement>`
field for sub-gear requirements
- [x] Add starting gear for paradox anomaly, and antags and ghost roles
  - [x] Paradox
  - [x] Nukies
  - [x] Disaster victims
  - [x] Listening post operative
- [x] Make all envirosuit helmets have a glowing (unshaded) visor
- [x] Envirosuit extinguish visuals
- [x] JobPrototype: AfterLoadoutSpecial
- [x] Set prisoner envirohelm battery to potato, command/sec/dignitary
to high-powered
  - [x] Set base envirosuit extinguishes to 4, sec 6 and command 8
- [x] Improve plasmaman organ extraction experience
  - [x] Body parts now give 1 plasma sheet each, while Torso gives 3
  - [x] Organs can be juiced to get plasma
- [x] Make envirohelm flashlights battery-powered
- [x] Plasmamen visuals
- [x] Grayscale sprites for color customization, and set default
skintone color to Plasmaman classic skintone
  - [x] Plasmaman eye organ sprite
- [x] Add basic loadouts
- [x] Add way to refill envirosuit charges (refill at medical protolathe
after some research)

</details>

### Low Importance

<details>

- [x] Envirogloves
- [ ] (SCOPE CREEP) Plasma tanks sprite (only normal emergency/extended,
rather low priority)
- [ ] (SCOPE CREEP) Modify envirosuit helmet sprites to have a
transparent visor
- [ ] Glowing eyes/mouth marking
- [x] More cargo content with plasma tanks / envirosuits
  - [x] Plasmaman survival kit like slime
  - [x] Additional plasma tanks
  - [ ] (SCOPE CREEP) Plasmaman EVA suits
- [x] ~~Add envirosuits to clothesmate~~
- [x] Add more plasma tanks to random lockers and job lockers
- [x] Turn envirosuit auto-extinguish into extinguish action
- [x] move self-extinguish verb stuff to shared for prediction of the
verb
- [x] move self-extinguisher stuff away from extinguisher namespace
- [x] unique sprite for self-extinguish icon
  - [x] ~~IDEA: purple glowy fire extinguisher ~~
- [x] on self-extinguish, check for pressure immunity OR ignite from gas
immunity properly
- [x] See envirosuit extinguish charges in examine
- [x] Milk heals on ingestion
- [x] Plasma heals on ingestion
- [x] Self-ignition doesn't occur on a stasis bed
- [x] ~~Self-ignition doesn't occur when dead~~
- [x] Guidebook entry
- [x] Make self-ignition ignore damage resistances from fire suits
- [x] ~~Make self-ignition ignore damage resistances from armor~~
- [x] ~~Unable to rot?~~
- [x] Make the envirosuit helmet toggle on for the character dummy in
lobby
- [ ] (SCOPE CREEP) One additional Plasmaman trait
- [x] ~~Showers extinguish water as well as water tiles~~
- Unnecessary as stasis beds now prevent ignition, allowing surgery on a
plasmaman on stasis beds.
- [x] Unique punch animations for Plasmafire Punch/Toxoplasmic Punch
traits
- [x] Actually remove toxoplasmic it's just slop filler tbh
- [ ] Talk sounds
  - [ ] Normal
  - [ ] Question
  - [ ] Yell
- [x] Positive moodlet for drinking milk / more positive moodlet for
drinking plasma
- [x] Increase moodlet bonus and also minimum reagent required for the
plasma/milk moodlets
- [x] Increase fire rate base stacks on ignite cause putting out your
helmet for a few secs isn't that dangerous due to the fire stacks
immediately decaying
- [x] I think halving firestack fade from -0.1 to -0.05 might work to do
the same thing too
- [ ] (SCOPE CREEP) Get bone laugh sounds from monke
'monkestation/sound/voice/laugh/skeleton/skeleton_laugh.ogg'
- [ ] (SCOPE CREEP) When EVA plasmaman suit is added, 25% caustic resist
- [x]  Envirosuit helmet
  - [x] Equivalent of 100% bio / 100% fire / 75% acid resist
- [x] Envirosuit
  - [x] Equivalent of 100% bio / 100% fire / 75% acid resist
- [x] Envirogloves
  - [x] Equivalent of 100% bio / 95% fire / 95% acid resist
- [x] Put breath mask back on
- [x] Refactor: put body parts covered data into component instead of
being hardcoded

</details>

## Media

**Custom Plasmaman Outfits**

All of these use the same **absolutely massive** [envirosuit
RSI](0c3af432df/Resources/Textures/Clothing/Uniforms/Envirosuits/color.rsi)
and [envirohelm
RSI](0c3af432df/Resources/Textures/Clothing/Head/Envirohelms/color.rsi)
to quickly create the envirosuits that didn't exist in SS13 where the
envirosuit sprites were ported.

From Left to Right: Magistrate, Prison Guard, Boxer, Reporter, Logistics
Officer

<img width=200px
src="https://github.com/user-attachments/assets/bf990841-7d9e-4f4e-abae-8f29a3980ca1">
<img width=200px
src="https://github.com/user-attachments/assets/07ca7af7-4f43-4504-9eac-4ca9188ae98e">
<img width=200px
src="https://github.com/user-attachments/assets/0d20332c-826f-4fec-8396-74e84c23b074">
<img width=200px
src="https://github.com/user-attachments/assets/1634364e-7cb3-457b-b638-e1b562b7c0c5">
<img width=200px
src="https://github.com/user-attachments/assets/c2881764-f2fa-4e40-9fbf-35d1b717c432">

**Plasmaman Melee Attack**

https://github.com/user-attachments/assets/6e694f2c-3e03-40bf-ae27-fc58a3e4cb6c

**Chat bubble**

<img width=240px
src="https://github.com/user-attachments/assets/e3c17e6d-5050-410f-a42c-339f0bfa30a1">

**Plasmaman Body**

<img width=140px
src="https://github.com/user-attachments/assets/7ed90a47-9c33-487d-bd44-c50cec9f16dd">

With different colors:

<img width=140px
src="https://github.com/user-attachments/assets/0a28068e-7392-4062-950b-f60d2602da84">
<img width=140px
src="https://github.com/user-attachments/assets/9b652311-0305-4ec0-be60-e404697617a2">

**Skeleton Language**

![image](https://github.com/user-attachments/assets/89b2b047-3bfa-4106-926e-6c412ed6e57c)

**(Bonus) Skeleton chat bubble**

<img width=240px
src="https://github.com/user-attachments/assets/a2e2be5c-f3ae-49d9-b655-8688de45b512">

**Self-Extinguish**

https://github.com/user-attachments/assets/6c68e2ef-8010-4f00-8c24-dce8a8065be8

The self-extinguish is also accessible as a verb, which also means that
others can activate your self-extinguish if they open the strip menu.

<img width=200px
src="https://github.com/user-attachments/assets/291ab86d-2250-46ec-ae0c-80084ab04407">

The self-extinguish action has different icons depending on the status
of the self extinguish.

Left to right: Ready, On Cooldown, Out Of Charges

<img
src="https://github.com/user-attachments/assets/0340de8a-9440-43b1-8bff-1c8f962faa0c">

<img
src="https://github.com/user-attachments/assets/11f73558-6dc1-444d-b2ef-2f15f55174ca">

<img
src="https://github.com/user-attachments/assets/030ed737-f178-4c60-ba0c-109659e7d9cb">

**Envirosuit Extinguisher Refill**

<img width=300px
src="https://github.com/user-attachments/assets/9379294b-e3f3-436d-81bc-2584631869ef">
<img width=300px
src="https://github.com/user-attachments/assets/807b9e9e-7b4b-4593-aa1f-d9d24ac6985c">

**Loadouts**

<img width=400px
src="https://github.com/user-attachments/assets/55713b87-29bb-41b3-b7a3-88fbc6e5e797">
<img width=400px
src="https://github.com/user-attachments/assets/ab1757fa-9b70-4a66-b5ae-20fd9cabe935">
<img width=400px
src="https://github.com/user-attachments/assets/aacc4cf7-9ce1-4099-b8c7-108bef1f3bde">
<img width=400px
src="https://github.com/user-attachments/assets/58604dc2-82ef-4d42-b9e2-639548c93f40">

**Plasma Envirosuit Crate**
<img width=400px
src="https://github.com/user-attachments/assets/fa362387-9c10-47c3-b1af-2c11e6b00163">

<img width=400px
src="https://github.com/user-attachments/assets/bf773722-9034-4469-967d-e00dbf8c77a7">

**Internals Crate (Plasma)**
<img width=400px
src="https://github.com/user-attachments/assets/fcd4ff2e-09e9-423a-9b21-96817f6042a4">

<img width=400px
src="https://github.com/user-attachments/assets/bf773722-9034-4469-967d-e00dbf8c77a7">

**Glow In The Dark**

![image](https://github.com/user-attachments/assets/9728eb33-55d5-4f82-92ac-3a7756068577)

## Changelog

🆑 Skubman
- add: The Plasmaman species has arrived! They need to breathe plasma to
live, and a special jumpsuit to prevent oxygen from igniting them. In
exchange, they deal formidable unarmed Heat damage, are never hungry nor
thirsty, and are immune to cold and radiation damage. Read more about
Plasmamen in their Guidebook entry.
- tweak: Internals are no longer toggled off if you take your helmet off
but still have a gas mask on and vice versa.
- tweak: Paradox Anomalies will now spawn with the original person's
Loadout items.
- fix: Fixed prisoners not being able to have custom Loadout names and
descriptions, and heirlooms if they didn't have a backpack when joining.

---------

Signed-off-by: Skubman <ba.fallaria@gmail.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit e68e0c3f4b9cf263e07efc888b32a091df62fb51)
2025-01-29 20:19:20 +03:00
Aiden
1515537b39 Constrict Height and Width via a Size Ratio & Fix Humanoids Not Having A Fixture (#1049)
# Description

Title
Intended to stop players from making slender men type characters with
height maxed and width at the minimum, and vice versa
The ratio can be modified via the species' prototype

Also fixes the issue of players being able to noclip because they're
fixture has no radius by setting the Height and Width to the species
default if none is provided. (technically this also fixes Urists always
being as small as possible)

Solves #865 #497
Partially resolves #995

---

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


https://github.com/user-attachments/assets/1b3b32f1-5976-41f8-935b-7d53106e5452

</p>
</details>

---

# Changelog

🆑
- tweak: Height and width are now constrained by each other.
- fix: Humanoids can no longer phase through walls.

---------

Signed-off-by: Aiden <aiden@djkraz.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
2024-10-19 14:59:19 +07:00
FoxxoTrystan
3de7f5f7a9 Custom Specie Name (#994)
<!--
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]?
-->

Add a Custom Specie Name for servers that wishes to allow players to
have custom names.
This simply add some variables to the Profile/Humanoid, meaning copying
the profile will keep the custom names.

By default its is disabled, for servers owners wishing to enable those
please edit the Specie Prototype and add:
```
customName: true
```

Enabling it will make it able for players to edit the specie name of the
selected specie, and will have the window enabled.

This is my first time fucking with Profile and Database, i fucking hate
it.

---

<!--
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>


![image](https://github.com/user-attachments/assets/a6226fef-c015-45be-add9-ff8e3660d4bb)

![image](https://github.com/user-attachments/assets/cf440f13-5882-44fb-863a-4ba7d8dd1f68)

</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: Custom Species Names.

---------

Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2024-10-19 13:41:36 +07:00
Remuchi
eae3633b24 [Feature] Minor races tweaks (#49)
* feat: remove arachne, reintroduce dwarfs

* feat: rebance most races height/width

* fix: validate player character before joining

* feat: transfer arachne components to arachnid

* remove: disable roundstart oni

* feat: перевод названий рас

* feat: make dwarfs have a bit more stamina

* docs: marked changes as white dream
2024-09-12 12:51:42 +07:00
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)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

Ported over IPC from DS14, with the fixes from DeltaV.

---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->

- [X] Port
- [ ] Check for errors (Local tests wouldn't run on this one)

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->

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



</p>
</details>

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑
- add: Added IPC as a playable species.

---------

Signed-off-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Daniela <43686351+Day-OS@users.noreply.github.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

* Automatic Changelog Update (#744)

* Update MoodSystem.cs (#761)

# Description

MoodSystem was lacking a Component Shutdown to yeet the alert, so it was
causing intermittent test fails.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* Traits Refactor (#765)

# Description

I decided traits weren't flexible enough, so I refactored them to also
optionally add Actions(Activatable Abilities), and PsionicPowers(Going
through the PsionicAbilitiesSystem). Neither of these have any current
implementations, I'll leave that to other people. Trait Components are
by extension no longer a hard requirement, although if you add a blank
trait that adds nothing, you have only yourself to blame. But doing so
won't crash the game or throw an error anyway.

# Changelog

🆑
- add: Traits can now add Active Abilities to a character.
- add: Traits can now add Psionic Powers to a character.

* Automatic Changelog Update (#765)

* Made Stamres Show in Resistances View Take 2 (#767)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

title

for some reason something went horribly wrong
[here](https://github.com/Simple-Station/Einstein-Engines/pull/766)

---

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


![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)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

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

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑 Rane
- add: Added Xenoglossy to the psionic power pool.

---------

Signed-off-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* Automatic Changelog Update (#772)

* Increase Trait Point Granularity (#775)

# Description

Since we now have a LOT of Traits, and soon to be another fresh batch of
Traits coming in now that they've been refactored to offer even more
options, it's come up that Traits are kinda hard to balance with the
current combination of point costs and allotted starting points. To help
alleviate this problem, I've both doubled the point values of every
trait in the game, as well as doubled the default allotted starting
points. There is now more room to balance trait costs against each
other.

I have not however actually made use of the new range of point costs
yet, and would like to consult with other contributors and maintainers
on which traits need to be adjusted.

# TODO

- [ ] Go over trait point costs again to address balance.
- [ ] Do this again in 6 months when we have 200 traits.

# Changelog

🆑
- tweak: Trait points have been made more granular by both doubling the
available number of trait points, and increasing the base cost of all
pre-existing traits.

* Automatic Changelog Update (#775)

* Fix Heisentests (#778)

# Description

Attempt number 5000 to get the Heisentests to STOP.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* Fix RGB Moths (#777)

# Description

Magic single line Yml Fix obtained by digging through DeltaV's Blame 
**GO!**

# Changelog

🆑
- tweak: Moths can now be colorful again.

* Automatic Changelog Update (#777)

* Remove DV AGPL License Headers (#781)

# Description

They're confusing.

Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>

* Return Of The Cataloguer (#779)

# Description

Cataloguer has returned to Epistemics as the newest 4th member of the
"Crew Aligned Wizards Club". The Cataloguer is a variation on the
Librarian role, which automatically starts with the new Xenoglossy
Psionic Power, which allows him to know and speak all languages.
Additionally, the Cataloguer is now once again a member of Epistemics
instead of Civilian, and has had Epi added to his access.

On all maps that previously did not have a Librarian spawner, one
Scientist spawner has been replaced with a Cataloguer.

# Changelog

🆑
- add: Cataloguer has been re-added to the game as a new roundstart
Psionic role. The Cataloguer is a unique role that will always start
with the Latent Psychic trait, as well as the new Xenoglossy power,
which allows him to know and speak all languages.

* Automatic Changelog Update (#779)

* Psionic Power Feedback Messages (#776)

# Description

This PR implements the previously planned feature whereby obtaining a
Psionic Power plays some form of notification to alert the player that
they have gained a new ability. Since some Psionics like Xenoglossy are
purely passive, it's very important to give an indication to players
what's going on. To that end, PsionicPowerPrototype has been expanded to
include new datafields related to Initialization Feedback. There are now
three kinds of feedback messages: Popup, Feedback, and Metapsionic.

All feedback will only play for powers obtained during the round, rather
than for entities that innately start with powers.

- Popups will appear over your character's head as a small, brief
message. These should be no more than a sentence at most.
- Feedback will appear in the Chat window as a message only visible to
the Psion themself. These can be as much as a paragraph in length.
- Metapsionic messages are coming in their own separate PR:
https://github.com/Simple-Station/Einstein-Engines/pull/774

In a separate PR, I also wish to add Audio feedback as well.

# Media

I apologize that the video has been bitcrunched to a point that the chat
window can't be read.


https://github.com/user-attachments/assets/11e30e91-8fc6-48a2-b6a5-9ecf7127065e

# Changelog

🆑
- add: Gaining a new Psionic Power can now display messages to alert the
player, both as a short popup, and optionally a lengthier message sent
to the user's Chat window.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>

* Automatic Changelog Update (#776)

* Allow Playing Multiple Announcement Sounds at Once (#740)

# Description

@VMSolidus said he had issues with SuperMatter announcements not playing
correctly.

---

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


https://github.com/user-attachments/assets/e0cbbe77-00ce-4c9e-837a-00c91fee8623

</p>
</details>

---

# Changelog

🆑
- fix: Announcements can play multiple sounds now (you can revert to the
old behavior in sound setting if you want though)

* Automatic Changelog Update (#740)

* Add Insulation to Robots (#773)

# Description

Soulless Robots didn't have PsionicInsulation, which meant they were
eligible targets for powers such as Mindswap. This is a pretty simple
fix.

# Changelog
🆑
- fix: Robots and other mechanical creatures are now correctly immune to
non-physical psionic powers.

* Implement Mind Contests (#757)

# Description

Now that the initial Psionic Refactor is out of the way, this is my
first new standalone Psionics PR, filling in the MindContest function
that was added over a month ago(but was set to always return 1f as a
placeholder).

Mind Contests are unique among the Contests System in that they do not
treat the lack of a Psionic Component as a failure condition, and
instead as a variable.

No changelog because MindContests are not currently used anywhere, all
I'm doing is adding the actual function logic.

* Added Language and Healing Components to IPC Entities (#786)

# Description

This pull request introduces two new components to the IPC entities:

1. **LanguageKnowledge**: This component allows IPCs to speak and
understand Galactic Common and RobotTalk. Previously, IPCs were limited
to Universal language, which caused communication issues with the crew.
With this addition, IPCs can now effectively communicate using the
Galactic Common and RobotTalk languages.

2. **WeldingHealable**: This component enables IPCs to heal themselves
using a welding tool. Given the nature of IPCs as robotic entities, this
feature is essential for self-maintenance and ensures they can stay
operational even after sustaining damage.

These changes aim to improve the functionality and immersion of IPCs
within the game, allowing them to better integrate and interact with
other entities while also providing them with the ability to
self-repair.

---

# TODO

- [x] Add `LanguageKnowledge` component to IPC entities to support
Galactic Common and RobotTalk.
- [x] Add `WeldingHealable` component to IPC entities for self-repair
with welding tools.

# Changelog

🆑
- add: Added the ability for IPCs to speak and understand Galactic
Common and RobotTalk languages.
- add: Enabled IPCs to heal themselves using welding tools via the
WeldingHealable component.

Signed-off-by: v0idRift <163446847+v0idRift@users.noreply.github.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

* Automatic Changelog Update (#786)

* Fix supermatter.ftl (#790)

supermatter .ftl was broken, this fixes it.

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

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

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑
- fix: Supermatter Annoncements

Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>

* Automatic Changelog Update (#790)

* Fix Door Access (#798)

# Description
Somehow all the doors accesses broke. Seems somebody used the
AccessReader Component on the door instead of the door electronics. This
PR fixes all the doors that I could find that were broken.

# Changelog


🆑

- fix: Fixed most door accesses including: Lawyer, Mantis, Corpsman,
Boxer, Clown, Mime, Musician, Reporter, Library, Zookeeper, Salvage and
Psychologist.

* Automatic Changelog Update (#798)

* Cherry-Pick PR #27113 (#803)

# Description

This is a cherry-pick of
https://github.com/space-wizards/space-station-14/pull/27113
Which fixes a bug that has been reported here where the FixGridAtmos
command does not work.

# Changelog

🆑
- fix: Fixed the FixGridAtmos command.

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* Automatic Changelog Update (#803)

* Return Of The Pibble (#789)

# Description

This PR Rebases one of Nyanotrasen's funniest features: The Pibble.
I mean "Lab Mix", according to the description. Lab Mixes are comically
muscular dogs famous for their ability to attack and destroy Felinids,
Mailmen, and more recently Harpies. Watch out, there is also a rare
variant of Lab-Dachshund Mix, colloquially known as the "Ventbull",
which can occasionally be found roaming the station's vents. Please keep
your children, Felinids, and Birbs at a safe distance.

# Changelog

🆑
- add: Lab Mixes have been added to the game as a new random animal. Be
sure to keep Felinids and Harpies away from them.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* Automatic Changelog Update (#789)

* Make IPC Sounds Great Again (#811)

# Description

This PR brings back Ekrixi IPC sounds, and rebases IPC sounds on top of
silicons.
Duplicate of #810 [due to](# "Due to your attempt to evade your ban, you
are banned indefinitely. You may appeal your ban, but only at least 6
months after your last ban evasion attempt, and only with a voucher of
good behavior from another SS13/SS14 server.") `master` branch skill
issues.

<details open><summary><h2>Media</h2></summary>
None
</details>

---

# Changelog

🆑 router
- add: Added more sounds to IPCs. IPCs can now also whistle, whirr,
beep, boop, ping, chime, buzz and buzz twice.
- fix: IPCs no longer have the default wilhelm sound.
- tweak: Silicon deathgasps are now darker.

* Automatic Changelog Update (#811)

* Add IPC's Missing Components (#793)

# Description

IPCs were missing Offer Item, Laying Down, and Carriable.

# Changelog

🆑
- fix: IPCs can now lay down, offer people items, and be picked up and
carried.

* Automatic Changelog Update (#793)

* Temporarily Disable Telegnosis (#795)

# Description

Telegnosis is broken, and so I'm temporarily disabling it. 

# Changelog

🆑
- fix: Temporarily disabled Telegnosis pending a lengthier update.

* Automatic Changelog Update (#795)

* IPC Missing Deathgasp (#800)

# Description

IPC were missing a deathgasp, so I wrote one for them.


![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]?
-->

Rewrites the issue templates and removes the redundant security
vulnerability issue

Also, sorry Death, titles are now sentence case to maintain consistency
with the auto generated security policy one

Blame GitHub not me </3

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->

<details><summary><h1>Media</h1></summary>
<p>
Here's the old one, can't make issues on a fork so I can't show how it
looks now.

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

</p>
</details>

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

N/A

Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>

* Add PR URL to Changelogs and Make Author a Header (#843)

🆑
- add: New changelogs should now show links to their PRs
- tweak: Changelog authors should now be a header instead of bold text
- fix: Changelogs shouldn't send random amounts of old changelogs

---------

Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* Automatic Changelog Update (#843)

* Update actions_changelogs_since_last_run.py (#846)

string didn't become int
🆑
- fix: oatnsdaoersoaetaroeoertnsirlea

Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* Psychognomy (#808)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description
Psychognomy is a passive power that gives you a descriptor on the origin
of a telepathic message. There's enough of them that are ambiguous
enough. I also changed Oracle and Sophia a little bit, giving them
innate psionic powers.

🆑 Rane
- add: Added Psychognomy.
- tweak: Reverted Sophia name change.
- tweak: Minor tweaks to psionic chat eligibility and formatting.
- add: Some new utility has been added to player-controlled Oracle or
Sophia. NPC functionality later :^)

---------

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

* Automatic Changelog Update (#808)

# Conflicts:
#	Resources/Changelog/Changelog.yml

---------

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Signed-off-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com>
Signed-off-by: stellar-novas <stellar_novas@riseup.net>
Signed-off-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Signed-off-by: v0idRift <163446847+v0idRift@users.noreply.github.com>
Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
Signed-off-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com>
Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com>
Co-authored-by: Daniela <43686351+Day-OS@users.noreply.github.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: username <113782077+whateverusername0@users.noreply.github.com>
Co-authored-by: stellar-novas <stellar_novas@riseup.net>
Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: v0idRift <163446847+v0idRift@users.noreply.github.com>
Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
Co-authored-by: Fansana <116083121+Fansana@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: router <messagebus@vk.com>
Co-authored-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Evgencheg <73418250+Evgencheg@users.noreply.github.com>
Co-authored-by: TAZIKLIK <73418250+TAZIKLIK@users.noreply.github.com>
Co-authored-by: DJB1gYAPPA <whyeven42@gmail.com>
Co-authored-by: iNVERTED <alextjorgensen@gmail.com>
Co-authored-by: DJBIGYAPPA420 <antoniobryandiii@gmail.com>
Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com>
2024-09-06 02:58:42 +07:00
metalgearsloth
13e5c560f6 Loadouts redux (#25715)
* Loadouts redux

* Loadout window mockup

* More workout

* rent

* validation

* Developments

* bcs

* More cleanup

* Rebuild working

* Fix model and loading

* obsession

* efcore

* We got a stew goin

* Cleanup

* Optional + SeniorEngineering fix

* Fixes

* Update science.yml

* add

add

* Automatic naming

* Update nukeops

* Coming together

* Right now

* stargate

* rejig the UI

* weh

* Loadouts tweaks

* Merge conflicts + ordering fix

* yerba mate

* chocolat

* More updates

* Add multi-selection support

* test

h

* fikss

* a

* add tech assistant and hazard suit

* huh

* Latest changes

* add medical loadouts

* and science

* finish security loadouts

* cargo

* service done

* added wildcards

* add command

* Move restrictions

* Finalising

* Fix existing work

* Localise next batch

* clothing fix

* Fix storage names

* review

* the scooping room

* Test fixes

* Xamlify

* Xamlify this too

* Update Resources/Prototypes/Loadouts/Jobs/Medical/paramedic.yml

Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>

* Update Resources/Prototypes/Loadouts/loadout_groups.yml

Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>

* Update Resources/Prototypes/Loadouts/Jobs/Civilian/clown.yml

Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>

* Update Resources/Prototypes/Loadouts/Jobs/Civilian/clown.yml

Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>

* Update Resources/Prototypes/Loadouts/loadout_groups.yml

Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>

* Update Resources/Prototypes/Loadouts/Jobs/Security/detective.yml

Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>

* Update Resources/Prototypes/Loadouts/loadout_groups.yml

Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>

* ben

* Margins

---------
2024-07-12 02:28:31 -07:00
VMSolidus
efeb93b74e Port Height Sliders (#458) 2024-06-27 18:46:50 +01:00
DEATHB4DEFEAT
ee276f7bd2 Species Information in Guidebooks and Shortcut in Character Editor (#7)
# Description

Wouldn't it be great if we had Species info in the Guidebook?
Wouldn't it be even better if this was available in the character
editor? Now there will be an info button next to the species selection
dropdown, complete with hover tooltip. Pressing the button opens the
relevant Guidebook page and also loads the other species pages, so the
player can click check them all without having to change species in the
character editor.

---

<details><summary><h1>Media</h2></summary>
<p>


![1](https://private-user-images.githubusercontent.com/35878406/310249378-5ef5a892-2290-445e-b347-7d81265a261d.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MTA3MDI4MzMsIm5iZiI6MTcxMDcwMjUzMywicGF0aCI6Ii8zNTg3ODQwNi8zMTAyNDkzNzgtNWVmNWE4OTItMjI5MC00NDVlLWIzNDctN2Q4MTI2NWEyNjFkLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDAzMTclMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwMzE3VDE5MDg1M1omWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTk3NDdhMDZjMzU2YjI0YWVmZjc3MjEwMmI4ODJiOGUzZTljNmU5ZGE1ODIxYjZkNjFkYjgxNDU5ZGY2ZTdhZGUmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.A05R1DRjL1uDD3-XL0ztRR2zG2MDCHNoW5Pjs8nmW1w)


![2](https://private-user-images.githubusercontent.com/35878406/309905910-90953fbc-d264-4908-ad20-ace690a296c0.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MTA3MDI4MzMsIm5iZiI6MTcxMDcwMjUzMywicGF0aCI6Ii8zNTg3ODQwNi8zMDk5MDU5MTAtOTA5NTNmYmMtZDI2NC00OTA4LWFkMjAtYWNlNjkwYTI5NmMwLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDAzMTclMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwMzE3VDE5MDg1M1omWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTQxY2Y2NGYwZTdhZmQ0NWRhOWFiOWMwMDc0YTVmOGJjNzU0N2ZkMGM5NzY4NTZkNzJiYzk1ZjViNTc4ODYzNDgmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.t1gTj4gzm6Kon5N2Dlg-H4uOwIrDMSre3gnKhM4qU7A)


![3](https://private-user-images.githubusercontent.com/35878406/309905952-b52e9c05-141c-4078-9ec6-d34318c5d35b.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MTA3MDI4MzMsIm5iZiI6MTcxMDcwMjUzMywicGF0aCI6Ii8zNTg3ODQwNi8zMDk5MDU5NTItYjUyZTljMDUtMTQxYy00MDc4LTllYzYtZDM0MzE4YzVkMzViLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDAzMTclMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwMzE3VDE5MDg1M1omWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTVmNGZlMGU1Y2Q4Mjc3YWEyNjIxNjQ1YTg4MzQ3MzVhZTg3YTkzMjBmZDE1NzcwM2NlYjc1MTAyNWI3OGJlNTAmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.XkaMdUDpi2uZxRqb4NtVf9JX45yE1sn2xRrsEELCDA8)

</p>
</details> 

# Changelog

🆑 Errant
- add: Added guidebooks for species
- add: Species in the character editor have a shortcut to their
guidebook entry

Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
2024-03-22 22:09:54 -04:00
Errant
61ad8108af Vox names, species prototype cleanup, some cosmetic changes (#24994)
* voxnames

* New generator parameters, names are more readable

* bunch of missing vox stuff

* more names

* sad

(cherry picked from commit 5a9ab3b315c90ddd054f2e2524af023d909e2a9e)
2024-02-18 23:08:43 +01:00
DrSmugleaf
4257bd2c7e Make all prototype types partial (#21374) 2023-11-12 20:29:57 +01:00
PHCodes
93c3b03b11 Psionics (#44)
* Psionics

It's a ton of stuff relating to the basic Psionics system and all the powers.

I'm saving this as a bit of a sanity check before moving forward.

Left to do:
1. Implementing the Psionic faction so that the chat works as intended.
2. Adding the start-state cooldown timers to the actions.

* Cleaned up everything with the word 'Psionic' on it.

Got the psionic chat working. Got some other stuff working

* Some final psionic cleanup.

The last batch of content.

* Update RobustToolbox

* rebased

* Revert "Update RobustToolbox"

This reverts commit c0cf35d03f828f6ccfeb05fcffd91cf074818fc9.

* Update RobustToolbox

* Revert "Update RobustToolbox"

This reverts commit c4dc828df7912e063ea856b2a83a790bc88d1e09.

* Update RobustToolbox

* Psionics

It's a ton of stuff relating to the basic Psionics system and all the powers.

I'm saving this as a bit of a sanity check before moving forward.

Left to do:
1. Implementing the Psionic faction so that the chat works as intended.
2. Adding the start-state cooldown timers to the actions.

* Cleaned up everything with the word 'Psionic' on it.

Got the psionic chat working. Got some other stuff working

* Some final psionic cleanup.

The last batch of content.

* rebased

* Cleaned up everything with the word 'Psionic' on it.

Got the psionic chat working. Got some other stuff working

* Broken Commit

With these changes in place, the unit does not work. Recording them so i don't lose my work.

* Brings it All Together.

Dawn of the final Commit. Rebase completed.

* Update RobustToolbox

* Changed 'Station Events' to 'StationEvents' and cleaned up the Delta-V Events.yml file of duplicate events.

* Delete ghost_roles.yml

Duplicate.

* Update familiars.yml

* Update familiars.yml

* Update GlimmerReactiveSystem.cs

* Makes tinfoil hats craftable.

* Decided I'm not dealing with adding fugitives or Glimmer Wisps right now.

* Psionic invisibility won't work now that Eye component exists. Or at least, the integrator test won't psas.

* Update special.yml

* Added #nyanotrasen code or //Nyanotrasen code to many, many files.

* Properly fixes comments.

---------

Signed-off-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
Signed-off-by: PHCodes <47927305+PHCodes@users.noreply.github.com>
Co-authored-by: Debug <sidneymaatman@gmail.com>
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
2023-10-08 20:07:53 +02:00
Debug
fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@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: ravage <142820619+ravage123321@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>
Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com>
Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com>
Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com>
Co-authored-by: Miro Kavaliou <miraslauk@gmail.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com>
Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com>
Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com>
Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com>
Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com>
Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com>
Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com>
Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
2023-10-03 14:15:46 -05:00
Fluffiest Floofers
b2980d93f2 LastNoFirst (#40)
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
2023-09-26 17:21:34 +00:00
Adrian16199
b88d8663f9 Oni Morphotype from nyanotrasen (#28)
* Oni Morphotype from nyanotrasen

The big felinid destroyer has arrived.

* Added some files. changed species weight again by deletin that one space and addin vulpkanin weight.

(will have to prolly change that after felinids merge)

* Finally fixin the *reason* why it just didnt wanted to show

Also Fixed horns

* Changed localization of files.

* Changed excess to critThreshold

Also changed capitalization of oni_horns.rsi to Oni_horns.rsi.

* Leavin a comment so that someone else can do this.

* Additional merge fixes with files.

* Added THE NAMING SYSTEM!

Only touched 2 base files and summarized it because had no other choice from my understanding

* Removed erroneously named folder

* Replaced erroneously named folder

* Added link so the horns dont have file names.

---------

Signed-off-by: Adrian16199 <144424013+Adrian16199@users.noreply.github.com>
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
2023-09-21 21:39:49 +00:00
DrSmugleaf
a88e747a0b Refactor serialization copying to use source generators (#19412) 2023-08-22 18:14:33 -07:00
Moony
e92a8fedab Refactor stations to properly use entity prototypes. (stationsv3) (#16570)
* Update StationSpawningSystem.cs

Web-edit to allow feeding in an existing entity.

* Update StationSpawningSystem.cs

value type moment

* Update StationSpawningSystem.cs

* Oh goddamnit this is a refactor now.

* awawawa

* aaaaaaaaaaa

* ee

* forgot records.

* no records? no records.

* What's in a name?

* Sloth forcing me to do the refactor properly smh.

* e

* optional evac in test.

* tests pls work

* awa

---------

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
2023-05-19 15:45:09 -05:00
Leon Friedrich
f0cf4e7a22 Add missing DataDefinition constructors (#14603) 2023-03-12 16:37:24 -07:00
Leon Friedrich
48bcd30ef9 Makes humanoid appearance component networked. (#13009)
Fixes https://github.com/space-wizards/space-station-14/issues/12248
2023-01-24 11:38:19 +11:00
Visne
c6d3e4f3bd Fix warnings and code cleanup/fixes (#13570) 2023-01-19 13:56:45 +11:00
Nemanja
fd9bedae9a New Species: Diona (#11497)
* new species: Diona

* more diona stuff

* dey breathing now

* test fixe

* fix a merge

* now actually fix the merge

* foobar

* oversight

* ok now the rest of em
2022-11-08 14:26:59 -06:00
Rane
916c4f9522 Unhardcode species age ranges (#11979) 2022-10-22 15:13:46 -07:00
Flipp Syder
0fe9f38968 Actual randomized humanoids (#11574) 2022-10-21 00:46:05 +11:00
Rane
c70e423ff6 Let species prototypes define valid sexes (Sex Refactor) (#11520) 2022-10-15 14:45:47 -07:00
Flipp Syder
0e1a190e0e Humanoid fixes (#11538)
* humanoid sexmorph sprite restoration

can't believe i broke sex/gender AGAIN

* fixes default species appearances with no profile, tweaks randomization to no longer randomize species

* A

* fixes an oops

#11494
2022-09-26 14:46:57 -05:00
Flipp Syder
5a0a04bde7 Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
2022-09-22 17:19:00 -05:00