Commit Graph

225 Commits

Author SHA1 Message Date
sleepyyapril
3330acd9f2 Revert ""Proper" "Softcrit" "Support" (#1545)" (#1741)
traits need to be updated with new "params"

@RedFoxIV

(cherry picked from commit d62392b2fe2c3e651ad1f8492bbceef6dad5138e)
2025-02-15 00:15:22 +03:00
RedFoxIV
daf4f66414 "Proper" "Softcrit" "Support" (#1545)
# Description

Implements the softcrit functionality.
Similiar to critical state but spessmen will be able to communicate and
crawl around, but not pick up items.
Also supports configuring what is and isn't allowed in different
MobStates (per mob prototype): you can enable picking up items while in
softcrit so people can pick up their lasgun and continue shooting after
taking a 40x46mm to their ass cheeks from the guest nukies while being
dragged to safety.

![escape-from-tarkov-raid](https://github.com/user-attachments/assets/7f31702d-5677-4daf-a13d-8a9525fd3f9f)

<details> <summary><h1>Technical details</h1></summary>
New prototype type: "mobStateParams" (`MobStateParametersPrototype`)
Used to specify what can and can't be done when in a certain mobstate.
Of note that they are not actually bound to any `MobState` by
themselves. To assign a params prototype to a mobstate, use
`InitMobStateParams` in `MobStateComponent`.
It has to be a prototype because if I just did something akin to
`Dictionary<MobState, Dictionary<string, bool>>`, you'd have to check
the parent and copy every flag besides the one you wish to modify. That
is, if I understand how the prototype system works correctly, which I
frankly doubt. <!-- Working on softcrit made me hate prototypes. -->

MobStateComponent now has:
- `Dictionary<string, string> InitMobStateParams`, for storing "mobstate
- parameter prototype" pairs. `<string, string>` because it has to be
editable via mob prototypes. Named "mobStateParams" for mob prototypes.
- `public Dictionary<MobState, MobStateParametersPrototype>
MobStateParams` for actually storing the params for each state
- `public Dictionary<MobState, MobStateParametersOverride>
MobStateParamsOverrides` for storing overrides.
`MobStateParametersOverride` is a struct which mirrors all
`MobStateParametersPrototype`'s fields, except they're all nullable.
This is meant for code which wants to temporarily override some setting,
like a spell which allows dead people to talk. This is not the best
solution, but it should do at first. A better option would be tracking
each change separately, instead of hoping different systems overriding
the same flag will play nicely with eachother.
- a shitton of getter methods

TraitModifyMobState now has:
- `public Dictionary<string, string> Params` to specify a new prototype
to use.
- Important note: All values of `MobStateParametersPrototype` are
nullable, which is a hack to support `TraitModifyMobState`. This trait
takes one `MobStateParametersPrototype` per mobstate and applies all of
its non-null values. This way, a params prototype can be created which
will only have `pointing: true` and the trait can apply it (e.g. to
critstate, so we can spam pointing while dying like it's a game of turbo
dota)
- The above is why that wall of getters exists: They check the relevant
override struct, then the relevant prototype. If both are null, they
default to false (0f for floats.) The only exception is
OxyDamageOverlay, because it's used both for oxy damage overlay (if
null) and as a vision-limiting black void in crit..

MobStateSystem now has:
- a bunch of new "IsSomething"/"CanDoSomething" methods to check the
various flags, alongside rewritten old ones.
-
![image](https://github.com/user-attachments/assets/33a6b296-c12c-4311-9abe-90ca4288e871)
lookin ahh predicate factory

</details>
---

# TODO

done:
- [x] Make proper use of `MobStateSystem.IsIncapacitated()`.
done: some checks were changed, some left as they did what was (more or
less) intended.
<details>Previous `IsIncapacitated()` implementation simply checked if
person was in crit or dead. Now there is a `IsIncapacitated` flag in the
parameters, but it's heavily underutilized. I may need some help on this
one, since I don't know where would be a good place to check for it and
I absolutely will not just scour the entire build in search for them.
</details>

- [x] Separate force-dropping items from being downed
done: dropItemsOnEntering bool field. If true, will drop items upon
entering linked mobstate.
- [x] Don't drop items if `ForceDown` is true but `PickingUp` is also
true.
done: dropItemsOnEntering bool field. If true, will drop items upon
entering linked mobstate.
- [x] Actually check what are "conscious attempts" are used for
done: whether or not mob is conscious. Renamed the bool field
accordingly.
- [x] Look into adding a way to make people choke "slowly" in softcrit
as opposed to choking at "regular speed" in crit. Make that into a param
option? Make that into a float so the speed can be finetuned?
done: `BreathingMultiplier` float field added.
<details>
1f is regular breathing, 0.25 is "quarter-breathing". Air taken is
multiplied by `BreathingMultiplier` and suffocation damage taken (that
is dealt by RespiratorSystem, not all oxy damage) is multiplied by
`1-BreathingMultiplier`.
</details>

- [x] make sure the serializer actually does its job
done: it doesn't. Removed.
- [x] Make an option to prohibit using radio headsets while in softcrit
done: Requires Incapacitated parameter to be false to be able to use
headset radio.
- [x] Make sure it at least compiles

not done:
- [ ] probably move some other stuff to Params if it makes sense. Same
thing as with `IsIncapacitated` though: I kinda don't want to, at least
for now.

---

<details><summary><h1>No media</h1></summary>
<p>

:p

</p>
</details>

---

# Changelog

🆑
- add: Soft critical state. Crawl to safety, or to your doom - whatever
is closer.

---------

Signed-off-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 9a357c1774f1a783844a07b5414f504ca574d84c)
2025-02-15 00:12:50 +03:00
sleepyyapril
0d066c35a5 Fix more test fails
(cherry picked from commit 99423d82bb3aa0dacb070b1905d425d5f2d60e19)
2025-01-15 18:22:46 +03:00
sleepyyapril
448f613694 Fix errors
(cherry picked from commit 7df15b2b4cdfe41eff0fdbef3a05cc68252ebf38)
2025-01-15 18:22:27 +03:00
Plykiya
90d89b0610 Update MoverController.cs to not use Component.Owner (#29965)
* Update MoverController.cs

* Update a bunch of movement code to use Entity<T>

* Last errors

* wow, there were more errors

---------

Co-authored-by: plykiya <plykiya@protonmail.com>
(cherry picked from commit 5bb56c08d7dd6a64feefa503da3d004f8fb0966c)
2025-01-15 18:22:17 +03:00
Ed
f6f3f38d66 Sprite Movement working with AI movement (#33494)
* FINALLY

* Update animals.yml

(cherry picked from commit f9ac956c0c1a79bc73984989c2b625c25b357ca1)
2025-01-15 18:17:28 +03:00
Skubman
26118e8994 Parkour Training Rework (#1432)
# Description

Parkour Training, Sluggish and Snail-Paced have been reworked to be more
impactful in everyday space life. A new trait has been added, Bad Knees.

**Parkour Training** (-5 points)
- No longer modifies laying down
- Climbing speed bonus reduced from 65% to 50%
- 30% shorter slip stuns
- 50% resistance against slows in difficult terrain
- Example: Spider webs inflict a 50% slow, reduced by 50% results in a
25% slow.

Notably, the reworked Parkour Training is much closer to the CDDA trait
[Parkour
Expert](https://cddawiki.danmakudan.com/wiki/index.php/Parkour_Expert).

Difficult terrain examples: Spider webs, slime/blood puddles, kudzu,
space glue

**(NEW)** **Bad Knees** (3 points)
- Designed to be the opposite of Parkour Training
- 50% climbing speed penalty
- 40% longer slip stuns
- 35% increased slows in difficult terrain
- Example: Spider webs inflict a 50% slow, increased by 35% results in a
67.5% slow.

Inspired by the CDDA trait of the same name [Bad
Knees](https://cddawiki.danmakudan.com/wiki/index.php/Bad_Knees).

The stun time for banana peels and puddles is 3 seconds. With Bad Knees,
the stun is increased to 4.2 seconds. The time it takes to handcuff
someone is 3.5 seconds. Go figure :trollface:

**Sluggish** (3 points)
- No longer increases the time for laying down and climbing tables
(given to Bad Knees instead)
- Speed penalty increased from 15% to 16%

**Snail-Paced** (5 points)
- No longer increases the time for laying down and climbing tables
- Speed penalty increased from 30% to 32%
- No longer prevents you from slipping when running due to how slow your
sprint speed is. Snail-Paced trait users must suffer.

## Media

**Parkour Training**

![image](https://github.com/user-attachments/assets/b320d18a-7ac8-419d-b783-28a4d3ac0bb5)

**Bad Knees**

![image](https://github.com/user-attachments/assets/caa64d6a-a58b-4378-a947-0a5f3f6e70a6)

**Sluggish**

![image](https://github.com/user-attachments/assets/7f9ac71f-475f-4aa9-8e36-b93aaad12670)

**Snail-Paced**

![image](https://github.com/user-attachments/assets/faf70f4b-2911-4d03-a72a-99972838b7f9)

## Changelog

🆑 Skubman
- tweak: The Parkour Training trait has been reworked. It no longer
makes you lie down or get up faster, but grants you 30% shorter slip
stuns and 50% resistance against slows in difficult terrain.
- tweak: The Sluggish and Snail-Paced traits now only reduce your
movement speed with no other effects. The speed reductions have been
slightly increased from 15% to 16% for Sluggish, and 30% to 32% for
Snail-Paced.
- add: Added a new 3-point negative trait called Bad Knees. It is the
opposite of Parkour Training and it makes you climb tables slower,
stunned for longer against slip stuns, and move more slowly in difficult
terrain.
- tweak: Snail-Paced no longer prevents you from slipping when running.

(cherry picked from commit 89354922a0f6fb55111e0ce2b4b19e5f6d6ea0e2)
2025-01-14 01:32:29 +03:00
sleepyyapril
885ee5a831 Wizmerge for Station AI (#1351)
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# Description

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

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00
Spatison
afaceb8a42 Upstream 12.12-26.12 (#208)
* Pistol-Whipping (Guns as Melee Weapons) (#1335)

# Description

Adds the ability to use guns as melee weapons and throwing weapons.

The gun melee attack is a Light Attack done with a right click. The
attack rate is slower than average melee weapons.

The cooldown on melee attacks after shooting has been removed entirely,
so you can right-click immediately after shooting (like in hero shooters
😎). The cooldown on shooting after a melee attack has been set to a
constant 0.5 seconds.

## Balance

Technically speaking, weaving shooting and pistol-whipping lowers your
overall DPS in most cases, because you can't shoot for 0.5 seconds after
doing a melee attack. With _skillful_ usage, however, it provides some
key tactical advantages:
- Preserving ammo by dealing damage without firing a shot.
- Deal stamina damage as a natural effect of dealing melee Blunt damage.
- Most non-pistol guns have increased blunt stamina damage factors to
help with this.
- Bypassing Piercing resists of armors with a higher Piercing resist
than Blunt resist like plate carriers.
- Doing the combo of right-clicking immediately after shooting deals a
big burst of damage.

Pistol-whipping also helps as a last resort when you run out of ammo.
However, it's almost always better to use a proper melee weapon instead
of a gun as a pure melee weapon, because you can't power attack with
guns and the guns' melee attack rate are slower by design than most
melee weapons.

Shotguns benefit the most from pistol-whipping, because their ideal
range is close-range where a melee attack can be performed, and their
low fire rate means they're not affected too much by the 0.5s shooting
cooldown.

Guns have received throwing damage. You can throw guns at the enemy once
you're out of ammo to deal extra damage. I think this makes fights a
little more spectacular to watch.

Melee damage sorted by group (from least to greatest):

1. Revolver
2. Pistol (+ Energy Pistol)
3. Sniper rifle
4. Rifle  (+ Energy Rifle)
5. Sub Machine Gun
6. Shotgun
7. Light Machine Gun (L6 saw)
8. Heavy Machine Gun

## Media

**mk 58**

![image](https://github.com/user-attachments/assets/d17bc1c7-7ec5-4124-93c3-306026f7a23f)

**Kardashev-Mosin (Wielded)**

![image](https://github.com/user-attachments/assets/52132262-48ae-48fa-a72c-3df5ae6bfd17)

**Basic Combat**

https://github.com/user-attachments/assets/922998d1-0cd0-4fea-8f0b-365bcff3c12b

**Particle Decelerator Combo (80 damage)**

https://github.com/user-attachments/assets/ce62334a-13dd-46d9-9c0e-453e26bf1261

Combo: Shoot + Power Attack, wait 1.6s then Power Attack + Throw

This combo costs 90 stamina which almost depletes 100 stamina leaving
you vulnerable, so the Vigor trait can help you pull off this combo.

## Changelog

🆑 Skubman
- add: Pistol-whipping has been added. You can press right click with a
gun to perform a Light Attack. Most guns will deal Blunt damage, apart
from the Kardashev-Mosin dealing Piercing/Slash damage with its bayonet.
Weaving bullets and melee attacks correctly will give you the upper hand
in combat.
- add: Guns can now be thrown to deal the same damage as their melee
damage.

(cherry picked from commit 5899f4ea5a978ded0362bdf46185f8fbb1a2607c)

* local #1335

* Fix Interact Verb (#1346)

Finally fixed it.

Interact verbs weren't appearing because this is required in BaseMob.

(cherry picked from commit 3e3ca59850f1a21f2bb8e249455d655ec6b63d2c)

* Fix Ripley Hydraulic Clamp (#1344)

# Description

Fix a bug in `MechGrabberSystem` causing the hydraulic clamps in Ripley
to drop items far away.

---

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

https://github.com/user-attachments/assets/d2c8e951-e391-42d7-b45d-78a275dc8bf2

</p>
</details>

---

# Changelog

🆑
- fix: Hydraulic clamps now drop entities correctly

(cherry picked from commit f0e4612612fe18a126cdf47d712b63bc083b5483)

* Automatic Changelog Update (#1344)

(cherry picked from commit 6dcb367adb769f51bcaf1a647a4ca6c886a10be7)

* Salvage Magnet UI and Character Switching Height/Width Bug Fix (#1347)

<!--
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# Description

<!--
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i fixed it

also added a button "Connect & Go to Lobby" for people testing lobby
stuff!

Resolves #1131

---

# Changelog

<!--
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🆑
- fix: Fixed the bug where switching characters made your width/height
change to incorrect values.
- fix: Fixed the salvage magnet opening ten times.

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>

(cherry picked from commit c4c3e4283ae077fd0f55e4cce31710f31de046f7)

* Automatic Changelog Update (#1347)

(cherry picked from commit 8ff70215d9f6e2a73150b55313333b9d5ca87749)

* Update Credits (#1350)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
(cherry picked from commit 2a7a4719d39b51ffd232c667b1ca49dbce68dce6)

* Fix Bartender Mosin (#1337)

Bartender Mosin was replacing their duffel bag at roundstart.

(cherry picked from commit 3aa430f486dcdf40629468c715092aee0089187c)

* Trait Purchasable Mentalic Powers (#1343)

# Description

This PR adds a few of the "Mentalic" category of psionic abilities to
the Traits System, allowing them to be purchased by any character that
is also a Latent Psychic. These powers are:
- Dispel
- Metapsionic Pulse
- Xenoglossy (Also requires Natural Telepath)
- Psychognomy (Also requires Natural Telepath)

These are all quite expensive, so to help address the "Expensive trait
proliferation", I've increased the points granted by the Blindness trait
to 10. Have fun being a blind wizard. From this point on, we're going to
need to start adding more "High point value" negative traits.

# Changelog

🆑
- add: Dispel, Metapsionic Pulse, Xenoglossy, and Psychognomy can all be
purchased during character creation using trait points.
- tweak: Blindness now grants 10 trait points instead of 6.

(cherry picked from commit acec14d08879ebaf16e5425fccd26d8f066eda55)

* Automatic Changelog Update (#1343)

(cherry picked from commit adddc1df27184f74e5e48e5220e0cd4eeb57084c)

* Pointy Ears For Harpies And Arachne (#1348)

# Description

Like half the art references I have for Harpies have them with elf-like
pointed ears, another half have them with their feather tufts. We have
pointy ears markings, so this PR makes it so that Harpies can have them.
Actually it also gives them to Arachne, for similar reasons(It's an
oddly common thing on Arachne/Lamia art depictions).

# Changelog

🆑
- add: Added a variety of Pointy Ears markings for Harpy and Arachne
characters.

(cherry picked from commit 59a55c9d6ae6772d4ead0e73d5dab7b24c539e53)

* Automatic Changelog Update (#1348)

(cherry picked from commit 99d616953af89462d827fd8ca6e50a92e63e8203)

* Port Cosmatic Drift Arrivals (#1340)

# Description

Done after a lengthy discussion with @OldDanceJacket about mapping
issues, namely the existence of "Walk-In Closets" on maps that take up
an inordinate amount of space that would otherwise be usable for other
purposes. Seriously, Saltern has a 4x6 room that contains >200 medical
uniforms, and is on a map intended only for 15 people(And maximum of 6
medbay personnel). Every map in rotation is like this.

Ostensibly, Loadouts were created to provide a solution to this problem,
by making it so that players choose their DRIP before spawning in, so
that mappers don't need to put in a whole ass room dedicated to medical
uniforms. But Mappers ended up keeping the "Walk-in Closets" even after
Loadouts were introduced to serve as a "Sanity check" in case of events
such as people not choosing their loadouts, or getting hired during the
round by the HoP to work in the medbay, etc. To solve this, me and ODJ
agreed upon adopting Cosmatic Drift's solution to this, by making it so
that the Arrivals Terminal serves as the "Walk-in Closet Hotel" that
every map can just piggyback off of. Nobody needs to make the stupid
closet rooms, on ANY map, because every map is fully guaranteed to have
every closet the players could ever need in arrivals.

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

Dock

![image](https://github.com/user-attachments/assets/af28d549-83ab-4da0-9a4f-a5ec4bb52c7c)

Dorms(Spawn points)

![image](https://github.com/user-attachments/assets/b3d57428-ea91-4c4d-ab99-28a46e647b17)

Medbay:

![image](https://github.com/user-attachments/assets/ebd47dce-5fb3-45fc-858d-39680d5c511a)

Security

![image](https://github.com/user-attachments/assets/0f26a112-eeff-48da-b916-15d69ede601d)

Captain/HOP

![image](https://github.com/user-attachments/assets/74ec295f-154e-4743-b36f-8161a966ee4e)

Cargo:

![image](https://github.com/user-attachments/assets/ae9f7ee1-c6c8-4c94-8dd1-13731eeb1036)

Epistemics:

![image](https://github.com/user-attachments/assets/68293436-9b69-4157-a8eb-8471c18d4f73)

</p>
</details>

# Changelog

🆑
- add: Ported Cosmatic Drift's version of the Arrivals Terminal.
Terminal now includes every version of department clothing and material
lockers that players could ever need, allowing them to try on their
chosen job equipment and drip before departing for the station.

(cherry picked from commit 4509a9d030efb7eb45378824559a3f88c4caf4b4)

* Automatic Changelog Update (#1340)

(cherry picked from commit 9a1cda889a085974f666adb99c753ba4e1392355)

* More Dangerous Mindbreaking (#1249)

# Description

Somehow people weren't getting the memo despite the **HORRIFYING** texts
associated with Mindbreaking, that doing so is an almost comically evil
act akin to murder. So this PR fixes that. By making it even more
obvious.

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

![image](https://github.com/user-attachments/assets/cf3280a5-42b3-4137-9191-f1ad26773ced)

</p>
</details>

# Changelog

🆑
- add: Added a server option for "Scarier Mindbreaking". Mindbreaking
now irreversibly converts a player character into a non-sentient NPC.
- fix: Mindbreaking now only works on Psychics.

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 80f83484e9653f159581ea0dfc82d56256e4947c)

* Automatic Changelog Update (#1249)

(cherry picked from commit 4d87be6ea66356156cdac6e7e9cd70af36daae24)

* Redshirt And Brittle Bone Traits (#1352)

# Description

This PR adds two additional "High Value" physical negative traits, to
help address a growing need for more high point value negatives, since
there is also a very large number of high point positive traits. These
two traits are fairly simple, the first is Redshirt, which decreases
your Dead threshold by 100, and Brittle Bone Disease , which reduces
your Crit threshold by 50. Taking both on an ordinary human would give
+18 trait points to work with, but would in turn give a healthbar of
only 50/100, compared with the standard healthbar of 100/200.

# Changelog

🆑
- add: Added Redshirt and Brittle Bone Disease traits. These give
extremely large negative modifiers to your healthbar, but also grant a
large amount of trait points to work with.

(cherry picked from commit 88edcd05aef76acb10e3d0924dd874eef22c7f71)

* Automatic Changelog Update (#1352)

(cherry picked from commit ed0e56aa446ea9ad9ecae1a1a1685438378b1814)

* Jackboots Slowdown Mitigation (PORT) (#1342)

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# Description

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Ports jackboot slowdown mitigation from [space-wizards
github](https://github.com/space-wizards/space-station-14/pull/30586).
Adds fake version for civilian use.

---

# Changelog

<!--
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🆑
- add: Added slowdown mitigation to jackboots
- add: Added fake jackboots for style outside of sec

---------

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit f5d45d790d793acbba7d21258cd206568fe79f99)

* Automatic Changelog Update (#1342)

(cherry picked from commit 03dc85aa7071c70cd9f01392cabf7cb7fb2fa6ac)

* Fix Redshirt & Brittle Bone Traits (#1355)

These were supposed to be negative traits(They give you points), but I
accidentally made them positive traits(They cost points).

(cherry picked from commit ec60940fe5eae5d7d3e969bac132e1da2a659272)

* Example Hub Ad List (#1356)

# Description

this PR extends the list of default advertiser hubs to include every
existing hub except for SSMV(Which is mutually exclusive with the
others). If there are more hubs I have missed, please let me know. This
will allow our servers to appear on as many hubs as possible.

(cherry picked from commit 577126f987ff70ba213f2898ea9e5170b0dc5ea6)

* Saltern Update (#1357)

# Description

I would like to offer my thanks to the Singularity Network Mapping Team
for this update, they've done some great work! This PR launches Saltern
with a significant rework to everything on it except for arrivals.

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

Sorry, Map Renderer is dead right now.

![image](https://github.com/user-attachments/assets/53ad601b-087e-4525-b6b6-74b16c5e4dbd)

![image](https://github.com/user-attachments/assets/25bbbed0-18c4-4757-a966-c919379dc5e1)

</p>
</details>

# Changelog
Death do NOT change the name given for the Changelog author, the mappers
here have requested that "SiN Mapping Team" be given as the name for
this PR.

🆑 SiN Mapping Team
- add: Saltern has been fully reworked!

(cherry picked from commit a06b4661b08abe6f64460655962b98f4ccb9db07)

* Automatic Changelog Update (#1357)

(cherry picked from commit aab36bfe65d82cff13bb6d8b6a55c2b70a031aa2)

* v237.3.0 (#1354)

the robust toolbox updater!!

https://github.com/space-wizards/RobustToolbox/blob/v237.3.0/RELEASE-NOTES.md
(cherry picked from commit bf1b0d03aede161d62aedfc9166589335a5d7c4c)

* Hotfix Saltern (#1359)

# Description

Small maintenance to do. Bridge needed FixGridAtmos done, and a single
light in dorms needed wiring.

# Changelog

🆑
- fix: Fixed the Saltern bridge being a hard vacuum at roundstart.

(cherry picked from commit 3c1ed56ed3122866b32249006496c37be825c82a)

* Automatic Changelog Update (#1359)

(cherry picked from commit 48413d6a435de700197a4f6ceb1290d61f5130b4)

* Loadouts Debloating (Colorable Items) (#1364)

# Description

This PR cuts down significantly on Loadouts bloat by removing all
specific color versions of colorable items from the loadouts. I left the
original items untouched for compatibility reasons since certain things
in the game still need to be able to spawn a "Blue jumpsuit" etc.

Additionally, to help aid in clarity for players, I've added
localizations for all the generic colorable items so that they have
(colorable) in the loadout names, so that players can tell which items
have the option without needing to click into the customize button on
every item.

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

![image](https://github.com/user-attachments/assets/7ab30002-c7d4-4eeb-b018-45a9fda80ae6)

</p>
</details>

# Changelog

🆑
- add: Added labels to all generic colorable items in loadouts, so that
players can see which items have custom colors as customization options.
- remove: Removed all 'specific color' variants of colorable items from
Loadouts, such as "Blue Jumpsuit" when a colorable jumpsuit exists.

(cherry picked from commit 452b9113f61790e8258b95904361de5ed34a034f)

* Automatic Changelog Update (#1364)

(cherry picked from commit cd5a6f8b5743904dbecbf04e5d70614e4444d149)

* More Colorable Items (#1365)

# Description

This PR adds even more colorable items to loadouts, this time making
entirely new whitescale versions of existing items that did not have one
previously. This replaces several more options for items that had a
whole bunch of specific color entries with a single item that can take
any color.

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

![image](https://github.com/user-attachments/assets/31438bf7-6ca3-45d2-bf10-af5db5f6e4c4)

</p>
</details>

# Changelog

🆑
- add: Added colorable variants of fingerless gloves, headbands, berets,
hairflowers, cloth masks, and the neck gaiter.

(cherry picked from commit 0674895a3b6a84c2761eb13c7b5f35bc826fe19c)

* Automatic Changelog Update (#1365)

(cherry picked from commit cc1e52c47c7b27b8da9be5da701580efe42590ca)

* Make the EE Logo Match the Banner (#1361)

# Description

Light mode logo

(cherry picked from commit 35c95a5da3ccb7d23620eaa1aad43022be3d6673)

* Loadout Modular Functions (And Loadout Pets) (#1366)

# Description

This PR implements a reflection based system for applying functions
directly to entities spawned by loadouts. In order to provide an
"Example" use of this system, I have created a "LoadoutMakeFollower"
function, which can be applied to a loadout entity that happens to be an
NPC with the Follower blackboard, making it follow the player who
purchased that loadout.

Basically. Pet mouse. The pet mouse will follow its owner.

Yes I actually have tested this ingame, and it works great. The longest
part about coding this was me spending almost 30 minutes straight
wondering why the mouse wasn't following my character, until I
remembered that I had to make a special "Pet" mouse variant that had the
right HTN root task.

This could be extended to other things. I happen to know that Nuclear14
wanted something like this for a Pet Dog.

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

![image](https://github.com/user-attachments/assets/a18b026b-07a3-4ad7-8cce-4ea4dc4c3036)

</p>
</details>

# Changelog

🆑
- add: Loadouts can now apply modular functions to items upon spawning
in.
- add: A new LoadoutMakeFollower function, which lets you buy NPC
followers in loadouts.
- add: added Pet Mice, Cockroach, Mothroach, and Hamster to Loadouts.
All of which use the new LoadoutMakeFollower function.

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 311b86e012ac7d40363b5027ab51b09c9d2285e2)

* Automatic Changelog Update (#1366)

(cherry picked from commit 18a751d5c3d53cd4ff36728dd585ada37e9175b9)

* Plushies! (#1369)

<!--
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# Description

<!--
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Added two new plushies to the game! A harpy plushie and a plushie for
the beloved station pet Morty!

![image](https://github.com/user-attachments/assets/3e202da2-3571-4c67-82c9-54a6aaf3c91f)

![mortplush](https://github.com/user-attachments/assets/9f131eb9-ed89-4818-b54c-e9da949e8ce2)

![harpyplushie](https://github.com/user-attachments/assets/47aa5b91-0747-4a2c-8c5c-18c5429ab570)

---

# Changelog

<!--
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in the changelog (ex: `🆑 Death`)
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🆑
- add: two new cuddly friends to the station! (harpy and morty plush)

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: juniwoofs <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>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 6fb12233d48de476c2b06415031fa2e9c9a1d327)

* Automatic Changelog Update (#1369)

(cherry picked from commit 5293b92007f7ca81375d9806cccf9be38846c8d3)

* Traits System Anticheat (#1358)

# Description

It turns out that there was no system in place for serverside fact
checking of whether or not people have a legal traits list. Last night a
bug was reported whereby a player used Cheat Engine to give himself
every trait in the game, bypassing the points system entirely. It's not
actually possible to reduce a trait selection down to a legal list
without creating interesting race conditions, which limits my options on
how to deal with it.

So I made it a vote on the Einstein Engines discord, and the vote was
unanimous. PUNISH THE CHEATERS.

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

https://www.youtube.com/watch?v=X2QMN0a_TrA

</p>
</details>

# Changelog

🆑
- add: Implemented Anti-cheat for Traits. Attempting to join a round
with an illegal traits list will result in hilarious consequences.

(cherry picked from commit 2fc1f25bc0daa29e2017490adbdf41f9db4f4927)

* Automatic Changelog Update (#1358)

(cherry picked from commit 9d738c8f36c0762e0ba3942fb26ef25735ade327)

* Make Prisoner Not Shitter Role (#1341)

# Description

Prisoner is consistently the most problematic role in this entire game,
being seen as "The Self Antagging Role", which produces endless amounts
of administrative burden. This is especially a problem with lowpop
servers, or servers that are understaffed with admins. Players just join
as Prisoner, *immediately* break out of the permabrig, and then go on a
self antagging spree. The solution to this was staring us in the face
the whole time. Just give them the same Pacified component that the
Thief antag has. Now it's impossible for them to smash the permabrig
windows, someone has to intentionally let them out, and even if they do,
they will be hard pressed to selfantag when they can't turn on harm
intent.

# Changelog

🆑
- add: Prisoners now spawn with a Pacifier Implant.

(cherry picked from commit 7f8d76ea6f63d334c894fc0f7ada6fd1359408f1)

* Automatic Changelog Update (#1341)

(cherry picked from commit 68cb9ea4888c16056c6cfe9fea17de1a78420374)

* Fix Jittering (#1334)

<!--
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# Description

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Title.
Ported from https://github.com/Fansana/floofstation1/pull/393
Resolves #1277

---

# Changelog

<!--
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🆑
- fix: Fixed jittering displacing your character when shaken.

(cherry picked from commit a13d9640ec77e07b532b729ac540dc95b689c557)

* Automatic Changelog Update (#1334)

(cherry picked from commit bfb32cf24eda47ff3dbd5d4b15b58e25ae597947)

* Basic Soft-Crit Implementation (#1370)

# Description

This PR adds a simple server configuration option for enabling basic
"Soft-Crit", and not much else because oh my god this system is horribly
complicated. When enabled, characters can crawl around very slowly while
in crit, and really not much else. This more or less mirrors how crit
affects character movement in SS13, where you can at least crawl to
relative safety while bleeding to death.

# Changelog

🆑
- add: Added server config options for basic "Soft-Crit". When enabled,
characters who are critically injured can still slowly crawl, but are
otherwise still helpless and dying.

(cherry picked from commit dff8c69f2afff6714b893a7c9572a84bd384ff89)

* Automatic Changelog Update (#1370)

(cherry picked from commit 9430b9046a9a40cc2f96bb3c66251aabbaf9e80a)

* local upstream

* Revert "Make Prisoner Not Shitter Role (#1341)"

This reverts commit c7d0eddc96.

* RobustToolbox 237.3.0

* fix: snowball testfailing fix

---------

Co-authored-by: Skubman <ba.fallaria@gmail.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: Kyoth25f <41803390+Kyoth25f@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Blu <79374236+BlueHNT@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: juniwoofs <jakbroeder@gmail.com>
Co-authored-by: Remuchi <72476615+Remuchi@users.noreply.github.com>
2024-12-31 08:58:44 +02:00
Spatison
0e0ffb6d14 Upstream (#142)
* Fix Power Attacks Being Faster Than Left Clicks (#1252)

# Description

This fixes some stupid math. Power attacks are now correctly slower than
left clicks. Previously they were faster.

# Changelog

🆑
- fix: Power Attacks now correctly apply a penalty on swing speed, and
are no longer faster than left clicking.

(cherry picked from commit 049a995f64c42734e5286229b524161a730aaea9)

* Automatic Changelog Update (#1252)

(cherry picked from commit 8a88bfd11f1384fa2fb01fd7ace6477202a68499)

* Tweak Wizden Trait Descriptions (#1260)

# Description
Converted the descriptions of most wizden traits to a more formal and
roleplay-oriented style, also clarifying some aspects of other traits in
the process.

---

TODO:
- [ ] Test this

---

# Changelog
🆑
- tweak: Tweaked the descriptions of most Wizden traits to be more vivid
and descriptive.

---------

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
(cherry picked from commit 411cb213ac9ab2e6a0b790e72b25a142a4945217)

* More Trait Functions (PushMarkup & AddArmor) (#1253)

# Description

This PR effectively "Reworks" several of the Bionic Traits through use
of new modular TraitFunctions. These being,

**TraitPushDescription**: Ensures that an entity has the new
ExtendDescriptionComponent, then writes to said component.
ExtendDescriptionComponent serves as a new highly modular "One stop
shop" for any system wanting to add text to the shift-click examine
window. It even accepts arguments for text color, font size, and whether
or not a person must be standing within touching distance to "See" the
provided texts. It accepts arbitrarily any number of descriptions.

**TraitAddArmor**: This takes advantage of a new functionality for the
DamageableSystem, whereby entities are able to have more than one
DamageModifierSet. This allows arbitrarily any number of traits to add
as many modifier sets as desired, without fear of any compatibility
issues. These can be both negative and positive, and as Skubman has
pointed out, this can also be used to create negative traits that make a
character more vulnerable to a given damage type!

Additionally, most of the Bionics Traits have been reworked. CyberEyes
has been split into two modules, one for the base implant, and one for
the Flash Protection. Dermal Armor has been reworked using
TraitAddArmor, so that it no longer replaces your original modifier set,
and instead stacks multiplicatively with whatever your original species
modifier set was. Thus, it can now be taken by any species.

# TODO

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

TraitPushDescription

![image](https://github.com/user-attachments/assets/4661671a-6f20-4cb1-9fad-41c36f7ad79e)

TraitAddArmor

![image](https://github.com/user-attachments/assets/bbc823e1-73bf-471d-b5f6-ef8cdf35c746)

</p>
</details>

# Changelog

🆑
- add: Five new functions for the Trait System, AddArmor,
PushDescription, ModifyMobThresholds, AddSolutionContainer, and
ModifyStamina.
- tweak: CyberEyes Basic System has been split, now Flash Protection is
a separate module.
- add: Dermal Armor no longer replaces your original species damage
resistances. It now stacks multiplicatively with your original
resistances.
- tweak: Dermal Armor can now be taken by any species, not just Humans.
- add: Dermal Armor, and Bionic Arms can now be revealed by a close
examination. Shift click on someone within touching distance will reveal
if they have these "Obvious" cyberware.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Remuchi <72476615+Remuchi@users.noreply.github.com>
(cherry picked from commit 29d2cb1ed85ab089d83c702f7405e938a0d9374c)

* Automatic Changelog Update (#1260)

(cherry picked from commit 8d54aa2fffdd3726e948d6d228287b01c0a81413)

* Feat: Anomaly Scanner Data Copying (#1250)

# Description
Makes it so that using one anomaly scanner on another transfers the
anomaly data onto the used scanner.

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

![image](https://github.com/user-attachments/assets/b212e6e8-58a3-4a64-a216-3ba496a81d4a)

</p>
</details>

# Changelog
🆑
- add: You can now touch one anomaly scanner with another to copy the
anomaly scan data from it.

(cherry picked from commit 0574be444b90137808c07f85e10b59c464f054cf)

* Automatic Changelog Update (#1253)

(cherry picked from commit 6fa8d6817fa81e6d6d20b61f5ec4b7b96fdb185b)

* Automatic Changelog Update (#1250)

(cherry picked from commit 1b5704535ce42041c068d201cdb447af42004c20)

* Rename "Pierce" Typo to "Piercing" (#1267)

# Description

Oops. Some files refer to the non-existent **Pierce** damage type when
the proper name is **Piercing**.

# Changelog

🆑 Skubman
- fix: Piercing damage can now dismember body parts, just like Blunt and
Slash damage.

(cherry picked from commit 992b2e486855cea6646cf5d4af51ca8cbf61b29d)

* Buff Medical Due to Shitmed Changes Cherry-Pick (#1259)

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# Description

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+ Buffed applicable medication heal values.
+ Buffed applicable medication stack sizes.
+ Slightly buffed dylovene, burn, and brute chems.
+ Buffed applicable medication doAfter delay from 3s to 2s.

---

## Why / Balance
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
This change was made with the advent of the new Limb Damage system. This
PR seeks to achieve making SS14 Medical more equivalent to SS13 Medical
when it comes to healing damage values.

This was done as Bruise Packs and Ointment only heal 5 Brute or 5 Burn
respectively when applied to a limb. When each limb has a 100 Crit
threshold, this can make it extremely hard even with surgery to heal
limbs in the absence of Chemicals.

Furthermore on higher pop, this will lead to people burning through
applicable meds even faster than before Limb Damage was implemented. It
would take 34 bruise packs to heal someone with 170 Blunt spread out
across their limbs, with this change it would reduce that to 12 bruise
packs.

Full list of numerical val changes:
 - Healing component doAfter Delay reduced. was 3s, now its 2s.
 - Applicable medical items now have a max stack size of 15 (was 10).
- Ointment heals 15 of each burn type, 10 caustic (was 5 of each burn
type, 1.5 caustic)
 - Mesh now heals 20 of each burn type (was 10 of each burn type).
- Bruise Packs now heal 15 of each brute type (was 5 of each brute type)
 - Sutures now heal 20 of each brute type (was 10 of each brute type)
- Bloodpacks now heal 2.5 Bloodloss & restore 10% bloodlevel (was .5
Bloodloss and 5%)
 - Gauzes now heal 15 Slash and 20 Pierce (was 5 Slash and 10 Pierce)
 - Dylovene now heals 1.5 Poison per .5u (was 1 Poison per .5u)
 - Bicaridine now heals 2.5 Brute per .5u (Was 2 Brute per .5u)
 - Dermaline now heals 2 Burn per .5u (was 1.5 Burn per .5u)
- Epinephrine now heals 1 Burn & 1 Brute per .5u (was .5 for each per
.5u)
 - Kelotane now heals .5 Burn per .5u (was .33 Burn per .5u)
- Omnizine now heals 3 Burn, Toxin, Airloss, and Brute per .5u (was 2
per .5u)
- Lacerinol now heals 4 Slash per .5u (was 3 per .5u)
- Bruizine now heals 4 Blunt per .5u (was 3.5 per .5u)

# TODO

<!--
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- [x] Cherry-pick Medical changes merged in Goobstation

---

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 ## Breaking changes
<!-- List any breaking changes, including namespaces, public
class/method/field changes, prototype renames; and provide instructions
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Should values be overtuned, they can be reduced in a future PR or before
this PR is merged.

**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
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🆑
- tweak: Increased applicable medication heal values.
- tweak: Increased stack size of applicable medications.
- tweak: Slightly increased dylovene, burn, and brute chemicals heal
values.
- tweak: Decreased Medical item application time from 3s to 2s

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Signed-off-by: Tmanzxd <164098915+Tmanzxd@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit b431d24f86f94433ea0c53982db83e40ef1d3f2c)

* Automatic Changelog Update (#1267)

(cherry picked from commit 02dd8ab06333a5b2dabe03845bfd6719ca09ef48)

* Automatic Changelog Update (#1259)

(cherry picked from commit 09d59007d4c55ee9f7daa0f56cae672c51951843)

* The Blood Cult (#1001)

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# Description
Adds a new game mode - The Blood Cult.
Hail to Nar'Sie!

---

# TODO

- [x] Gamemode
- [x] Roles
- [x] Runes
- [x] Constructs
- [x] Structures
  - [x] Forge
  - [x] Archives
  - [x] Altar
  - [x] Pylon
    - [x] Structure
    - [x] Placement System
  - [x] Airlocks
    - [x] Repulsor system
  - [x] Construction system
- [x] Items
  - [x] Eldritch Whetstone
  - [x] Construct Shell
  - [x] Mirror Shield
  - [x] True Nar'sian Hardened Armor
  - [x] Flagellant's Robe
  - [x] Eldritch Longsword
  - [x] Zealot's Blindfold
    - [ ] Night vision system
  - [x] Shuttle Curse
  - [x] Veil Shifter
  - [x] Void Torch
 - [x] Reagents
   - [x] Holy Water
- [ ] Actions
  - [x] Cult Magic
    - [x] Stun
    - [x] Teleport
    - [x] Electromagnetic Pulse
    - [x] Shadow Shackles
    - [x] Twisted Construction
    - [x] Summon Combat Equipment
    - [x] Summon Ritual Dagger
    - [x] Blood Rites
  - [ ] Cult Leader Magic
    - [ ] Final Reckoning
    - [ ] Mark Target
    - [ ] Eldritch Pulse
  - [ ] Construct's Magic
    - [ ] Artificer
      - [ ] Summon Cult Floor
      - [ ] Summon Cult Wall
      - [ ] Greater Conjuration
      - [ ] Summon Soulstone
    - [ ] Wraith
      - [ ] Phase Shift
    - [ ] Juggernaut
      - [ ] Shield
      - [ ] Gauntlet Echo
- [x] Cult leader selection system
- [ ] Rending/Apocalypse rune placement markers
EXTRA:
- [ ] Spirit Realm rune
- [x] Eldritch language
- [ ] Conceal magic
- [ ] Ru locale
---

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# Changelog

🆑
- add: Added Blood Cult Gamemode.

---------

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

(cherry picked from commit 150020866ddd383f297dfccd7717017c23222d82)

* fix

* Automatic Changelog Update (#1001)

(cherry picked from commit a179e186fa812e5dbce34983e11ef7af56ccdcf4)

* Engine Update v237.2.0 (#1270)

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# Description

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Updates to engine version v237.2.0.
Fixes disposals systems breaking and not using the proper direction.

---------

Co-authored-by: sleepyyapril <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>
(cherry picked from commit dcc1c38fb729b00fdb15b79b38372f3e1e8bc951)

* [QoL] Show Oni Damage Bonus In Damage Examine (#1268)

# Description

Examining an item's damage values as an Oni now calculates your bonus
damage, and it also works with all of the Oni combat traits.

## Technical details

`OniSystem`, instead of adding melee damage through `MeleeHitEvent`, now
adds damage through `GetMeleeDamageEvent`, the same event that examining
melee weapon damage raises through `GetDamage`.

## Media

**Normal damage values**

<img
src="https://github.com/user-attachments/assets/9de255ef-29e6-4119-93cc-356349812a6f"
width=300px>

**Oni damage values**

<img
src="https://github.com/user-attachments/assets/18d44aaf-5a70-4ba9-a8c8-be29e92d7267"
width=300px>

# Changelog

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🆑 Skubman
- tweak: As an Oni, examining the damage values of weapons now takes
into account the melee damage bonus from your species or trait.

(cherry picked from commit 613e7937392d5d4fd9bf906f571adc237c706367)

* Automatic Changelog Update (#1268)

(cherry picked from commit 5fe4b1e94b987f787807cc10df06f667b87d124e)

* Loadouts V4 (#1164)

# Description

# TODO

- [x] Custom name/desc/color tint, toggleable individually per-loadout
	- [x] Fix them not changing correctly between profiles in-editor
	- [x] Preview colors in the lobby
- [x] Allow the users to null the color themselves (and default it to
such)
	- [x] Pick what should be allowed to be recolored
- [x] Guidebook links
	- [x] Make an example
- [x] Special components for loadouts
- [x] Heirlooms
	- [x] Pick what should have heirlooms
- [x] Decimate lag
- [x] Fix live character preview
- Maybe do characters per job
  - Rethink unusable

---

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

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https://github.com/user-attachments/assets/bcf61517-6b64-40d2-b299-7462e2469fe2

</p>
</details>

---

# Changelog

🆑
- add: Players can set custom names, descriptions, and color tints for
their loadout items
- add: Certain loadouts may have Guidebook pages shown in the editor
- add: Players can pick a list of loadout items to have one randomly be
their family heirloom for a mood bonus or deficit if they are carrying
it
- fix: Loadouts have almost as little lag as possible (hopefully none)
- fix: Everything properly updates your character editor's live preview

---------

Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com>

(cherry picked from commit f0463062812428625da9e8adad60c8a567fdacbe)

* Automatic Changelog Update (#1164)

(cherry picked from commit 57917a746f514aba3f142d870a9280c9b1eb9a4f)

* [Fix] Added Robust.Xaml to the Project Solution (#1266)

Mirrors https://github.com/space-wizards/space-station-14/pull/31573

Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>
(cherry picked from commit 1d65d548e69862295926fb08aee962d8fbd0b5c4)

* Update Credits (#1274)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
(cherry picked from commit 39f4ad8a8884bc5bb9e64530b1a708ea41b4de32)

* Fixes Make Cultist Admin Verb to Act on Target Not Self (#1289)

There's a small error on the admin verb for blood cultists which made
the verb only work on self. This fixes it.

(cherry picked from commit 6c2b2a8a4ab7c7b0c5e18d796ccd94d09b087509)

* IPC Instrument Menu Fix (#1287)

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# Description

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Fixes IPCs being unable to use the midi menu.

---

# Changelog

<!--
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🆑
- fix: Fixed IPCs being unable to use the midi menu.

(cherry picked from commit f133b9b7cf175815a3c6de59d541e12f0fc60790)

* Automatic Changelog Update (#1287)

(cherry picked from commit 92a6e099fca1581ea8a0cfd16bf7f13ae8d1108a)

* Change Target Doll Icon For Ashen Theme (#1282)

# Description

![target_doll](https://github.com/user-attachments/assets/1fdcd665-251f-4a3f-b80e-e11b77f13eef)

(cherry picked from commit 327247585612d9d65e20b8b856864701ceb1c933)

* Fix Applicable Medication Stack Bug (#1278)

<!-- Guidelines:
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## About the PR
<!-- What did you change? -->
- Fixed a bug where applicable medication stacks would revert back to 10
after 1 use.

## Why / Balance
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
- Did you know maxstacks were stored in a separate YML? Me neither,
until now.

**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
changes that could affect gameplay.
Make sure to read the guidelines and take this Changelog template out of
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<!--
-->
🆑
- fix: Fixed a bug where applicable medication stacks would revert back
to 10 after 1 use from full.

Signed-off-by: Tmanzxd <164098915+Tmanzxd@users.noreply.github.com>
(cherry picked from commit d4879f9129ae484f24f57eb642cc7d600f2323e0)

* Automatic Changelog Update (#1278)

(cherry picked from commit 8d485e8c0d4e3932835aeed210388e85988a0213)

* Re-Enable Language Color and Font (#1294)

# Description

Re-enables language font and colors showing up in chat messages. The
language font/colors were bugged after adding language names in chat
(https://github.com/Simple-Station/Einstein-Engines/pull/1165)

I also overhauled the format for chat messages to be more aesthetically
pleasing, and made sure chat bubbles use the language color/font.

## Media

**Nekomimetic**

![image](https://github.com/user-attachments/assets/4cb88d7b-7466-42ed-bf2d-b68c68edb62c)

![image](https://github.com/user-attachments/assets/adec7fd7-0a84-4e21-9eff-c1a387e2d529)

**Bubblish**

![image](https://github.com/user-attachments/assets/c49f5573-ac96-4375-a584-e8b2cc6f5fee)

![image](https://github.com/user-attachments/assets/c739c249-9d1e-453e-9e92-3f7ef24a4d61)

**Tau-Ceti Basic (Default Language)**

![image](https://github.com/user-attachments/assets/e6660039-ac2f-449b-96e0-44e0142d3715)

![image](https://github.com/user-attachments/assets/2baec2ca-975d-4111-85b0-3b2056fdd7f7)

**Rootspeak**

![image](https://github.com/user-attachments/assets/99d94f8d-9a1c-4be9-8c98-b42c9c7cffd7)

![image](https://github.com/user-attachments/assets/c20b4621-1ca7-42f5-a22a-82c9a4d1dddf)

## Changelog

🆑 Skubman
- fix: Language colors and fonts will show up in text messages again,
both on in-person messages and on the radio.
- tweak: The text on chat bubbles now uses the color and font of the
language being spoken.
- tweak: The language prefix before the name on chat messages now uses
the language's color.

(cherry picked from commit 1a9763528a9b15f11f474a2fa7ecfdde98aa9a15)

* Automatic Changelog Update (#1294)

(cherry picked from commit 7d802e35dc45c37016681c3a009bdaebe2707178)

* Shitmed Update 2 - [Insert Snarky Remark] (#1271)

# Description

![image](https://github.com/user-attachments/assets/b10f1e33-94fb-4ded-a644-b9945b58dbc5)

Honey wake up, another shitmed PR with 5 features and a trillion bugs! I
love bloat.

---

# Known Bugs
- A lot of shit with changelings lol
- Markings suddenly disappear from your entity apparently at random.
Wizden exclusive issue as of now.
- Fire heretics explode when ascending due to part damage shitcode
(sorry)
- Some exceptions/null point references at round end, tentatively
related to salvage corpses.
- Slots having wonky behavior due to not being networked. More of a
broad issue with how I implemented them initially.
- Arachne are FUCKED with surgery, I was incredibly tempted to set them
to roundstart: false, but I'll try to hotfix it this week.

---

# Changelog

🆑 Mocho, Deltanedas
- add: Ported Ghetto Surgery from Deltanedas!
- add: Ported fishops organs from Deltanedas!
- add: Added different step durations to each surgery step.
- add: Added a T2 research for advanced surgical tools
- add: Added a T3 research for an omnitool for surgery.
- add: Added Surgical and Advanced Surgical modules for Mediborgs
- add: Mediborgs can now perform surgery!
- add: Added lobotomies as an operation. Godspeed you psychopaths.
- add: Added cybernetic arms, legs and eyes.
- add: Added EMP weaknesses to all cybernetic parts (the day of
reckoning will come for IPCs soon)
- add: Losing your eyes now blinds you.
- fix: Fixed a few species that did not inherit from BasePart's, thus
taking damage types they shouldn't on their limbs.
- fix: Fixed harpy lungs not being usable in surgeries.
- fix: Fixed biosynthetic and other printable parts not allowing you to
attach body parts to them.
- fix: Fixed fire being able to destroy your chest.
- fix: Fixed entities being able to take over your body by just
inserting a brain or another head on top of you.
- fix: Fixed some shitcode that didnt let rejuvenate or godmode work
properly.
- fix: Fixed bionic arm, and cybernetic eyes traits not working properly
due to shitty networking.
- tweak: Increased tend wounds's speed by double, and bumped up the
values on its calculations. DEATH TO TOPICALS, LEAVE THOSE TO TIDERS.
- tweak: Beheading an entity now doesnt let it move, speak, and forces
it to the ground immediately (literally 1984!!11!!)
- tweak: Changed sprites on most surgical tools to now use /tg/ sprites.
- tweak: Unbound shitmed targeting doll keybinds by default (did you
know we have those).

---------

Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
Co-authored-by: goet <6637097+goet@users.noreply.github.com>
Co-authored-by: Saphire Lattice <lattice@saphi.re>

(cherry picked from commit 2eafa0d47e7b9a3270ae797f82dd7b1772dffb15)

* Admin Tooling Cherry Picks (#1290)

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# Description

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Link to every PR I cherry-picked:
1. https://github.com/new-frontiers-14/frontier-station-14/pull/2283
2. https://github.com/space-wizards/space-station-14/pull/29219
3. https://github.com/space-wizards/space-station-14/pull/30075
4. https://github.com/space-wizards/space-station-14/pull/28639
5. https://github.com/space-wizards/space-station-14/pull/32527
6. https://github.com/space-wizards/space-station-14/pull/28030
7. https://github.com/space-wizards/space-station-14/pull/28178

The main purpose of this PR is the first cherry-picked PR. It adds the
ability for admins to reply to ahelps via discord using an HTTP POST
request. See all relevant details in the initial PR by Myzumi.

---------

Co-authored-by: Myzumi <34660019+Myzumi@users.noreply.github.com>
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: Whatstone <whatston3@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: to4no_fix <156101927+chavonadelal@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

(cherry picked from commit b8e75dae0e25301da4ffdd1f6ca5b4aebdf5a2b8)

* Automatic Changelog Update (#1271)

(cherry picked from commit d58d397a69fc2bb5b2bbce9280a978d5d899bba0)

* More Loadout Equipment (#1281)

# Description

This PR adds a bunch more equipment selections for Engineering loadouts,
plus Suit/Skirt selections for the jobs that were missing it.

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

![image](https://github.com/user-attachments/assets/031224b4-e348-4030-9ea4-7f2dbc64c87d)

</p>
</details>

# Changelog

🆑
- add: All engineering roles have had their equipment loadouts
significantly expanded upon. Engineers can now buy construction
materials with their loadout points.
- fix: All engineering jobs now have their Suit/Skirt selection via
loadouts.
- add: Salvage techs can now select from a variety of knife options to
start their spess adventures with.
- add: Epistemics staff now have *some* equipment selection options that
they share. More to come when I finish making the Potentiometer.

(cherry picked from commit 0bd9a9ea81c2e6e9ef775a131b547b8b861548b1)

* Automatic Changelog Update (#1281)

(cherry picked from commit c7f1b4fa3c57f3650154150e1c30ce28e3302230)

* Dynamic Hostname System (#1296)

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# Description

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Change your hostname whenever map, preset, or runlevel changes!

Variables given on all hostname locale strings:
- {$mapName} - The name of the current map.
- {$preset} - The name of the current preset.
- {$originalHostname} - What you originally had game.hostname set to,
before updating.

---

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

![image](https://github.com/user-attachments/assets/97cba40b-5ceb-40f8-91e4-93450cd22b78)

![image](https://github.com/user-attachments/assets/2cf27e65-b493-4916-bedd-aa69eaa0135b)

![image](https://github.com/user-attachments/assets/234f5be0-7a8c-41e1-abdf-10e9c6700a90)

![image](https://github.com/user-attachments/assets/522525d6-fb23-45b9-b559-deffb3f37a58)

</p>
</details>

---

# Changelog

<!--
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in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
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nah

(cherry picked from commit de98c2aec2c072abeb6c81c74b830d72e29ba0c8)

* Religious Headgear For Character Customization (#1297)

# Description

This PR adds a few articles of various kinds of religious headgear to
loadouts, namely a Hijab, Turban, and Kippah. All 3 are whitescale items
that are set as colorable, allowing players to make them whatever color
is desired.

Farida can finally have the pink Hijab she was always supposed to have.

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

![image](https://github.com/user-attachments/assets/35fca330-98ba-439b-8e23-eec917b0d30c)

</p>
</details>

# Changelog

🆑
- add: Added various articles of religious headgear to loadouts, such as
Hijab, Kippah, and Turban. All of these are set to allow custom colors.

(cherry picked from commit e46a8636eb235e627023cdd3d42428b34c134353)

* Automatic Changelog Update (#1297)

(cherry picked from commit 56be69053045a2d2184c975c2325889df69838e0)

* Don't Require Running in Release to Test Mood (#1257)

(cherry picked from commit f2871885b6dd13b418dfd7ff55ffe0559a4f7044)

* Update Credits (#1300)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
(cherry picked from commit 9ef825252a0dc0054b1ba9626e7283d296150f3b)

* Start of Lore Documents

(cherry picked from commit dfb12e53abf1ef5d767240a19b28ba12dd35ef9b)

* Finally Done

(cherry picked from commit 2a8bf58dfc61f24796a55940e4a7ab6be3ced3ec)

* Automatic Changelog Update (#1298)

(cherry picked from commit 8a368bbdce5dd05adae998ec55f15fd5ff04b52f)

* Fashion Update: Earrings & Makeup (#1299)

# Description

Adds **38** new earrings, **31** new face markings, and **16**
bracelet/watch markings, based from Aurorastation cosmetics. Each
earring, bracelet, and watch marking is applied to just one side of the
body, allowing for greater customizability and mixing-and-matching
markings.

Most notably, the new face markings unlock **full customization of every
pixel** in the 5x4 pixel space of the face. Examples of this are shown
below.

Arachne now have access to **more than a hundred** markings above the
leg, after not having any markings in their 2 years of existence.

## Media

### Pauline

<img height=270px
src="https://github.com/user-attachments/assets/8316effb-34b3-4fa1-a80f-af2a3cd670c2">
<img height=270px
src="https://github.com/user-attachments/assets/be75770a-c5bb-46a7-afb4-2ec54bd5a5e5">

**Head (Side):** Drop Earrings (Left), Drop Earrings (Right)
**Left Hand:** Left Bracelet

### Red and Blue

<img height=270px
src="https://github.com/user-attachments/assets/8c1356fc-6eaa-484f-afb6-5ace7f45d895">

**Head:** Cheek Spot (Left), Eye Corner (Left), Cheek Spot (Right), Eye
Corner (Right)
**Head (Side):** Double Gemstone Earrings (Left), Double Gemstone
Earrings (Right)
**Left Hand:** Left Watch (Colorable)
**Left Arm:** Left Arm Bracelet
**Right Hand:** Right Watch (Colorable)
**Right Arm:** Right Arm Bracelet

### Pink

<img height=270px
src="https://github.com/user-attachments/assets/ae376cc3-7cd5-4e91-a3a0-ebe48202f5e6">

**Head (Side):** Hoop Earrings (Left), Double Gemstone Earrings (Right)
**Left Hand:** Left Bracelet
**Left Arm:** Left Arm Bracelet
**Right Hand:** Right Bracelet
**Right Arm:** Right Arm Bracelet

### Psychic

<img height=270px
src="https://github.com/user-attachments/assets/eaa8069a-2e51-4456-a315-414aa64cd41a">

**Head:** Bindi, Full Blush
**Head (Side):** Long Crystal Earrings (Left), Long Crystal Earrings
(Right)
**Left Hand:** Left Bracelet
**Right Hand:** Right Bracelet
**Right Arm:** Right Arm Bracelet

### Cyclops

<img height=270px
src="https://github.com/user-attachments/assets/55e67db9-0aa4-488d-a25b-32e8fd92044b">

**Head [Eyes]:** Bindi, Glabella, Nose Tape
**Head [Cover for mouth area]:** Lip Corner (Left), Lip Corner (Right),
Cheek Spot (Left), Cheek Spot (Right), Lips
**Head (Side):** Cross Earrings (Left), Cross Earrings (Right)

### 😂

<img height=270px
src="https://github.com/user-attachments/assets/4001b95a-60e1-431c-8463-1e2904cf767a">

### Arachne

![image](https://github.com/user-attachments/assets/b9935347-8977-4424-9b9b-b08aecb458b2)

**Head:** Left Arachne Eye, Right Arachne Eye, Lips, Neck Cover (Slim
Thick)
**Head (Side):** Long Crystal Earrings (Left), Long Crystal Earrings
(Right)
**Left Arm:** Left Robotic Arm from Hesphiastos Industries
**Left Hand:** Left Robotic Arm from Bishop Cybernetics
**Right Arm:** Right Arm Bracelet
**Right Hand:** Right Watch (Colorable), Right Nail Polish

## Technical Details

I did a quick fix in
[MarkingsSet.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fashion-update-markings?expand=1#diff-54373833c74b35579f9b3293d5bb0c17eda0d214c11f27dcb40c334ef8c6b513)
to handle a list index out of bounds error where the number of default
markings was lower than the maximum allowed markings, like with Onis who
have a default horn but can wear 2 earrings.

# Changelog

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🆑 Skubman
- add: 80+ new markings have arrived, including earrings, makeup,
bracelets, and watches. Sashay over to Character Setup to personalize
your character like never before!
- add: The Arachne species can now select markings above the leg,
including cybernetics, makeup, tattoos, noses, earrings, heterochromia,
bracelets, gauze, and more!
- tweak: The available points for Head (Side), Left Hand, and Right Hand
markings have been increased for most species to support the new
markings.
- tweak: The Nail Polish markings have been moved from the Overlay
category to the Left Hand and Right Hand categories.

(cherry picked from commit 932f9e31eab9b2c11c4429b7c9c36effc327e733)

* Automatic Changelog Update (#1299)

(cherry picked from commit b05ab8e0d1e8aa043a60ca96843061f4778136e6)

* ♂️ Add Male Arachne (#1301)

# Description

Adds the ability for Arachne to be male.

Also in this I added chest/arm Arachnid markings for Arachne to use. I
enabled footstep sounds for Arachne since it doesn't seem that they were
intended to have silent footsteps.

## Media

<img height=160px
src="https://github.com/user-attachments/assets/04e3b066-e75c-4ee7-bfd6-762c2defcaf8">

<img height=160px
src="https://github.com/user-attachments/assets/d4582c12-72d8-413f-92e6-145cb90c76c3">

## Changelog

🆑 Skubman
- add: Arachne can now be Male instead of only being Female. They can
now also wear Facial Hair.
- add: Arachne can use Arachnid chest and arm markings.
- fix: Arachne will now have footstep sounds instead of being quiet when
moving.

(cherry picked from commit 1bab6b8844c679897b3a695b363620589292d783)

* Automatic Changelog Update (#1301)

(cherry picked from commit 5476ee090bd735d7791b4ae7f1e8aeea674cd55a)

* Add Localization for Senior Physician and Senior Engineer (#1302)

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Adds localization for the Senior Engineer and Senior Physician roles
that were recently enabled.

---

# TODO

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n/a

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![Snímka obrazovky 2024-12-01
164702](https://github.com/user-attachments/assets/ca69e08d-5adb-4e71-aeda-5969d595e429)
![Snímka obrazovky 2024-12-01
165626](https://github.com/user-attachments/assets/18289899-2314-4d21-9b09-9e3e3415a6e0)

</p>
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---

# Changelog

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🆑 zelezniciar
- fix: Fixed Senior Engineer and Physician names not appearing correctly

(cherry picked from commit 4bf762411e866952c0257ce7d255b2610d7a3a21)

* Automatic Changelog Update (#1302)

(cherry picked from commit 9169818f60ef0cf156bb1b095d66e5e9d0b4575b)

* Make Cultist Constructs Speak Eldritch (#1303)

# Description

Fixes cultist constructs only speaking Universal and not being able to
understand anyone else due to a missing `LanguageKnowledgeComponent`.

## Changelog

🆑 Skubman
- tweak: Cultist constructs and soul shards now speak Tau-Ceti Basic and
Eldritch.

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 8573914e8b6183197abc250d3e8f3c186194b0a6)

* Automatic Changelog Update (#1303)

(cherry picked from commit 114ecde8384ae3d98350aa80d38b96766dc49cfa)

* Fix Lobotomy (#1306)

# Description

Fixes several bugs in the lobotomy procedure.

The lobotomy effect is now stored in the brain instead of the body, so
transferring a lobotomized brain will still give the lobotomy effects,
and a brain transplant to a body where a lobotomy occurred no longer
applies the lobotomy effects. The "Mend brain tissue" procedure to
reverse a lobotomy has been unlocked after a bug prevented it from
showing in the surgery UI.

Lobotomies now add the `ClumsyComponent`, which makes the lobotomized
target as clumsy as clowns.

## Technical Details

This deletes
[SurgeryComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-3786e2be1879fd877a8b501352bbd92baa3a17aecfa4a62827ad41497deb0fd7)
which was only used for the lobotomy procedures (incorrectly, it was
checking for `OhioAccentComponent` in the body part) in favor of
[SurgeryPartComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-7e180742b3a6f00b9f867d3ee4e8891dd00587dc4a2da8ad5e199180a387d18d)
and
[SurgeryBodyComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-249e5a937ba929ffc76f85e8a43f17918afc9ba866e81f4ea4eba2c90fd0c408).

These two components are currently unused as the lobotomy procedures use
a new condition component checking for the brain's
`OrganComponent.OnAdd` field, but they provide a way to check for
components on the body part and on the body, respectively.

## Media

**Lobotomy**

![image](https://github.com/user-attachments/assets/4deb80a8-30d1-4a01-9caa-bc288a88ba95)

**Mend brain tissue**

![image](https://github.com/user-attachments/assets/44403092-cac1-4d12-bd25-ebb7f3f1bc53)

**Remove organ step picture**

![image](https://github.com/user-attachments/assets/85d6960a-1f54-4525-ad53-84b039c91fda)

## Changelog

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🆑 Skubman
- add: The lobotomy procedure makes the target clumsy like the clown.
This makes them bonk when climbing tables and makes guns they're
shooting blow up on their face.
- tweak: The lobotomy step now requires a scalpel instead of a drill.
- fix: Enabled the "Mend brain tissue" surgical procedure on a
lobotomized target.
- fix: The lobotomized effect is now stored in the brain instead of the
body. The same brain stays lobotomized throughout brain transplants, and
transferring a normal brain to a body where a lobotomy occurred no
longer applies the lobotomized effect.
- fix: The lobotomy procedure now shows the proper popup during the
lobotomization step.
- fix: Removed the ability to perform lobotomies on bodies without a
brain.
- fix: The "Remove organ" surgery step on the UI now properly shows the
retractor sprite instead of the hemostat.

---------

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 1895f3addc871e3ad18845c22c61f422f9807107)

* Automatic Changelog Update (#1306)

(cherry picked from commit 71c641283a13fc79c68f8ad23fa1397052b7e74b)

* You Can Now Drag People Into Deep Friers (#1279)

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You can now drag entities like people into deep fryers. Yes, this will
cook them. Yes, you can cannibalize your own dead crew.

---

# TODO

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- [ ] Add a doafter
- [ ] Add a popup warning everyone of what you've done

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obs is broken part 295

</p>
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🆑
- add: You can now shove people into deep fryers by drag-dropping them
onto it.

---------

Signed-off-by: Eris <erisfiregamer1@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 82b2b28f3ee0f534b7f32fe54a70ba58d9ebbe1c)

* Automatic Changelog Update (#1279)

(cherry picked from commit cbc76ef649396a827a6c3b38b83c4a20f1affc7b)

* Revert "Emp Flashlight (#5)"

This reverts commit 932f1f6c

* Emp Flashlight (#5) (#1189)

# Description

Ports https://github.com/WWhiteDreamProject/wwdpublic/pull/5

# Changelog

🆑
- add: Added the EMP Flashlight to Syndicate Uplinks.

---------

Co-authored-by: Ivan <126400932+HellCatten@users.noreply.github.com>

(cherry picked from commit 7c0c16e3f2c07bad045c09e13a95855c356024ac)

* Automatic Changelog Update (#1189)

(cherry picked from commit 7beea8901ceea287918f35bd33f8d9445582427a)

* Add Europa Map to Rotation (#1152)

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# Description

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This PR adds an old map to rotation called "Europa", originally a
planetary map, but due to several problems it was not able to be played,
I updated a good part of the map adding things necessary to be able to
be played in the EE code, using the same idea To make the Glacier map a
"planet", I created a parallax using the desert texture for the map and
set the atmosphere on the outer side to a temperature of 356.2 K (83 C)
with a high presence of CO2

---

# TODO

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- [x] Rework eng
   - [x] add Super Matter engine
   - [x] better layout

- [x] Rework Epi
  - [x] Better layout
  - [x] missing content

- [x] Minor fixes on the map

- [x] test the map
- [x] add image

---

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<details><summary><h1>Media</h1></summary>
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![Europa-0](https://github.com/user-attachments/assets/12839795-60cd-44a2-adab-00d4f68b7ce3)

</p>
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🆑
- add: added a new map called "Europa" to rotation

---------

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

(cherry picked from commit 831a7b3092aaab0ef130072a8dfde5354d7809df)

* Automatic Changelog Update (#1152)

(cherry picked from commit b1c3703cdec223ba10aa8e46d28c88694f97450c)

* Update medicine.yml (#1210)

Merges the med doc by floof.
At least one original change by XavierSomething (will update when other
PRs are found)

https://github.com/Fansana/floofstation1/pull/222

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
(cherry picked from commit c22325983ecd0a90b8a042585d20568030d69aaf)

* Atmospheric Alerts Computer Upgrades (#1313)

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This PR upgrades the capabilities of the Atmospheric Alerts Computer by
displaying colored zones on the station map corresponding to air alarm
status.

Additionally, it makes the Atmospheric Alerts Computer board obtainable
in a Circuit Imprinter once Epi has researched "Atmospheric
Technologies".

This is a port of [Wizden
#31910](https://github.com/space-wizards/space-station-14/pull/31910) by
@chromiumboy

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# TODO

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n/a

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![Snímka obrazovky 2024-12-04
131829](https://github.com/user-attachments/assets/598fcfb4-2983-431e-8192-248880cba1b2)
![Snímka obrazovky 2024-12-04
134819](https://github.com/user-attachments/assets/2eb39995-f9fe-4f11-a01e-a457d3487231)

</p>
</details>

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# Changelog

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🆑 zelezniciar
- tweak: Atmospheric Alerts Computer now displays colored zones
corresponding to air alarm status on the station map
- fix: Atmospheric Alerts Computer board is printable in a circuit
imprinter

---------

Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
(cherry picked from commit e2ee77db5c7dd20958fa246c893d44b767826868)

* Automatic Changelog Update (#1313)

(cherry picked from commit 6c9270d0cf4526bd632d9d975eaa98c9d6767513)

* More Bug Fixes (#1311)

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[Mice pickup
fixed!](https://github.com/space-wizards/space-station-14/pull/33602)
[Mobs can no longer spill
jugs](https://github.com/space-wizards/space-station-14/pull/33602)
Rest in changelog.

# Changelog
🆑
- fix: You can pick up mobs again with left click.
- fix: No more mob jug spill, including you revenants.
- fix: Set the Gloves of the North Star to the proper attack speed.
- fix: Medibots will no longer try to heal borgs.

---------

Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

(cherry picked from commit 978173efd5f6e7a7cd9f5a52234291e29ed862dc)

* Automatic Changelog Update (#1311)

(cherry picked from commit 1b156683af55eb6e4fef1f1be46f69ff6b258856)

* ChemMaster Sorting (#1310)

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[Ports this Frontier
PR.](https://github.com/new-frontiers-14/frontier-station-14/pull/2498#issuecomment-2513268858)

---

# Changelog

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🆑 DmitriTheDemon
- tweak: The ChemMaster is now sorted.

---------

Signed-off-by: Remuchi <72476615+Remuchi@users.noreply.github.com>
Co-authored-by: Dmitri <reznoriam@gmail.com>
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: Remuchi <72476615+Remuchi@users.noreply.github.com>
(cherry picked from commit 32e17a621bc78ba70b330036bb5ba2fd371286e0)

* Automatic Changelog Update (#1310)

(cherry picked from commit 01a13e3c9f0beaa595b03acd0e50af4cb6de40bf)

* Port Shipyards (#1314)

# Description

I needed this extremely badly.

# TODO

- [x] Move all of this out of the DeltaV folders.

# Changelog

🆑
- add: Added Shipyards.

---------

Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Null <56081759+NullWanderer@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: Plykiya <58439124+plykiya@users.noreply.github.com>
Co-authored-by: plykiya <plykiya@protonmail.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Radezolid <snappednexus@gmail.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>

(cherry picked from commit d69b516ce2fe3f8da65db745f1157ae259f60e96)

* Automatic Changelog Update (#1314)

(cherry picked from commit 36cd6ca4706196e9c3097efcff3443bc30896c19)

* Port UserActivateInWorldEvent and BypassInteractionChecksComponent (#1295)

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See https://github.com/space-wizards/space-station-14/pull/28393 and
https://github.com/space-wizards/space-station-14/pull/28236 for
breaking changes and extra information
Works perfectly on a downstream of EE. Changes in third commit have been
tested with doors.

---

# Changelog

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nuh uh

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>

(cherry picked from commit 1016a0809c6636147647347e9736846cf0536e68)

* Inverts the Check for Material Whitelist in CanChangeMaterialAmount (#1320)

This change was actually suggested by April, I'm not the author.

It fixes Pacman generators and god knows what else.

Prior to the change you could insert steel in it, or just the wrong kind
of fuel.

Since you could only load the wrong kind of fuel the generators were not
working at all.

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Description.

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<p>

Ejecting steel from a pacman gen

![image](https://github.com/user-attachments/assets/28771e24-4c46-48f1-94dc-c3db03b059a6)

Them working after the fix.

![image](https://github.com/user-attachments/assets/cce907b2-097c-4d4a-837a-606e3c19b5b9)

</p>
</details>

---

# Changelog

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Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 54d15c03617c5c33b3804ad233e6dc6d7444080d)

* Build Your Own TEG! (#1316)

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# Description

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This PR adds the option of constructing a Thermoelectric Generator (TEG)
from scratch, by adding flatpacks for the TEG Center and TEG Circulator,
as well as a crate that can be ordered from logistics that contains the
flatpacks.

The aim is to give engineering crews the ability to add a TEG to
stations that might lack one, as a "fun" engineering project that can be
pursued on shift. This capability already exists for the Singularity
Engine and Tesla Engines.

The cost of the TEG Construction Kit is set at 8000 spesos, but this can
be changed for balance reasons.

Note: Kit may contain small parts not suitable for children under 3
years old. Some assembly required.

---

# TODO

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good to leave future references
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n/a

---

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

![Snímka obrazovky 2024-12-05
202816](https://github.com/user-attachments/assets/6c6c9f0d-89b2-4558-aa13-ca1c5bbca58d)
![Snímka obrazovky 2024-12-05
203211](https://github.com/user-attachments/assets/69227645-1382-45f0-848b-96b45e6da92f)

</p>
</details>

---

# Changelog

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🆑 zelezniciar
- add: TEG components now be ordered from Logistics and assembled on
station.

(cherry picked from commit f1b8f960f7aa9f29e638cb794d6f2639b63225e8)

* Automatic Changelog Update (#1316)

(cherry picked from commit 3d2cdd73bfd52e89ae9c11d60cba5c801bf68c8e)

* Several Small Map Fixes to Europa (#1319)

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Description.

---

# TODO

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- [x] Lack of radiator underneath the SM crystal
- [x] Wrong kind of vent and lack of connectors at the gas chambers
- [x] Inverts one of the connector pumps in the SM's closed loop
- [x] Adds a decal to this inverted pump which was missing
- [x] Lack of Mv wire under a APC on a hallway at the north side
- [x] Lack of Hv wire connection to a substation in the bridge which
powers the bridge and the bar area
- [x] Switches a medical records computer in medbay to a crew monitoring
one
- [x] Adds an autolathe to cargo
- [x] Protrudes the cargo dock which was too tight to fit the shuttle

---

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

Previous docking issue:

![image](https://github.com/user-attachments/assets/30ce4994-8294-40ff-8919-47fa28224dea)

Change in cargo dock design

![2024-12-06_09-25](https://github.com/user-attachments/assets/f968d153-28fe-4007-9b47-d8e36522cfc2)

Crew monitoring replacing medical records

![image](https://github.com/user-attachments/assets/719df986-fe72-4e6b-9263-9aa18b8c2237)

Autolathe added to cargo

![2024-12-06_09-19](https://github.com/user-attachments/assets/4d527179-2242-4d05-a229-d0fcc0aed360)

<h2>Atmos/SM/Wiring changes:</h2>

Added missing Hv connection to a substation in the bridge

![image](https://github.com/user-attachments/assets/0449cf0a-83f4-4ae5-a7cf-49e2f55a5197)

Added one missing Mv wire to this APC

![image](https://github.com/user-attachments/assets/79e939ed-1082-46e2-b572-2f5a31affa7c)

Changed regular vents into passive vents, added connector slot and
attached canisters to it

![image](https://github.com/user-attachments/assets/e8a9c686-f97e-46c3-a9e9-6b1da6776ba3)

Radiator added to SM

![2024-12-06_08-51](https://github.com/user-attachments/assets/e30549dc-1ea3-40d3-b12e-168497e9f19b)

These two pumps in the SM which were redundant, also one of them were
missing decal to the same tile

![image](https://github.com/user-attachments/assets/66e4dcdf-6b8c-4778-910e-288dcc8168ef)

Showing the changed pump after being inverted

![image](https://github.com/user-attachments/assets/ea571ad3-c6aa-4424-ae74-11319ac0f551)

---

Recenter changes:

There were three APC in cargo and north of in which one was connected
with cargo's APC for no apparent reason and the other was missing wires
entirely. I've put the one missing wires to work in the Lv wiring around
it and cut the Lv wires were it seemed appropriate to prevent connecting
multiple APCs with Lv for no reason.

![image](https://github.com/user-attachments/assets/b7a3f1e4-5d1e-48a8-8d54-31efecb9c691)

![image](https://github.com/user-attachments/assets/669d6827-510c-475a-9039-878fbc221faf)
Excess lamps not included in the change

![image](https://github.com/user-attachments/assets/6f1bb7fc-3b5c-4f76-96da-1e362a0c3921)

![image](https://github.com/user-attachments/assets/3e25bd5b-02ff-438a-89da-91310ca3e473)

![image](https://github.com/user-attachments/assets/f2a7990d-f09f-4c44-b68b-830305743c8f)

![image](https://github.com/user-attachments/assets/953948fe-6b3b-48fb-a18f-4a1b2541ccaf)

</p>
</details>

---

# Changelog

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🆑
- fix: Several small fixes to Europa map, namely to cargo dock, SM and
atmos piping and wires, adds autolathe to cargo and crew monitor to med

(cherry picked from commit 50eb2173c25073d8bed2aaf3dc5a8e4db44a261d)

* Automatic Changelog Update (#1319)

(cherry picked from commit f4152a5597156c58731308e0ef0869862035dce2)

* Fix Rules (#1321)

# Description

The latest update killed our generic rules, and made them not work
anymore. This PR brings them back.

![image](https://github.com/user-attachments/assets/2c7c7a64-3f06-4635-afe4-e6e941a374b7)

# Changelog

🆑
- fix: Server rules work again.

(cherry picked from commit 06a8cee785e74db4c820d072aa3fdafcf2e4c403)

* Automatic Changelog Update (#1321)

(cherry picked from commit 9989c4d3d2214b22f90045c15e32b04f93adb3b0)

* fix

* 237.2.0

* fix

* 237.2.0

* Uplink: Remove Deception Category (#1309)

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# Description

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[Ports this downstream
PR.](https://github.com/Fansana/floofstation1/pull/315)

---

# Changelog

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🆑 fenndragon
- tweak: Moved the uplink deception category into utility.

---------

Co-authored-by: fenndragon <fenndragon@gmail.com>
(cherry picked from commit ec650c49cf9aa00ef94a8ef6fd122e9f2906f98b)

* Automatic Changelog Update (#1309)

(cherry picked from commit 5d64873978b40fc03108674d9554e0cf11e4b454)

* [Feat] Bring Back Die Glorious Death, Hijack And Ian's Meat Traitor Objectives (#1323)

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# Description

Title

---

# Changelog

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🆑
- add: Reintroduced 3 traitors objectives: steal Ian's meat, Die
Glorious Death and Hijack Evacuation Shuttle

Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>
(cherry picked from commit 0c60671d98a565cbc81daed2df438853fc03c5bb)

* Automatic Changelog Update (#1307)

(cherry picked from commit 33f80d679da22d870fb5e7d0beddfd67366b77a4)

* Automatic Changelog Update (#1323)

(cherry picked from commit 3ae43708cadfc9e1ab1b3ef1b4f8bc7144017065)

* The Throwing Update (#1307)

# Description

Turns a plethora of items into throwing weapons that deal damage when
thrown. Throwing weapons cost stamina to throw.

## Technical/Balance Details

To make a melee weapon also a throwing weapon, just add `- type:
DamageOtherOnHit`, and it will automatically inherit the damage from a
light melee attack and the melee sound effect as the thrown hit sound
effect. You can set a custom damage value with the `damage` field
(necessary when the item is not a `MeleeWeapon`) and stamina cost with
`staminaCost`.

To make the throwing weapon embed and deal damage over time when
embedded, add `- type: EmbeddableProjectile` and `- type:
EmbedPassiveDamage`. By default, the embed damage per second is 5% of
the throwing damage, but it can be modified on `EmbedPassiveDamage` with
`throwingDamageMultiplier`.

The default stamina cost for throwing is 3.5 stamina. The baseline cost
for almost all DoT embeddables is 5 stamina, because of the extra damage
the DoT brings.

When a thrown item hits a target with body parts, it will randomly
select a body part and only deal throwing damage to that body part. It
will also embed to the same body part and only deal passive embed damage
to it.

## TODO

The unchecked checkmarks are best addressed in another PR but they will
stay here for now.

<details><summary>Show Todo</summary>

- [ ] Deal with prediction issue on embeddable projectile removal
- [ ] This happens even before this PR so not really a big issue, maybe
in a separate PR
- [x] Add embeddable damage numbers to embeddables
- [x] Fix throwing angle for surgery tools after the surgical tools
sprite update
- [ ] Try to make the throw knockback function as if it hit a wall
- [x] Esword/desword/e-dagger toggle embed damage
- [x] Don't start passive embed damage if EmbedPassiveDamageComponent
has no damage
- [x] Make DamageOtherOnHit.Damage not nullable
- [x] Throwing damage only to a specific body part

### Traits

- [ ] **Enraged Throw** (Oni)
  - [ ] Oni/trait damage bonus applied to throwing weapon too
- [ ] Can throw carried bodies, which will do a MassContest between the
thrown body and the hit body to determine blunt damage, and stun
duration for each party
  - [ ] 15% resistance to thrown/embed damage
- This helps when their enemy uses the items they throw against them.

- [ ] **Sharpthrower** (Human)
  - [ ] 10% more Brute thrown damage
  - [ ] 50% chance of throw hitting targetted body part
  - [ ] 40% throwing stamina cost reduction
  - [ ] 15% resistance to thrown/embed damage

### Embeds

- [x] Adjust embed damage per second to be like /tg/ (in /tg/ spear has
around ~1.2 embed DPS, adjust for ~45% embed chance since we're not
implementing embed chance and its 0.54)
- [ ] Merge EmbeddableProjectileComponent and
EmbeddablePassiveDamageComponent
- [ ] Split SharedProjectileSystem into EmbeddableProjectileSystem
- [x] Embed to a specific body part and deal damage only to that part,
for now can randomly select body parts on embed
- [ ] ~~Normal passive damage becomes x0.2 when lying down~~
- [ ] Increased damage when moving, more bonus damage for running
(Jostle DPS on /tg/ is 0.2 running and 0.1 when walking/crawling)
- [x] All embeddables have a fall out time (30 or 45 secs)
- [ ] - [x] On damage examine, can see that an object is embeddable "It
can embed on a target if thrown."
- [ ] Negative moodlet for attached harmful embeddables
- [ ] On health examine target with embeds, can see embedded objects "He
has a spear embedded in his left arm."
- [x] On examine item that is embedded, can see to which body part the
item is embedded "The spear is embedded on Urist McHands's left arm."
- [ ] An embeddable removed outside of surgery deals a lot of damage (x2
thrown damage)
- [ ] Lying down prevents natural falling out and thus the damage with
non-surgical removal
- [ ] Surgical procedure on a body part to remove all embeds on it,
using hemostat for removal
- [x] Allow anyone to remove embedded cultist weapons even if they're
not a cultist

</details>

## Media

**Throwing Toolbox Tools**

https://github.com/user-attachments/assets/4e20568f-adf0-4be8-ac38-fc6b21fed03c

**Examine**

![image](https://github.com/user-attachments/assets/ef95e653-1491-4d9b-8f84-785c3df22763)

**Examine After Embedding**

![image](https://github.com/user-attachments/assets/edc79c8f-db23-4bd3-9fa7-3b47f79c5881)

## Changelog

🆑 Skubman
- add: The Throwing Update is here. You can throw most melee weapons at
the cost of stamina to deal damage from afar.
- add: Dozens of throwable weapons, mainly sharp weapons will now embed
on throw and deal damage every second until they're manually removed or
naturally fall off after some time.
- add: Examining the damage values of an item now shows its throwing
damage, throwing stamina cost, whether or not it embeds on a throw, and
if the embed deals damage over time.
- add: Examining an embedded item now shows what body part it's embedded
in.
- tweak: The traits High Adrenaline, Adrenal Dysfunction, Masochism and
Low Pain Tolerance now affect throwing attacks just like melee attacks.
- tweak: The default time to remove embedded items has been increased
from 3 to 5 seconds, and both the remover and the target with the
embedded item need to stand still during the removal.
- tweak: The time to pry up a floor tile with a crowbar and other tools
has been decreased from 1 second to 0.5 seconds. The throwing damage of
floor tiles has been increased. Go figure.
- fix: Attempting to throw a Blood Cultist item without being a cultist
will stun you and drop the item you're holding properly.

---------

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>

(cherry picked from commit c40af73e43c394edb1e96f2bfcc278ca0d54f94e)

* fix

* Automatic Changelog Update (#1307)

(cherry picked from commit 33f80d679da22d870fb5e7d0beddfd67366b77a4)

* Replace Direct Uses of GameTicker Dictionary with `TryGetValue` (#33222) (#1329)

Cherry picks "Fix station events schedulers, antag selection and
possibly other systems acting weird in a rare scenario."
# Description

This is being PRed mostly as a fix to an issue which caused the round to
fail to start due to an error in antag selection, which did happen in
Thief antags and may also happen with Bloodcult gamemode.

Double posting from discord:
> It fixed issues caused with antag selection at roundstart which
affected roundstart Thief selection.
>
> Since cultists are also selected exactly at roundstart - unlike
traitors for instance, I think this might help with cultists too.
>
> I tried to force start bloodcult gamemode in the past and it failed to
start but I since I had tracebacks disabled trying to improve
performance I'm not sure this was the cause.
>

Credits to April for pointing this out for me after I commented on the
issue.

----

This cherry picks 79ff990ddf7c7af40f70bcc7ba2d3220730852ab removing
changes which change methods which do not exist yet on our side.

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Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
(cherry picked from commit 8216a6e60b114a65fb4662587e6e6f2e38dd242f)

* Fix Debug Assert. (#1325)

nothin' crazy, just annoying.

(cherry picked from commit ca7e5768be4350d13a0541005ad795b9fb17c2a7)

* Fix Melee Weapon Attack Speed (#1330)

Description.

Melee weapons got swapped from attacks/second to second/attack but the
actual attack rate value didn't get changed so weapons got all jumbled.
I'm pretty sure I got them all but I might've missed a few in weird
folders

🆑
- fix: Fixed melee weapons.

---------

Signed-off-by: dge21 <129136517+dge21@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit f9133933e72bb9c3f7b5d130fc3c3ceb4358b9cd)

* Automatic Changelog Update (#1330)

(cherry picked from commit 1592c0e225593707d03626f24e009ad089631e49)

* CVar CharacterRequirement (#1322)

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# Description

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This takes in one CVar and one required value and simply checks if the
CVar's value as a string is equal to the required value. I could make it
use a list of them, but I really didn't think it was needed considering
CharacterAndLogic.

I also cleaned up CharacterRequirements.Profile.cs a bit.

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
(cherry picked from commit 34209e69c0251e279a7090bbd097825ffae70fde)

* Update Credits (#1326)

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>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 49b9c34f66528c92303fb3bf6dd8f8db55c435b6)

* Back Out "Flash Now Flashes Black Instead of White. (#14642)" (#1331)

Original commit changeset: c3dcc7a124

# Description

Dark flash is cowardly. Billions must be flashbanged irl

# Changelog

🆑
- tweak: Flashes are bright again!

(cherry picked from commit 6b1feac3b12fecb33cfb7e30354347e8443b9c41)

* Automatic Changelog Update (#1331)

(cherry picked from commit 48951ffc83393b6d0d007283206efc8af678c92a)

* Nix housekeeping

(cherry picked from commit 142ff101a3e7794250bd91422db7c3dbabcf1161)

* Port N14 Mapper Assets (#1315)

# Description

By request from Old Dance Jacket, who wanted to be able to use N14
Mapping Assets in SS14. We should probably trim this list down for what
assets aren't actually needed (Any asset that is 100% unique to Fallout
for instance)

# Changelog

🆑
- add: Added a large number of mapping assets from Nuclear14

(cherry picked from commit 3e9387686105cc7a0928e65682b8075f7e7737f4)

* Automatic Changelog Update (#1315)

(cherry picked from commit b4e9e44b0e2641fc5ea7936d9cdb5c156d3a2d39)

* Billions Must Flip (#1318)

# Description

Billions must flip.

https://github.com/Goob-Station/Goob-Station/pull/828
https://github.com/Goob-Station/Goob-Station/pull/832

# Changelog

🆑
- add: Spin, flip, and jump emotes have been added.

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: username <113782077+whateverusername0@users.noreply.github.com>
Co-authored-by: router <messagebus@vk.com>
(cherry picked from commit 0ed26cebf3e82c3aeb3d5d5096a3be6750cf1e77)

* Automatic Changelog Update (#1318)

(cherry picked from commit 39d250fb74e5da7d87fae08c662cd88f914d2df6)

* Re-Enable Clown/Mime Hardsuit and Clown Snoring (#1324)

# Description

Reverses one of the countless content removals from the old codebase EE
was based on by adding back the Clown hardsuit and Mime hardsuit as
craftable items. Also re-enables the unique clown snoring sound.

## Media

**Hardsuits (renamed to Vacsuit)**

<img width=400px
src="https://github.com/user-attachments/assets/92f77ef3-3380-4b98-a099-7ed28e260de2">

<br>

<img width=400px
src="https://github.com/user-attachments/assets/7940d34c-0e7c-4979-bd95-3992e3d79e98">

**Honk Mimimimi**

https://github.com/user-attachments/assets/2d8af9a6-d17d-4a94-9f59-7b3aafd987a2

## Changelog

🆑 Skubman
- fix: Fixed an issue where players could not craft clown hardsuits and
mime hardsuits on the crafting menu.
- fix: Fixed an issue where clowns did not have their signature silly
snore sound when sleeping.

---------

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 946b7664763b8b823215a710743d74b4b0dd6a79)

* Automatic Changelog Update (#1324)

(cherry picked from commit 48d63bacf6bd665c8ff98e33d5da3a0e1e4ffb52)

* Blood Cult DLC 1: Make It an Actually Playable Game (Mode) (#1276)

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# Description

You don't actually have to pay for it, y'know?
---

# TODO

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- [x] Fix bugs from discord thread.

---

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

![Example Media Embed](https://example.com/thisimageisntreal.png)

</p>
</details>

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# Changelog

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🆑
- add: In-game guide book to kickstart your sinister activities.
- add: Constructs now have abilities.
- add: Rending rune and apocalypse rune now should only be placed in the
specific spots on maps. Needs to be mapped.
- add: Veil Shifter now displays how much charges it has when examining.
- add: Cult runes now have descriptions. Also stating how much invokers
required for each rune.
- add: Blood rites can now be dropped&deleted.
- add: Blood rites now suck... blood in 0.5 tiles radius.
- remove: Non-cultists can no longer examine runes.
- fix: Fixed Cult Objective Target selection. You can (and should)
sacrifice your own people now.
- fix: Non cultists can no longer use veil shifter.
- fix: Teleport spell is no more a cheap rip-off and now actually
teleports.
- fix: Timed Factories can't no more produce infinite number of
entities.
- fix: Offering rune should now properly convert someone.
- fix: Sacrificing body with mind now properly transfers their mind to
soul shard.
- fix: Shadow Shackles now cuffs the target instead of the caster
(lmao).

---------

Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>
Signed-off-by: Remuchi <72476615+Remuchi@users.noreply.github.com>
Co-authored-by: Raphael Bertoche <bertocheraphael@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 975c673d41f7379975e3d9bed07d29a33371b39a)

* Automatic Changelog Update (#1276)

(cherry picked from commit 149afb608d2f84f4bd8c48443374ba7b9d72ff34)

* Automatic Changelog Update (#1335)

(cherry picked from commit 478e159fb76c497423e370bd583958295bbbb443)

* RobustToolbox

* fix: stun

* fix: stun

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
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2024-12-14 10:41:27 +02:00
Spatison
2fd69f53e3 [Fix] Mass Bug Fix (#130)
* Mass Bug Fixing (#1256)

<!--
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# Description

<!--
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Mass bug fixing, for bugs related to #1220.
Feel free to link or send bugs.

Fix list:
- #1242
- #1243
- #1244
- https://github.com/space-wizards/space-station-14/pull/28084
- https://github.com/space-wizards/space-station-14/pull/28282
- Actually fixed PirateRadioSpawnRule heisentest (with a bandaid) (I
cancel if it's 0)
- https://github.com/Simple-Station/Einstein-Engines/issues/1263

---

# Changelog

<!--
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in the changelog (ex: `🆑 Death`)
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🆑
- fix: Fixed chair visuals drawing depth wrongly if you sat in a
north-facing chair.
- fix: Fixed buckling doing several buckles each time you did one.
- fix: Fixed the magic mirror.
- fix: Fixed beds re-positioning you every few seconds.
- fix: Fixed E not opening containers that are in another container.
- fix: Fixed disposal systems not flushing or ejecting properly.

---------

Co-authored-by: sleepyyapril <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>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit 41501bd335c5e1e2e65b5d2ad040a3ae6851d4e8)

* Automatic Changelog Update (#1256)

(cherry picked from commit 9798f5363135cbe71479d0a14cf3215d01ed28f0)

* fix

* Fix animation looping bugs. (#29457)

Summary of the problem is in the corresponding engine commit: a4ea5a4620

This commit requires engine master right now.

I think #29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.

Fixes #29144

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 8d015f5c9ff60107dccdf35fa48e1558728ff269)

* Fix arcade machines (#30376)

(cherry picked from commit e72393df712cb2f5d1b4f6b4e2dc417c5584f07a)

* fix

* fix test

* fix test

* fix test

* fix

---------

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
2024-11-25 01:20:13 +07:00
Spatison
a2557f75a6 Upstream (#129) 2024-11-21 17:49:04 +07:00
Spatison
579444c3de [Fix] Waddle / Походка Клоуна (#107)
* fix: waddle

* tweak
2024-10-31 10:22:32 +07:00
DEATHB4DEFEAT
47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: FungiFellow <151778459+FungiFellow@users.noreply.github.com>
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Co-authored-by: Джексон Миссиссиппи <tripwiregamer@gmail.com>
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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00
Mnemotechnican
b87cb9ce42 Pulling Minor Fixes (#966)
# Description
- Fixes BeingActivelyPushed not resetting when pulling stops, resulting
in entities who broke out of pulling being able to fall into trashcans
and whatnot.
- Makes it so that the puller does not receive impulse while pushing
under gravity (as it turns out, it is, in fact, annoying when you are
small)
- Increases the default continuous push duration to 5 seconds to make
pushing heavy objects easier.

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


https://github.com/user-attachments/assets/1808fb33-b9af-41b4-bec8-138eab088565


</p>
</details>

# Changelog
🆑
- tweak: Pushing something no longer causes your character to move, but
only if there is gravity holding you down.
- tweak: Pushing an object with Ctrl-RMB now pushes it continuously for
up to 5 seconds instead of 2.
2024-10-19 13:22:22 +07:00
Mnemotechnican
a7a9cf9e84 Physical Pulling (#883)
# Description
Fixes pulling being obnoxiously unphysical. Entities now exert a
specific amount of force defined as the product of their mass and the
SpecificForce set in their PullerComponent. Doing a ctrl-right click now
sets a target position where your entity begins to continuously push the
pulled entity towards, instead of throwing it or pushing it once
(however, it should still be possible to drag people and disposals and
the like). Additionally, your entity will properly experience recoil
from dragging someone around.

# TODO
- [X] Do stuff
- [X] Fix stuff
- [X] Fix aghosts not being able to push (?)
- [X] Fix pulling giving you free kinetic energy while in spess (how?)
- [ ] Test if throwing felinids into disposals via pulling still works
:trollface:

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



https://github.com/user-attachments/assets/2498ef8c-f743-4702-b73c-b2da0c16e9aa


</p>
</details>

# Changelog
🆑
- add: Pulling has been reworked. Your character will now try to
continuously push the pulled entity when you use the push keybind.
- remove: You can no longer push the pulled entity while walking, and
pushing now follows the momentum conservation laws.
2024-10-19 12:54:31 +07:00
Mnemotechnican
d5fe1a3bb1 User-Friendly Sprinting (#889)
# Description
"Walking by default" is now implemented as a client-side toggle in the
settings. Also, fixed walking alerts being shitcode and not displaying
the correct walking/running state.

One issue still persists: if you press the "toggle walk" button while
typing in the chat, it still resets the walking state to default. I
don't know what causes it, probably the input field leaking button-up
input events instead of marking them as handled.

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

https://github.com/user-attachments/assets/97d5b495-ea9b-4854-a6b0-84815ed5a332

</p>
</details>

# Changelog
🆑
- add: You can now choose whether you want to walk or run by default in
the settings.

---------

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
# Conflicts:
#	Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs
#	Content.Shared/CCVar/CCVars.cs
2024-10-19 12:51:44 +07:00
VMSolidus
3204452b7a Jetpack Server Configuration (#901)
# Description

Jetpacks can now be configured via CCVar in a server's TOML file to
allow for certain behaviors that people have repeatedly asked for, and
were denied by Wizden on the basis that, "Wizden doesn't want this on
their servers". Well the request has reached my lap, and my response to
this is, "I have the power to give that choice directly to individual
servers."

Here you go. Enjoy.
This PR makes it so that jetpacks can be set in Server Configuration to 
- Be usable in ANY condition, even on grids with gravity
- Be usable in zero gravity, even on grids
- Or set the 2 new CVars to false, and it'll just work like it did
before.

# Changelog

🆑
- add: Jetpacks now work in zero gravity.
- add: New CCVar "jetpack.enable_anywhere" allows server hosts to
optionally make it so that jetpacks can be used anywhere, even in
gravity and on grids.
- add: New CCVar "jetpack.enable_in_no_gravity" allows server hosts to
optionally disable jetpacks being usable in zero gravity.
2024-10-19 12:45:33 +07:00
Angelo Fallaria
f4d2e3551b Make Dionas Slow And Steady (#704)
# Description

Dionas now have 25% slower movement speed in exchange for total slip
immunity and slow immunity (except lying down).

Note that this also prevents slowdowns from hunger and thirst.

This also fixes an existing bug with Sluggish and Snail-Paced related to
`TraitSpeedModifierSystem`, as it was not applying the reduced movement
speed upon spawning, only when the movement speed has been modified by
another source. `TraitSpeedModifierSystem` has been moved from
`Content.Server` to `Content.Shared`.

This used to be a trait costing 3 points, but is now given for free to
all Dionas per request of @VMSolidus.

## Media

<details><summary>Expand</summary>

**Speed with no items**


![image](https://github.com/user-attachments/assets/b723614a-79fe-401c-ae53-2ad98ff9a6d3)

**Speed wearing a jugsuit, wearing a duffel bag, holding one duffel bag
in each arm, and walking through a puddle of glue covered in spider
webs.**


![image](https://github.com/user-attachments/assets/a934d2c1-437f-463c-8fe3-63b7b54a1f58)

</details>

# Changelog

🆑 Skubman
- add: Dionas have been given a 25% slower movement speed. In exchange
for that, they gain absolute slip immunity and movement speed modifier
immunity. This makes them immune to slowdown from things like
duffelbags, hardsuits, and spider webs.
- fix: Sluggish and Snail-Paced will now properly apply their movement
penalties upon joining.
2024-08-09 13:28:01 -04:00
Angelo Fallaria
0acb879e61 New Trait: Light Step (#658)
# Description

**Light Step** is a 1-point Auditory trait that reduces the volume of
your footsteps by roughly 50%, enabling you to be quieter and
stealthier. Inspired by the SS13 trait of the same name.

## TODO

- [x] Locale strings
- [x] ~~Reduce the distance in which Light Step footsteps can be heard~~
- It turns out that whatever I did reduced the delay between footstep
sounds.
- [x] Discuss the balancing values for the trait

## Technical details

In the current implementation, Light Step reduces the volume of
footsteps by 10 dB, resulting in roughly halving the volume.

The fields in `FootstepVolumeModifierComponent` change the volume in
terms of decibels.

## Media


![image](https://github.com/user-attachments/assets/d1e3efee-6f81-4212-a745-ae08687afcc0)

# Changelog

🆑 Skubman
- add: Add the Light Step trait, a 1-point trait that makes your
footsteps quieter.

---------

Signed-off-by: Angelo Fallaria <ba.fallaria@gmail.com>
2024-08-05 16:29:06 +01:00
DEATHB4DEFEAT
ac2fc06e10 Invert the Running/Walking States (#485)
# Description

Ports
https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/39

A change made to encourage people to [stop and smell the
roses](https://www.urbandictionary.com/define.php?term=slow+down+and+smell+the+roses),
instead of sprinting everywhere trying to get shit done.
This goes well with #486, so people don't actually *have* to rush places
to try to get things done before the shift ends fatally.
It's weird anyway how we're all constantly sprinting everywhere and have
to *very actively* choose not to (and why would you?).
Increases the default speeds so that walking isn't painfully slow and
sprinting feels more like sprinting in combination with the active
choice to sprint.

Someone needs to PR changing the default sprint or examine buttons, so
people can fight and sprint with this change.
(A lot of other default keybinds suck or conflict too and need to
change)

# Media

Terrible video but whatever


https://github.com/user-attachments/assets/5ff3863d-92c8-4df3-b76b-82874b5e1ae3

# Changelog

🆑
- tweak: The station's crew hivemind has decided to slow down their
movement and enjoy The Park instead of sprinting everywhere

---------

Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com>
2024-08-01 09:30:47 +01:00
DEATHB4DEFEAT
ec385000a3 Merge branch 'master' of https://github.com/Simple-Station/Einstein-Engines into wizden-mass-pick-1 2024-07-17 22:15:12 -07:00
gluesniffler
62dfbfc000 Display an Alert when the User Is Walking or Running. (#528)
# Description

First PR. Adds an alert on the user UI whenever they toggle between
walking or running. No more second guessing whether you will slip or not
when walking over that puddle of water, or if your usage of Shift on
chat toggled your movement speed.

The alert is displayed for entities with the component
'CanWalkComponent', which is added to the following prototypes:
- All genetic ancestors (MobBaseAncestor)
- Human controlled mechs (BaseMech, wont display on VIMs or HAMTRs
because rats or hamsters can't walk, and the edge case is not worth the
trouble)
- All human/player species (BaseMobSpeciesOrganic)
- All slimes/geras (BaseMobAdultSlimes)
- Reagent Slimes (ReagentSlime)
- Rat Kings (MobRatKing - yes they can fucking walk lmao)
- Borgs (BaseBorgChassis)
---
<details><summary><h1>Media</h1></summary>
<p>


https://github.com/Simple-Station/Einstein-Engines/assets/159397573/1a60711b-d048-444d-bd08-6a9eadeccc8a


</p>
</details>

---

# Future Stuff

I also wanted to make it toggle the user's speed on click like it would
in ss13, but sadly the majority of the input management/prediction seems
to be done exclusively client-side, making it a hassle to work around
the alert. **Will revisit if there's improvements or refactors to the
movement code.**

---

# Changelog

🆑
- add: Added an alert on the UI for when the user is walking or running.

---------

Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
2024-07-16 17:39:46 -04:00
Mnemotechnican
ff26317742 More Zoom Levels (#547)
# Description
Adds more zoom levels and CVars to configure them.

The defaults make it so that the new minimum zoom is roughly equal to
what ss14 had before (29.6%).

# Why
Playing as a tiny character made me love having the screen zoomed in,
but having only 3 zoom levels didn't quite allow to set the zoom level
to what I wanted. This PR fixes that.

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



https://github.com/user-attachments/assets/61e56913-1c9d-4590-95ac-686018b5caa9



</p></details>

# Changelog
🆑
- add: You can now configure your zoom more precisely.
2024-07-16 14:18:56 -04:00
Hannah Giovanna Dawson
f8d7ba4023 Clown shoes make you waddle, as God intended (#26338)
* Clown shoes make you waddle, as God intended

* OOPS

* Toned down, client system name fix

* Tidy namespacing for @deltanedas

* Refactor to handle prediction better, etc.

* Resolve PR comments.
2024-07-11 21:43:47 -07:00
ShadowCommander
2e3d4aa09b Fix pulling a new entity when already pulling an entity (#26499)
Fix pulling when already pulling

The TryStopPull were failing due to wrong arguments provided.
Replacing the virtual item in hand with a different pull was failing due to the hand not being cleared.

Fix stop pulling checks that had the wrong variables provided.

VirtualItems are already queue deleted at the end of HandleEntityRemoved.
2024-07-11 21:42:15 -07:00
Zealith-Gamer
6544e563b0 Stop items that are being pulled from spinning (#26504)
* Fixed pulled items spinning when moved

* edited out others issues

* more reverts

* requested fix

* Removed "Optional:"
2024-07-11 20:40:07 -07:00
VMSolidus
30fa1207b2 Update Submodule to 219.2.0 (#536)
Uses the following Cherry-Picks:
https://github.com/space-wizards/space-station-14/pull/26994
https://github.com/space-wizards/space-station-14/pull/26518
https://github.com/space-wizards/space-station-14/pull/26279
https://github.com/space-wizards/space-station-14/pull/24946
https://github.com/space-wizards/space-station-14/pull/27188

Requires:
https://github.com/Simple-Station/Einstein-Engines/pull/535
https://github.com/Simple-Station/Einstein-Engines/pull/534

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Jake Huxell <JakeHuxell@pm.me>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: 0x6273 <0x40@keemail.me>
Co-authored-by: DEATHB4DEFEAT <zachcaffee@outlook.com>
2024-07-11 17:40:02 -07:00
VMSolidus
125896184e Cherry-Pick PR #26312: Fix Puller Being Improperly Unset When Pulling Stops. (#532)
## Mirror of PR #26312: [Fix puller being improperly unset when pulling
stops.](https://github.com/space-wizards/space-station-14/pull/26312)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `a6c018d755ee4f35fb8e3ab597fa90c7592fe920`

PR opened by <img
src="https://avatars.githubusercontent.com/u/32041239?v=4"
width="16"/><a href="https://github.com/nikthechampiongr">
nikthechampiongr</a> at 2024-03-21 15:07:50 UTC

---

PR changed 1 files with 8 additions and 6 deletions.

The PR had the following labels:


---

<details open="true"><summary><h1>Original Body</h1></summary>

> fixes #26310
> 
> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> This pr fixes the bug with people being unable to move while in cuffs
if they were previously pulled even if they were no longer being pulled.
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> A security cadet should not be able to merge my legs with the ground
by simply touching me while I'm in cuffs.
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> 
> When unpulled, the pullableComp has its puller field set to null after
the message signifying the pulling has stopped has been sent. Since the
component has a field to determine whether its owner is being pulled
which is determined by the puller field, systems listening on the event
would think that the owner of the component was still being pulled.
> 
> As a result, when the message was fired and the SharedCuffableSystem
checked whether it should allow the cuffed person to move it thought
they were still being pulled and as such didn't allow them to move.
> 
> I spent some time trying to determine whether setting the puller to
null earlier would have other negative effects, however to my
understanding of the code and the systems that listen to the message I
believe this is now the correct behavior. Still just in case
@metalgearsloth please check this out thanks.
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
> - [x] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> 
> **Changelog**
> <!--
> Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
Changelog guidelines located at:
https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog
> -->
> 
> <!--
> Make sure to take this Changelog template out of the comment block in
order for it to show up.
> 🆑
> - add: Added fun!
> - remove: Removed fun!
> - tweak: Changed fun!
> - fix: Fixed fun!
> -->
> 🆑 
> - fix: You can now move again if you stop being pulled while in cuffs.


</details>

Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com>
2024-07-09 17:43:45 -07:00
SimpleStation14
24f36c1803 Mirror: Pulling Rework V2 (#269)
## Mirror of PR #24936: [Pulling rework
v2](https://github.com/space-wizards/space-station-14/pull/24936) from
<img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `c584f6444a85cc53edb060230f7e7b2b76cc87bf`

PR opened by <img
src="https://avatars.githubusercontent.com/u/31366439?v=4"
width="16"/><a href="https://github.com/metalgearsloth">
metalgearsloth</a> at 2024-02-04 01:43:17 UTC

---

PR changed 53 files with 796 additions and 1356 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> Health v2 moment
> 
> Fixes https://github.com/space-wizards/space-station-14/issues/24900
> 
> - Fixes container changes.
> - Fixes keybind.
> - Fixes multi-pull.
> - Fixes alerts cleanup for non-predicted pull stops.
> 
> I'm awake now for any issues.


</details>

---------

Co-authored-by: SimpleStation14 <Unknown>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2024-07-09 19:51:27 -04:00
VMSolidus
b329c1cf6b Port Frictionless Space (#464)
# Description

This ports
https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/46.
This PR is something I consider a key feature adjacent to Space Wind
Rework and its accompanying updates, and is an essential part of the
space station experience.
In practice, this weirdly enough makes being launched into space a bit
easier to survive, since instead of needing to throw potentially
hundreds of items, you can simply throw enough items to get started
flying in the direction of the station and will eventually float back to
the station.

---

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


https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/5570ef35-16e2-493a-ac35-738f27751346


https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/51fba943-8dce-4265-a9cc-7181155eb8de


https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/cd6c0511-2639-4e14-8160-426ba7f2ba73

---
</p>
</details> 

# Changelog

🆑 DEATHB4DEFEAT
- tweak: Space has suddenly become less dense (objects don't slow down
in space)
- remove: Moths are unable to move in space
- tweak: Moths have way better control in zero gravity environments

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
2024-06-17 08:58:34 +01:00
SimpleStation14
156dfb61a8 Mirror: Code cleanup: Purge obsoleted SharedPhysicsSystem methods (#384)
## Mirror of PR #26287: [Code cleanup: Purge obsoleted
SharedPhysicsSystem
methods](https://github.com/space-wizards/space-station-14/pull/26287)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `964c6d54caae45b205a326143f56d6458a1bbc8a`

PR opened by <img
src="https://avatars.githubusercontent.com/u/85356?v=4" width="16"/><a
href="https://github.com/Tayrtahn"> Tayrtahn</a> at 2024-03-20 13:37:25
UTC

---

PR changed 16 files with 43 additions and 43 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> Requires https://github.com/space-wizards/RobustToolbox/pull/4979
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> Cleans up some obsolete method calls.
> 
> ## Why / Balance / Technical
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> Cleaning up obsolete Dirty calls in RT required changing the
signatures of some public methods in SharedPhysicsSystem. This updates
the calls to those methods here in Content to use the new signatures
passing in UIDs.
> 
> 


</details>

Co-authored-by: SimpleStation14 <Unknown>
2024-05-20 23:57:56 +01:00
SimpleStation14
3b2eb1348e Mirror: SlowContactsSystem to SpeedModifierContactsSystem mini rework (#235)
## Mirror of PR #26110: [SlowContactsSystem to
SpeedModifierContactsSystem mini
rework](https://github.com/space-wizards/space-station-14/pull/26110)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `c35ff87e146f0cda7c10782f4ab80b784b51e5fe`

PR opened by <img
src="https://avatars.githubusercontent.com/u/96445749?v=4"
width="16"/><a href="https://github.com/TheShuEd"> TheShuEd</a> at
2024-03-14 09:45:33 UTC

---

PR changed 9 files with 42 additions and 34 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> ## About the PR
> system and components are renamed. It can now be used including to
accelerate entities
> 
> ## Why / Balance
> more reusability for the system
> 
> ## Technical details
> Now the system calculates the arithmetic mean of all the entities that
affects your speed.


</details>

Co-authored-by: SimpleStation14 <Unknown>
2024-05-12 00:33:33 -04:00
Pieter-Jan Briers
ccea85136b Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
(cherry picked from commit 68ce53ae17985876d6d112b764b2144964a9f42e)
2024-02-18 23:02:29 +01:00
Adrian16199
49d3c45d0d Felinid changes. (#666)
* Felinid changes.

A plan

* Just slappin it together

for a friend to see and help

* Somethin somethin

Cos I could be at yours on friday
Tonight's at the place we started
It's a long way back from sorry
But here I go ....
How does it feel, how does it feel
Just tell me something

I don't know what to tell you
I don't know what to say
I got into my head, i'm sorry i threw it away
But i'm so glad you came back, even through all the pain
Let me try and mend it, i can promise that i have changed
Oh, let me give you all of me
Can we just sort it out for real

* just makin this less messy.... I guess

* Just tell me somethin.

How does it feel, how does it feel.

* .

* cleaning....

* Makes it work. Yey.

* just a small change tbh.

* okay maybe just a bit.

* Hm, maybe....

* This feels bit better.

* hopefully fixes yaml linter

* Update Resources/Prototypes/Nyanotrasen/Entities/Mobs/Species/felinid.yml

Co-authored-by: Debug <49997488+DebugOk@users.noreply.github.com>
Signed-off-by: Adrian16199 <144424013+Adrian16199@users.noreply.github.com>

* Doin the changes.

* Renaming.

* Renaming notes.

---------

Signed-off-by: Adrian16199 <144424013+Adrian16199@users.noreply.github.com>
Co-authored-by: Debug <49997488+DebugOk@users.noreply.github.com>
2024-02-12 22:10:43 +01:00
Jezithyr
070af36c57 Emergency revert for pulling (#24923)
Revert "Pulling rework (#20906)"

This reverts commit 0d8254b2a2891f8d5623c9878bd0e567d0c7fe3c.

(cherry picked from commit c15b0691ec452e543a3cc6894a28bb409dbc65f8)
2024-02-08 12:34:47 +01:00
metalgearsloth
7e7655b3c4 Pulling rework (#20906)
* Pulling rework

Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.

* More pulling cleanup

* stats

* More cleanup

* First draft

* More pulling

* weh

* Fix puller

* Pulling working

* Fix merge

* Dunked

* Self-merge time

(cherry picked from commit 0d8254b2a2891f8d5623c9878bd0e567d0c7fe3c)
2024-02-08 12:31:57 +01:00
Tayrtahn
b659a3c61a Fix pressing shift while held triggering escape (#24878)
* We meet again, my old friend.

* Helper property

(cherry picked from commit 31207006f50d342d2d29c366977ebf4f783a68ea)
2024-02-08 12:31:28 +01:00
Tayrtahn
4d5b3ba435 Holding the walk button no longer activates sprite movement state (#24455)
* Dancing is forbidden

* Suggested changes

(cherry picked from commit c1fd42202f35dcddbf2dc6215fcf462bf31e5ce3)
2024-01-27 23:51:45 +01:00
metalgearsloth
0da76b64cd Add sprite movement states (#22940)
* Add sprite movement states

Did it for borgs for reference for future implementations.

* Fix

* Fix prediction issue

* review

(cherry picked from commit 9a40cf81f55722083a985e4cdddda9c6008beb08)
2024-01-22 18:36:58 +01:00
Morb
5cb0fb4295 Fix set target zoom data field for ContentEye (#22292) 2023-12-16 19:37:31 +01:00
metalgearsloth
82e8da6b11 Optimise mob movement (#21978) 2023-12-02 20:28:12 +01:00
metalgearsloth
b1ee2d48ff Unrevert audio (#21330)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2023-12-02 20:16:36 +01:00
metalgearsloth
81a5f97a2e Gateway destinations (#21040)
* Gateway generation

* Gateway stuff

* gatewehs

* mercenaries

* play area

* Range fixes and tweaks

* weh

* Gateway UI polish

* Lots of fixes

* Knock some items off

* Fix dungeon spawning

Realistically we should probably be using a salvage job.

* wahwah

* wehvs

* expression

* weh

* eee

* a

* a

* WEH

* frfr

* Gatwey

* Fix gateway windows

* Fix gateway windows

* a

* a

* Better layer masking

* a

* a

* Noise fixes

* a

* Fix fractal calculations

* a

* More fixes

* Fixes

* Add layers back in

* Fixes

* namespaces and ftl

* Other TODO

* Fix distance

* Cleanup

* Fix test
2023-11-19 22:09:46 +01:00
Leon Friedrich
6601803365 Fix ghost FOV bug (#21614) 2023-11-12 20:58:56 +01:00
KISS
5dc4cb3b18 Ice anomaly spawns ice underneath it (#21227)
* added TileAnomalySystem to AnomalyIce

* added FloorIce for station

* created ice crust entity to spawn under ice anomaly

* update draw depth for ice crust

* uh oh, added ice-sliding but at what cost

* resolved mispredicts

* updated sprite alpha, removed appearance component (not used)

* fixed function not reflecting event name, left datafield attributes blank, added one comment about saving data (?)

---------

Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com>
2023-11-12 20:45:18 +01:00
Leon Friedrich
e66c0b5035 Un-revert IPlayerManager refactor (#21244) 2023-10-31 19:00:44 +01:00
Kara
584779cdb9 Kill GravityExtensions (#20911) 2023-10-14 22:02:34 +02:00
Leon Friedrich
45d2375818 Fix action-granting items not being predicted (#20778)
* Ensure actions are predicted

* Fix test fail
2023-10-08 19:58:56 +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

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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)

---------

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2023-10-03 14:15:46 -05:00