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6849be2d9cf3c64e066bebc3e9facccf2fa62660
85 Commits
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6849be2d9c | Add Job preference tests (#28625) | ||
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a54f0a4ebc |
[ADD] Кличка клоуна йопт (#433)
* Кличка клоуна йопт * фикс * Update HumanoidProfileEditor.xaml.cs * Update HumanoidProfileEditor.xaml.cs * Update GameTicker.Spawning.cs * Update HumanoidCharacterProfile.cs * еще фикс * кролик посоветовал * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Server.Database/Model.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Shared/Preferences/HumanoidCharacterProfile.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Resources/Locale/ru-RU/_white/clownname.ftl Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Server/Database/ServerDbBase.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Server/Database/ServerDbBase.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Server/GameTicking/GameTicker.Spawning.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Shared/Preferences/HumanoidCharacterProfile.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Resources/Locale/en-US/_white/clownname.ftl Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Shared/Preferences/HumanoidCharacterProfile.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Shared/Preferences/HumanoidCharacterProfile.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * То что спатион прописал * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Shared/Humanoid/NamingSystem.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * Update Content.Shared/Humanoid/NamingSystem.cs Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * фиксим * Update Content.Server/GameTicking/GameTicker.Spawning.cs --------- Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> |
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e3cc62ef8c |
Contractors V1 (#2030)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Contractors v1 is the first version of a system that will allow you to set a nationality and an employer to your character. Initially, this will determine the availability of some loadout items, jobs and traits, but this is built to expand upon later. As of this moment, the PR will let you select a nationality, an employer and a lifepath. Nationalities give you a language and a passport, while the other two don't do a lot yet. (except Command can only be NanoTrasen and most other jobs can't be unemployed) The passport functions, and the CharacterRequirements do as well. there's still a lot more that can be done--tying jobs to certain employers, items or traits to nationalities or lifepaths, but the reason I want to merge it before that's done is primarily so that I don't need to be the sole person working on it anymore. The C# is done, the rest is YAML, and we have a bunch of competent YAML warriors who will do great stuff with this, no doubt. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Create Nationality and Employer Prototype code - [x] Create Nationality and Employer Character Requirements - [x] Add both fields to the Character Creation menu - [x] Create Nationality and Employer Prototypes - [x] Create Nationality and Employer Prototypes YAML - [x] Add requirements to a few jobs - [ ] Add requirements to a few traits - [ ] Add requirements to a few loadout items - [x] create a passport item that can be opened and closed - [x] Give each nationality a passport item valid for their species --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  https://github.com/user-attachments/assets/9e61aed8-2e07-4d44-89c7-595a170df8c7 </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Contractors. Be sure to edit your character to set an employer and nationality! - add: Nationality, Lifepath, and Employer have been added to character creation. These don't currently do much except spawn a passport containing information about where your character is from and who they are, but they are fully integrated with Character Requirements, and by extension can be used for and alongside Traits, Loadouts, Jobs, Antagonists, etc. --------- Signed-off-by: Timfa <timfalken@hotmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit c3b12c62ee3bd226b57022690d1b24cb7cf54e3f) |
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2549ec061e |
[Feature] Body Types (#180)
* feature: body types # Conflicts: # Content.Shared/Humanoid/Markings/MarkingManager.cs # Resources/Prototypes/Nyanotrasen/Species/Oni.yml # Resources/Prototypes/Nyanotrasen/Species/felinid.yml # Resources/Prototypes/Species/arachne.yml # Resources/Prototypes/Species/dwarf.yml # Resources/Prototypes/Species/harpy.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/ipc.yml # Resources/Textures/Clothing/OuterClothing/Armor/armor_reflec.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/bulletproof.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/cult_armour.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/heavy.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/heavygreen.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/heavyred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/lingarmor.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/magusblue.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/magusred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/riot.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security_slim.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Bio/virology.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/bomber.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/brigmedic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/detective.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/gentlecoat.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/jensencoat.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_gene.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_robo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/pirate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/windbreaker_paramedic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertengineer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertjanitor.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertleader.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertmedical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertsecurity.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cburn.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/lingspacesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/luxury.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/apron.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/apronbotanist.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/apronchef.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/cardborg.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/chaplain_hoodie.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/chef.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/classicponcho.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/cultrobes.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/grey_hoodie.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/judge.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/plaguedoctorsuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/redwizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/santa.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/skubbody.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/straight_jacket.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/violetwizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/bombsuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/chicken.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/fire.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/monkey.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/rad.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/shrine-maiden.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Vests/mercwebvest.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Vests/vest.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Vests/webvest.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coat.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatatmos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatbar.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcap.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcargo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatce.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcentcom.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatchef.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatchem.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatengi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatgen.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathop.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathydro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatjani.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmime.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatminer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatnomi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatparamed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatqm.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrobo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsci.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsec.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatviro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatwarden.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatwardenarmored.rsi/meta.json * feature: body types: 2 * add: loc * fix: rsi validate * tweak: displasment jumpsuit * tweak: clean up * tweak: displasment shoes * tweak: displasment gloves * tweak: clean up * tweak: displasment outerClothing * Revert "tweak: displasment outerClothing" This reverts commit 698fd688591a6c00a4cd19eebac7a204dce18e98. * fix * fix * fix * fix * tweak: dwarf, Oni and Felenid now can choose slim body type * add: outer displacement * some fix * some fix * no more tags shitcode * Reptilian body type * harpy body type * some fix * rsi validator fix * Update ClientClothingSystem.cs * Update Model.cs * Update MarkingManager.cs * Update ClientClothingSystem.cs * Update reptilian.yml |
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529420cc05 |
Player Customization (#1626)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Adds cosmetic pronouns, visible through examining people (if they have any) as a PushMarkup. Adds Station AI/borg name customization. CCVars: customize.allow_cosmetic_pronouns (default false) customize.allow_custom_station_ai_name (default false) customize.allow_custom_cyborg_name (default false, for borgs, mediborgs, etc) --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Added cosmetic pronouns. (disabled by default) - add: Added Station AI name customization through character customization. (disabled by default) - add: Added Cyborg name customization through character customization. (disabled by default) (cherry picked from commit 07fb6bc9a1a770f969bf44690676128970cb9eb7) |
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885ee5a831 |
Wizmerge for Station AI (#1351)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description the adding AI is now up to y'all because i'm not touching loadout code for name datasets, but it shouldn't be too bad from here --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com> Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: themias <89101928+themias@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Intoxicating-Innocence <188202277+Intoxicating-Innocence@users.noreply.github.com> Co-authored-by: Saphire <lattice@saphi.re> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: CaasGit <87243814+CaasGit@users.noreply.github.com> Co-authored-by: BramvanZijp <56019239+BramvanZijp@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: NakataRin <45946146+NakataRin@users.noreply.github.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: SlamBamActionman <slambamactionman@gmail.com> Co-authored-by: Doomsdrayk <robotdoughnut@comcast.net> Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Julian Giebel <juliangiebel@live.de> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@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: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: no <165581243+pissdemon@users.noreply.github.com> Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com> Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com> Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> Co-authored-by: TGRCDev <tgrc@tgrc.dev> Co-authored-by: Milon <milonpl.git@proton.me> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Fildrance <fildrance@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: chavonadelal <156101927+chavonadelal@users.noreply.github.com> Co-authored-by: SolStar <44028047+ewokswagger@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: ArchRBX <5040911+ArchRBX@users.noreply.github.com> Co-authored-by: archrbx <punk.gear5260@fastmail.com> Co-authored-by: Radezolid <snappednexus@gmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com> Co-authored-by: Velcroboy <velcroboy333@hotmail.com> Co-authored-by: neuPanda <chriseparton@gmail.com> Co-authored-by: neuPanda <spainman0@yahoo.com> Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com> Co-authored-by: Whatstone <whatston3@gmail.com> Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com> (cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb) |
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0e0ffb6d14 |
Upstream (#142)
* Fix Power Attacks Being Faster Than Left Clicks (#1252) # Description This fixes some stupid math. Power attacks are now correctly slower than left clicks. Previously they were faster. # Changelog 🆑 - fix: Power Attacks now correctly apply a penalty on swing speed, and are no longer faster than left clicking. (cherry picked from commit 049a995f64c42734e5286229b524161a730aaea9) * Automatic Changelog Update (#1252) (cherry picked from commit 8a88bfd11f1384fa2fb01fd7ace6477202a68499) * Tweak Wizden Trait Descriptions (#1260) # Description Converted the descriptions of most wizden traits to a more formal and roleplay-oriented style, also clarifying some aspects of other traits in the process. --- TODO: - [ ] Test this --- # Changelog 🆑 - tweak: Tweaked the descriptions of most Wizden traits to be more vivid and descriptive. --------- Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> (cherry picked from commit 411cb213ac9ab2e6a0b790e72b25a142a4945217) * More Trait Functions (PushMarkup & AddArmor) (#1253) # Description This PR effectively "Reworks" several of the Bionic Traits through use of new modular TraitFunctions. These being, **TraitPushDescription**: Ensures that an entity has the new ExtendDescriptionComponent, then writes to said component. ExtendDescriptionComponent serves as a new highly modular "One stop shop" for any system wanting to add text to the shift-click examine window. It even accepts arguments for text color, font size, and whether or not a person must be standing within touching distance to "See" the provided texts. It accepts arbitrarily any number of descriptions. **TraitAddArmor**: This takes advantage of a new functionality for the DamageableSystem, whereby entities are able to have more than one DamageModifierSet. This allows arbitrarily any number of traits to add as many modifier sets as desired, without fear of any compatibility issues. These can be both negative and positive, and as Skubman has pointed out, this can also be used to create negative traits that make a character more vulnerable to a given damage type! Additionally, most of the Bionics Traits have been reworked. CyberEyes has been split into two modules, one for the base implant, and one for the Flash Protection. Dermal Armor has been reworked using TraitAddArmor, so that it no longer replaces your original modifier set, and instead stacks multiplicatively with whatever your original species modifier set was. Thus, it can now be taken by any species. # TODO <details><summary><h1>Media</h1></summary> <p> TraitPushDescription  TraitAddArmor  </p> </details> # Changelog 🆑 - add: Five new functions for the Trait System, AddArmor, PushDescription, ModifyMobThresholds, AddSolutionContainer, and ModifyStamina. - tweak: CyberEyes Basic System has been split, now Flash Protection is a separate module. - add: Dermal Armor no longer replaces your original species damage resistances. It now stacks multiplicatively with your original resistances. - tweak: Dermal Armor can now be taken by any species, not just Humans. - add: Dermal Armor, and Bionic Arms can now be revealed by a close examination. Shift click on someone within touching distance will reveal if they have these "Obvious" cyberware. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Remuchi <72476615+Remuchi@users.noreply.github.com> (cherry picked from commit 29d2cb1ed85ab089d83c702f7405e938a0d9374c) * Automatic Changelog Update (#1260) (cherry picked from commit 8d54aa2fffdd3726e948d6d228287b01c0a81413) * Feat: Anomaly Scanner Data Copying (#1250) # Description Makes it so that using one anomaly scanner on another transfers the anomaly data onto the used scanner. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog 🆑 - add: You can now touch one anomaly scanner with another to copy the anomaly scan data from it. (cherry picked from commit 0574be444b90137808c07f85e10b59c464f054cf) * Automatic Changelog Update (#1253) (cherry picked from commit 6fa8d6817fa81e6d6d20b61f5ec4b7b96fdb185b) * Automatic Changelog Update (#1250) (cherry picked from commit 1b5704535ce42041c068d201cdb447af42004c20) * Rename "Pierce" Typo to "Piercing" (#1267) # Description Oops. Some files refer to the non-existent **Pierce** damage type when the proper name is **Piercing**. # Changelog 🆑 Skubman - fix: Piercing damage can now dismember body parts, just like Blunt and Slash damage. (cherry picked from commit 992b2e486855cea6646cf5d4af51ca8cbf61b29d) * Buff Medical Due to Shitmed Changes Cherry-Pick (#1259) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> + Buffed applicable medication heal values. + Buffed applicable medication stack sizes. + Slightly buffed dylovene, burn, and brute chems. + Buffed applicable medication doAfter delay from 3s to 2s. --- ## Why / Balance <!-- Discuss how this would affect game balance or explain why it was changed. Link any relevant discussions or issues. --> This change was made with the advent of the new Limb Damage system. This PR seeks to achieve making SS14 Medical more equivalent to SS13 Medical when it comes to healing damage values. This was done as Bruise Packs and Ointment only heal 5 Brute or 5 Burn respectively when applied to a limb. When each limb has a 100 Crit threshold, this can make it extremely hard even with surgery to heal limbs in the absence of Chemicals. Furthermore on higher pop, this will lead to people burning through applicable meds even faster than before Limb Damage was implemented. It would take 34 bruise packs to heal someone with 170 Blunt spread out across their limbs, with this change it would reduce that to 12 bruise packs. Full list of numerical val changes: - Healing component doAfter Delay reduced. was 3s, now its 2s. - Applicable medical items now have a max stack size of 15 (was 10). - Ointment heals 15 of each burn type, 10 caustic (was 5 of each burn type, 1.5 caustic) - Mesh now heals 20 of each burn type (was 10 of each burn type). - Bruise Packs now heal 15 of each brute type (was 5 of each brute type) - Sutures now heal 20 of each brute type (was 10 of each brute type) - Bloodpacks now heal 2.5 Bloodloss & restore 10% bloodlevel (was .5 Bloodloss and 5%) - Gauzes now heal 15 Slash and 20 Pierce (was 5 Slash and 10 Pierce) - Dylovene now heals 1.5 Poison per .5u (was 1 Poison per .5u) - Bicaridine now heals 2.5 Brute per .5u (Was 2 Brute per .5u) - Dermaline now heals 2 Burn per .5u (was 1.5 Burn per .5u) - Epinephrine now heals 1 Burn & 1 Brute per .5u (was .5 for each per .5u) - Kelotane now heals .5 Burn per .5u (was .33 Burn per .5u) - Omnizine now heals 3 Burn, Toxin, Airloss, and Brute per .5u (was 2 per .5u) - Lacerinol now heals 4 Slash per .5u (was 3 per .5u) - Bruizine now heals 4 Blunt per .5u (was 3.5 per .5u) # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Cherry-pick Medical changes merged in Goobstation --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> --- ## Breaking changes <!-- List any breaking changes, including namespaces, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be posted in #codebase-changes. --> Should values be overtuned, they can be reduced in a future PR or before this PR is merged. **Changelog** <!-- Add a Changelog entry to make players aware of new features or changes that could affect gameplay. Make sure to read the guidelines and take this Changelog template out of the comment block in order for it to show up. Changelog must have a 🆑 symbol, so the bot recognizes the changes and adds them to the game's changelog. --> 🆑 - tweak: Increased applicable medication heal values. - tweak: Increased stack size of applicable medications. - tweak: Slightly increased dylovene, burn, and brute chemicals heal values. - tweak: Decreased Medical item application time from 3s to 2s --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Signed-off-by: Tmanzxd <164098915+Tmanzxd@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit b431d24f86f94433ea0c53982db83e40ef1d3f2c) * Automatic Changelog Update (#1267) (cherry picked from commit 02dd8ab06333a5b2dabe03845bfd6719ca09ef48) * Automatic Changelog Update (#1259) (cherry picked from commit 09d59007d4c55ee9f7daa0f56cae672c51951843) * The Blood Cult (#1001) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description Adds a new game mode - The Blood Cult. Hail to Nar'Sie! --- # TODO - [x] Gamemode - [x] Roles - [x] Runes - [x] Constructs - [x] Structures - [x] Forge - [x] Archives - [x] Altar - [x] Pylon - [x] Structure - [x] Placement System - [x] Airlocks - [x] Repulsor system - [x] Construction system - [x] Items - [x] Eldritch Whetstone - [x] Construct Shell - [x] Mirror Shield - [x] True Nar'sian Hardened Armor - [x] Flagellant's Robe - [x] Eldritch Longsword - [x] Zealot's Blindfold - [ ] Night vision system - [x] Shuttle Curse - [x] Veil Shifter - [x] Void Torch - [x] Reagents - [x] Holy Water - [ ] Actions - [x] Cult Magic - [x] Stun - [x] Teleport - [x] Electromagnetic Pulse - [x] Shadow Shackles - [x] Twisted Construction - [x] Summon Combat Equipment - [x] Summon Ritual Dagger - [x] Blood Rites - [ ] Cult Leader Magic - [ ] Final Reckoning - [ ] Mark Target - [ ] Eldritch Pulse - [ ] Construct's Magic - [ ] Artificer - [ ] Summon Cult Floor - [ ] Summon Cult Wall - [ ] Greater Conjuration - [ ] Summon Soulstone - [ ] Wraith - [ ] Phase Shift - [ ] Juggernaut - [ ] Shield - [ ] Gauntlet Echo - [x] Cult leader selection system - [ ] Rending/Apocalypse rune placement markers EXTRA: - [ ] Spirit Realm rune - [x] Eldritch language - [ ] Conceal magic - [ ] Ru locale --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog 🆑 - add: Added Blood Cult Gamemode. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 150020866ddd383f297dfccd7717017c23222d82) * fix * Automatic Changelog Update (#1001) (cherry picked from commit a179e186fa812e5dbce34983e11ef7af56ccdcf4) * Engine Update v237.2.0 (#1270) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Updates to engine version v237.2.0. Fixes disposals systems breaking and not using the proper direction. --------- Co-authored-by: sleepyyapril <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> (cherry picked from commit dcc1c38fb729b00fdb15b79b38372f3e1e8bc951) * [QoL] Show Oni Damage Bonus In Damage Examine (#1268) # Description Examining an item's damage values as an Oni now calculates your bonus damage, and it also works with all of the Oni combat traits. ## Technical details `OniSystem`, instead of adding melee damage through `MeleeHitEvent`, now adds damage through `GetMeleeDamageEvent`, the same event that examining melee weapon damage raises through `GetDamage`. ## Media **Normal damage values** <img src="https://github.com/user-attachments/assets/9de255ef-29e6-4119-93cc-356349812a6f" width=300px> **Oni damage values** <img src="https://github.com/user-attachments/assets/18d44aaf-5a70-4ba9-a8c8-be29e92d7267" width=300px> # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Skubman - tweak: As an Oni, examining the damage values of weapons now takes into account the melee damage bonus from your species or trait. (cherry picked from commit 613e7937392d5d4fd9bf906f571adc237c706367) * Automatic Changelog Update (#1268) (cherry picked from commit 5fe4b1e94b987f787807cc10df06f667b87d124e) * Loadouts V4 (#1164) # Description # TODO - [x] Custom name/desc/color tint, toggleable individually per-loadout - [x] Fix them not changing correctly between profiles in-editor - [x] Preview colors in the lobby - [x] Allow the users to null the color themselves (and default it to such) - [x] Pick what should be allowed to be recolored - [x] Guidebook links - [x] Make an example - [x] Special components for loadouts - [x] Heirlooms - [x] Pick what should have heirlooms - [x] Decimate lag - [x] Fix live character preview - Maybe do characters per job - Rethink unusable --- <details><summary><h1>Media</h1></summary> <p> <!--  --> https://github.com/user-attachments/assets/bcf61517-6b64-40d2-b299-7462e2469fe2 </p> </details> --- # Changelog 🆑 - add: Players can set custom names, descriptions, and color tints for their loadout items - add: Certain loadouts may have Guidebook pages shown in the editor - add: Players can pick a list of loadout items to have one randomly be their family heirloom for a mood bonus or deficit if they are carrying it - fix: Loadouts have almost as little lag as possible (hopefully none) - fix: Everything properly updates your character editor's live preview --------- Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com> (cherry picked from commit f0463062812428625da9e8adad60c8a567fdacbe) * Automatic Changelog Update (#1164) (cherry picked from commit 57917a746f514aba3f142d870a9280c9b1eb9a4f) * [Fix] Added Robust.Xaml to the Project Solution (#1266) Mirrors https://github.com/space-wizards/space-station-14/pull/31573 Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> (cherry picked from commit 1d65d548e69862295926fb08aee962d8fbd0b5c4) * Update Credits (#1274) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> (cherry picked from commit 39f4ad8a8884bc5bb9e64530b1a708ea41b4de32) * Fixes Make Cultist Admin Verb to Act on Target Not Self (#1289) There's a small error on the admin verb for blood cultists which made the verb only work on self. This fixes it. (cherry picked from commit 6c2b2a8a4ab7c7b0c5e18d796ccd94d09b087509) * IPC Instrument Menu Fix (#1287) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Fixes IPCs being unable to use the midi menu. --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - fix: Fixed IPCs being unable to use the midi menu. (cherry picked from commit f133b9b7cf175815a3c6de59d541e12f0fc60790) * Automatic Changelog Update (#1287) (cherry picked from commit 92a6e099fca1581ea8a0cfd16bf7f13ae8d1108a) * Change Target Doll Icon For Ashen Theme (#1282) # Description  (cherry picked from commit 327247585612d9d65e20b8b856864701ceb1c933) * Fix Applicable Medication Stack Bug (#1278) <!-- Guidelines: https://docs.spacestation14.io/en/getting-started/pr-guideline --> ## About the PR <!-- What did you change? --> - Fixed a bug where applicable medication stacks would revert back to 10 after 1 use. ## Why / Balance <!-- Discuss how this would affect game balance or explain why it was changed. Link any relevant discussions or issues. --> - Did you know maxstacks were stored in a separate YML? Me neither, until now. **Changelog** <!-- Add a Changelog entry to make players aware of new features or changes that could affect gameplay. Make sure to read the guidelines and take this Changelog template out of the comment block in order for it to show up. Changelog must have a 🆑 symbol, so the bot recognizes the changes and adds them to the game's changelog. --> <!-- --> 🆑 - fix: Fixed a bug where applicable medication stacks would revert back to 10 after 1 use from full. Signed-off-by: Tmanzxd <164098915+Tmanzxd@users.noreply.github.com> (cherry picked from commit d4879f9129ae484f24f57eb642cc7d600f2323e0) * Automatic Changelog Update (#1278) (cherry picked from commit 8d485e8c0d4e3932835aeed210388e85988a0213) * Re-Enable Language Color and Font (#1294) # Description Re-enables language font and colors showing up in chat messages. The language font/colors were bugged after adding language names in chat (https://github.com/Simple-Station/Einstein-Engines/pull/1165) I also overhauled the format for chat messages to be more aesthetically pleasing, and made sure chat bubbles use the language color/font. ## Media **Nekomimetic**   **Bubblish**   **Tau-Ceti Basic (Default Language)**   **Rootspeak**   ## Changelog 🆑 Skubman - fix: Language colors and fonts will show up in text messages again, both on in-person messages and on the radio. - tweak: The text on chat bubbles now uses the color and font of the language being spoken. - tweak: The language prefix before the name on chat messages now uses the language's color. (cherry picked from commit 1a9763528a9b15f11f474a2fa7ecfdde98aa9a15) * Automatic Changelog Update (#1294) (cherry picked from commit 7d802e35dc45c37016681c3a009bdaebe2707178) * Shitmed Update 2 - [Insert Snarky Remark] (#1271) # Description  Honey wake up, another shitmed PR with 5 features and a trillion bugs! I love bloat. --- # Known Bugs - A lot of shit with changelings lol - Markings suddenly disappear from your entity apparently at random. Wizden exclusive issue as of now. - Fire heretics explode when ascending due to part damage shitcode (sorry) - Some exceptions/null point references at round end, tentatively related to salvage corpses. - Slots having wonky behavior due to not being networked. More of a broad issue with how I implemented them initially. - Arachne are FUCKED with surgery, I was incredibly tempted to set them to roundstart: false, but I'll try to hotfix it this week. --- # Changelog 🆑 Mocho, Deltanedas - add: Ported Ghetto Surgery from Deltanedas! - add: Ported fishops organs from Deltanedas! - add: Added different step durations to each surgery step. - add: Added a T2 research for advanced surgical tools - add: Added a T3 research for an omnitool for surgery. - add: Added Surgical and Advanced Surgical modules for Mediborgs - add: Mediborgs can now perform surgery! - add: Added lobotomies as an operation. Godspeed you psychopaths. - add: Added cybernetic arms, legs and eyes. - add: Added EMP weaknesses to all cybernetic parts (the day of reckoning will come for IPCs soon) - add: Losing your eyes now blinds you. - fix: Fixed a few species that did not inherit from BasePart's, thus taking damage types they shouldn't on their limbs. - fix: Fixed harpy lungs not being usable in surgeries. - fix: Fixed biosynthetic and other printable parts not allowing you to attach body parts to them. - fix: Fixed fire being able to destroy your chest. - fix: Fixed entities being able to take over your body by just inserting a brain or another head on top of you. - fix: Fixed some shitcode that didnt let rejuvenate or godmode work properly. - fix: Fixed bionic arm, and cybernetic eyes traits not working properly due to shitty networking. - tweak: Increased tend wounds's speed by double, and bumped up the values on its calculations. DEATH TO TOPICALS, LEAVE THOSE TO TIDERS. - tweak: Beheading an entity now doesnt let it move, speak, and forces it to the ground immediately (literally 1984!!11!!) - tweak: Changed sprites on most surgical tools to now use /tg/ sprites. - tweak: Unbound shitmed targeting doll keybinds by default (did you know we have those). --------- Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: goet <6637097+goet@users.noreply.github.com> Co-authored-by: Saphire Lattice <lattice@saphi.re> (cherry picked from commit 2eafa0d47e7b9a3270ae797f82dd7b1772dffb15) * Admin Tooling Cherry Picks (#1290) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Link to every PR I cherry-picked: 1. https://github.com/new-frontiers-14/frontier-station-14/pull/2283 2. https://github.com/space-wizards/space-station-14/pull/29219 3. https://github.com/space-wizards/space-station-14/pull/30075 4. https://github.com/space-wizards/space-station-14/pull/28639 5. https://github.com/space-wizards/space-station-14/pull/32527 6. https://github.com/space-wizards/space-station-14/pull/28030 7. https://github.com/space-wizards/space-station-14/pull/28178 The main purpose of this PR is the first cherry-picked PR. It adds the ability for admins to reply to ahelps via discord using an HTTP POST request. See all relevant details in the initial PR by Myzumi. --------- Co-authored-by: Myzumi <34660019+Myzumi@users.noreply.github.com> Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com> Co-authored-by: Whatstone <whatston3@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: to4no_fix <156101927+chavonadelal@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> (cherry picked from commit b8e75dae0e25301da4ffdd1f6ca5b4aebdf5a2b8) * Automatic Changelog Update (#1271) (cherry picked from commit d58d397a69fc2bb5b2bbce9280a978d5d899bba0) * More Loadout Equipment (#1281) # Description This PR adds a bunch more equipment selections for Engineering loadouts, plus Suit/Skirt selections for the jobs that were missing it. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog 🆑 - add: All engineering roles have had their equipment loadouts significantly expanded upon. Engineers can now buy construction materials with their loadout points. - fix: All engineering jobs now have their Suit/Skirt selection via loadouts. - add: Salvage techs can now select from a variety of knife options to start their spess adventures with. - add: Epistemics staff now have *some* equipment selection options that they share. More to come when I finish making the Potentiometer. (cherry picked from commit 0bd9a9ea81c2e6e9ef775a131b547b8b861548b1) * Automatic Changelog Update (#1281) (cherry picked from commit c7f1b4fa3c57f3650154150e1c30ce28e3302230) * Dynamic Hostname System (#1296) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Change your hostname whenever map, preset, or runlevel changes! Variables given on all hostname locale strings: - {$mapName} - The name of the current map. - {$preset} - The name of the current preset. - {$originalHostname} - What you originally had game.hostname set to, before updating. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>     </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> nah (cherry picked from commit de98c2aec2c072abeb6c81c74b830d72e29ba0c8) * Religious Headgear For Character Customization (#1297) # Description This PR adds a few articles of various kinds of religious headgear to loadouts, namely a Hijab, Turban, and Kippah. All 3 are whitescale items that are set as colorable, allowing players to make them whatever color is desired. Farida can finally have the pink Hijab she was always supposed to have. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog 🆑 - add: Added various articles of religious headgear to loadouts, such as Hijab, Kippah, and Turban. All of these are set to allow custom colors. (cherry picked from commit e46a8636eb235e627023cdd3d42428b34c134353) * Automatic Changelog Update (#1297) (cherry picked from commit 56be69053045a2d2184c975c2325889df69838e0) * Don't Require Running in Release to Test Mood (#1257) (cherry picked from commit f2871885b6dd13b418dfd7ff55ffe0559a4f7044) * Update Credits (#1300) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> (cherry picked from commit 9ef825252a0dc0054b1ba9626e7283d296150f3b) * Start of Lore Documents (cherry picked from commit dfb12e53abf1ef5d767240a19b28ba12dd35ef9b) * Finally Done (cherry picked from commit 2a8bf58dfc61f24796a55940e4a7ab6be3ced3ec) * Automatic Changelog Update (#1298) (cherry picked from commit 8a368bbdce5dd05adae998ec55f15fd5ff04b52f) * Fashion Update: Earrings & Makeup (#1299) # Description Adds **38** new earrings, **31** new face markings, and **16** bracelet/watch markings, based from Aurorastation cosmetics. Each earring, bracelet, and watch marking is applied to just one side of the body, allowing for greater customizability and mixing-and-matching markings. Most notably, the new face markings unlock **full customization of every pixel** in the 5x4 pixel space of the face. Examples of this are shown below. Arachne now have access to **more than a hundred** markings above the leg, after not having any markings in their 2 years of existence. ## Media ### Pauline <img height=270px src="https://github.com/user-attachments/assets/8316effb-34b3-4fa1-a80f-af2a3cd670c2"> <img height=270px src="https://github.com/user-attachments/assets/be75770a-c5bb-46a7-afb4-2ec54bd5a5e5"> **Head (Side):** Drop Earrings (Left), Drop Earrings (Right) **Left Hand:** Left Bracelet ### Red and Blue <img height=270px src="https://github.com/user-attachments/assets/8c1356fc-6eaa-484f-afb6-5ace7f45d895"> **Head:** Cheek Spot (Left), Eye Corner (Left), Cheek Spot (Right), Eye Corner (Right) **Head (Side):** Double Gemstone Earrings (Left), Double Gemstone Earrings (Right) **Left Hand:** Left Watch (Colorable) **Left Arm:** Left Arm Bracelet **Right Hand:** Right Watch (Colorable) **Right Arm:** Right Arm Bracelet ### Pink <img height=270px src="https://github.com/user-attachments/assets/ae376cc3-7cd5-4e91-a3a0-ebe48202f5e6"> **Head (Side):** Hoop Earrings (Left), Double Gemstone Earrings (Right) **Left Hand:** Left Bracelet **Left Arm:** Left Arm Bracelet **Right Hand:** Right Bracelet **Right Arm:** Right Arm Bracelet ### Psychic <img height=270px src="https://github.com/user-attachments/assets/eaa8069a-2e51-4456-a315-414aa64cd41a"> **Head:** Bindi, Full Blush **Head (Side):** Long Crystal Earrings (Left), Long Crystal Earrings (Right) **Left Hand:** Left Bracelet **Right Hand:** Right Bracelet **Right Arm:** Right Arm Bracelet ### Cyclops <img height=270px src="https://github.com/user-attachments/assets/55e67db9-0aa4-488d-a25b-32e8fd92044b"> **Head [Eyes]:** Bindi, Glabella, Nose Tape **Head [Cover for mouth area]:** Lip Corner (Left), Lip Corner (Right), Cheek Spot (Left), Cheek Spot (Right), Lips **Head (Side):** Cross Earrings (Left), Cross Earrings (Right) ### 😂 <img height=270px src="https://github.com/user-attachments/assets/4001b95a-60e1-431c-8463-1e2904cf767a"> ### Arachne  **Head:** Left Arachne Eye, Right Arachne Eye, Lips, Neck Cover (Slim Thick) **Head (Side):** Long Crystal Earrings (Left), Long Crystal Earrings (Right) **Left Arm:** Left Robotic Arm from Hesphiastos Industries **Left Hand:** Left Robotic Arm from Bishop Cybernetics **Right Arm:** Right Arm Bracelet **Right Hand:** Right Watch (Colorable), Right Nail Polish ## Technical Details I did a quick fix in [MarkingsSet.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fashion-update-markings?expand=1#diff-54373833c74b35579f9b3293d5bb0c17eda0d214c11f27dcb40c334ef8c6b513) to handle a list index out of bounds error where the number of default markings was lower than the maximum allowed markings, like with Onis who have a default horn but can wear 2 earrings. # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Skubman - add: 80+ new markings have arrived, including earrings, makeup, bracelets, and watches. Sashay over to Character Setup to personalize your character like never before! - add: The Arachne species can now select markings above the leg, including cybernetics, makeup, tattoos, noses, earrings, heterochromia, bracelets, gauze, and more! - tweak: The available points for Head (Side), Left Hand, and Right Hand markings have been increased for most species to support the new markings. - tweak: The Nail Polish markings have been moved from the Overlay category to the Left Hand and Right Hand categories. (cherry picked from commit 932f9e31eab9b2c11c4429b7c9c36effc327e733) * Automatic Changelog Update (#1299) (cherry picked from commit b05ab8e0d1e8aa043a60ca96843061f4778136e6) * ♂️ Add Male Arachne (#1301) # Description Adds the ability for Arachne to be male. Also in this I added chest/arm Arachnid markings for Arachne to use. I enabled footstep sounds for Arachne since it doesn't seem that they were intended to have silent footsteps. ## Media <img height=160px src="https://github.com/user-attachments/assets/04e3b066-e75c-4ee7-bfd6-762c2defcaf8"> <img height=160px src="https://github.com/user-attachments/assets/d4582c12-72d8-413f-92e6-145cb90c76c3"> ## Changelog 🆑 Skubman - add: Arachne can now be Male instead of only being Female. They can now also wear Facial Hair. - add: Arachne can use Arachnid chest and arm markings. - fix: Arachne will now have footstep sounds instead of being quiet when moving. (cherry picked from commit 1bab6b8844c679897b3a695b363620589292d783) * Automatic Changelog Update (#1301) (cherry picked from commit 5476ee090bd735d7791b4ae7f1e8aeea674cd55a) * Add Localization for Senior Physician and Senior Engineer (#1302) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Adds localization for the Senior Engineer and Senior Physician roles that were recently enabled. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> n/a --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 zelezniciar - fix: Fixed Senior Engineer and Physician names not appearing correctly (cherry picked from commit 4bf762411e866952c0257ce7d255b2610d7a3a21) * Automatic Changelog Update (#1302) (cherry picked from commit 9169818f60ef0cf156bb1b095d66e5e9d0b4575b) * Make Cultist Constructs Speak Eldritch (#1303) # Description Fixes cultist constructs only speaking Universal and not being able to understand anyone else due to a missing `LanguageKnowledgeComponent`. ## Changelog 🆑 Skubman - tweak: Cultist constructs and soul shards now speak Tau-Ceti Basic and Eldritch. Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 8573914e8b6183197abc250d3e8f3c186194b0a6) * Automatic Changelog Update (#1303) (cherry picked from commit 114ecde8384ae3d98350aa80d38b96766dc49cfa) * Fix Lobotomy (#1306) # Description Fixes several bugs in the lobotomy procedure. The lobotomy effect is now stored in the brain instead of the body, so transferring a lobotomized brain will still give the lobotomy effects, and a brain transplant to a body where a lobotomy occurred no longer applies the lobotomy effects. The "Mend brain tissue" procedure to reverse a lobotomy has been unlocked after a bug prevented it from showing in the surgery UI. Lobotomies now add the `ClumsyComponent`, which makes the lobotomized target as clumsy as clowns. ## Technical Details This deletes [SurgeryComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-3786e2be1879fd877a8b501352bbd92baa3a17aecfa4a62827ad41497deb0fd7) which was only used for the lobotomy procedures (incorrectly, it was checking for `OhioAccentComponent` in the body part) in favor of [SurgeryPartComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-7e180742b3a6f00b9f867d3ee4e8891dd00587dc4a2da8ad5e199180a387d18d) and [SurgeryBodyComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-249e5a937ba929ffc76f85e8a43f17918afc9ba866e81f4ea4eba2c90fd0c408). These two components are currently unused as the lobotomy procedures use a new condition component checking for the brain's `OrganComponent.OnAdd` field, but they provide a way to check for components on the body part and on the body, respectively. ## Media **Lobotomy**  **Mend brain tissue**  **Remove organ step picture**  ## Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Skubman - add: The lobotomy procedure makes the target clumsy like the clown. This makes them bonk when climbing tables and makes guns they're shooting blow up on their face. - tweak: The lobotomy step now requires a scalpel instead of a drill. - fix: Enabled the "Mend brain tissue" surgical procedure on a lobotomized target. - fix: The lobotomized effect is now stored in the brain instead of the body. The same brain stays lobotomized throughout brain transplants, and transferring a normal brain to a body where a lobotomy occurred no longer applies the lobotomized effect. - fix: The lobotomy procedure now shows the proper popup during the lobotomization step. - fix: Removed the ability to perform lobotomies on bodies without a brain. - fix: The "Remove organ" surgery step on the UI now properly shows the retractor sprite instead of the hemostat. --------- Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 1895f3addc871e3ad18845c22c61f422f9807107) * Automatic Changelog Update (#1306) (cherry picked from commit 71c641283a13fc79c68f8ad23fa1397052b7e74b) * You Can Now Drag People Into Deep Friers (#1279) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> You can now drag entities like people into deep fryers. Yes, this will cook them. Yes, you can cannibalize your own dead crew. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [ ] Add a doafter - [ ] Add a popup warning everyone of what you've done --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> obs is broken part 295 </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: You can now shove people into deep fryers by drag-dropping them onto it. --------- Signed-off-by: Eris <erisfiregamer1@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 82b2b28f3ee0f534b7f32fe54a70ba58d9ebbe1c) * Automatic Changelog Update (#1279) (cherry picked from commit cbc76ef649396a827a6c3b38b83c4a20f1affc7b) * Revert "Emp Flashlight (#5)" This reverts commit |
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0db8f3aaa4 |
[Port] TTS (#121)
* add: TTS * WD EDIT * add: TTS prototypes * fix * fix 100% |
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a2557f75a6 | Upstream (#129) | ||
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47b10a01b0 |
Catch-Up Cherry Pick 2 (#944)
# Description Picked 400 commits (and skipped many, many more) from WizDen since #540. Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby Refactor). --- # TODO - [x] Pick - [x] Compile - [x] Fix runtime errors - [ ] Fix up humanoid profile editor - [ ] Test everything --- # Changelog 🆑 - add: Merged 400 WizDen PRs. Happy testing! --------- Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: FungiFellow <151778459+FungiFellow@users.noreply.github.com> Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Magnus Larsen <i.am.larsenml@gmail.com> Co-authored-by: Hanz <41141796+Hanzdegloker@users.noreply.github.com> Co-authored-by: Kukutis96513 <146854220+Kukutis96513@users.noreply.github.com> Co-authored-by: potato1234_x <79580518+potato1234x@users.noreply.github.com> Co-authored-by: Gotimanga <127038462+Gotimanga@users.noreply.github.com> Co-authored-by: Mangohydra <156087924+Mangohydra@users.noreply.github.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: Morb <14136326+Morb0@users.noreply.github.com> Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Co-authored-by: KrasnoshchekovPavel <119816022+KrasnoshchekovPavel@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: KittenColony <149278380+KittenColony@users.noreply.github.com> Co-authored-by: ShadowCommander <shadowjjt@gmail.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com> Co-authored-by: ERROR404 <100093430+ERORR404V1@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: Jezithyr <jezithyr@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: no <165581243+pissdemon@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: Ciac32 <aknoxlor@gmail.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: NotSoDana <75203942+NotSoDana@users.noreply.github.com> Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: nao fujiwara <awkwarddryad@gmail.com> Co-authored-by: Michael <107807667+Doc-Michael@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: Lamrr <96937466+Lamrr@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Jay <67732946+DuskyJay@users.noreply.github.com> Co-authored-by: Just-a-Unity-Dev <67359748+Just-a-Unity-Dev@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Tyzemol <85772526+Tyzemol@users.noreply.github.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> Co-authored-by: RumiTiger <154005209+RumiTiger@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com> Co-authored-by: Ty Ashley <42426760+TyAshley@users.noreply.github.com> Co-authored-by: exincore <me@exin.xyz> Co-authored-by: 0x6273 <0x40@keemail.me> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com> Co-authored-by: Łukasz Mędrek <lukasz@lukaszm.xyz> Co-authored-by: Hannah Giovanna Dawson <karakkaraz@gmail.com> Co-authored-by: TurboTracker <130304754+TurboTrackerss14@users.noreply.github.com> Co-authored-by: OnsenCapy <101037138+LGRuthes@users.noreply.github.com> Co-authored-by: pigeonpeas <147350443+pigeonpeas@users.noreply.github.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com> Co-authored-by: Rio <110139251+Riolume@users.noreply.github.com> Co-authored-by: vorkathbruh <152932728+vorkathbruh@users.noreply.github.com> Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com> Co-authored-by: PrPleGoo <PrPleGoo@users.noreply.github.com> Co-authored-by: Moomoobeef <62638182+Moomoobeef@users.noreply.github.com> Co-authored-by: username <113782077+whateverusername0@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: Джексон Миссиссиппи <tripwiregamer@gmail.com> Co-authored-by: Brandon Li <48413902+aspiringLich@users.noreply.github.com> Co-authored-by: Jajsha <101492056+Zap527@users.noreply.github.com> Co-authored-by: RiceMar1244 <138547931+RiceMar1244@users.noreply.github.com> Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com> Co-authored-by: youtissoum <51883137+youtissoum@users.noreply.github.com> Co-authored-by: ike709 <ike709@users.noreply.github.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Geekyhobo <66805063+Geekyhobo@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> # Conflicts: # Content.Client/Input/ContentContexts.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Shared/Alert/AlertType.cs # Content.Shared/Input/ContentKeyFunctions.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs # Resources/ConfigPresets/EinsteinEngines/default.toml # Resources/Prototypes/Alerts/alerts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/keybinds.yml |
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3de7f5f7a9 |
Custom Specie Name (#994)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Add a Custom Specie Name for servers that wishes to allow players to have custom names. This simply add some variables to the Profile/Humanoid, meaning copying the profile will keep the custom names. By default its is disabled, for servers owners wishing to enable those please edit the Specie Prototype and add: ``` customName: true ``` Enabling it will make it able for players to edit the specie name of the selected specie, and will have the window enabled. This is my first time fucking with Profile and Database, i fucking hate it. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Custom Species Names. --------- Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> |
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158895a98f |
Fix database round start date issues (#26838)
How can ONE DATABASE COLUMN have so many cursed issues I don't know, but it certainly pissed off the devil in its previous life. The start_date column on round entities in the database was added by https://github.com/space-wizards/space-station-14/pull/21153. For some reason, this PR gave the column a nonsensical default value instead of making it nullable. This default value causes the code from #25280 to break. It actually trips an assert though that's not what the original issue report ran into. This didn't get noticed on wizden servers because we at some point backfilled the start_date column based on the stored admin logs. So I change the database model to make this column nullable, updated the C# code to match, and made the existing migration set the invalid values to be NULL instead. Cool. Wait how's SQLite handle in this scenario anyways? Well actually turns out the column was *completely broken* in the first place! The code for inserting into the round table was copy pasted between SQLite and PostgreSQL, with the only difference being that the SQLite key manually assigned the primary key instead of letting SQLite AUTOINCREMENT it. And then the code to give a start_date value was only added to the PostgreSQL version (which is actually in the base class already). So for SQLite that column's been filled up with the same invalid default the whole time. Why was the code manually assigning a PK? I checked the SQLite docs for AUTOINCREMENT[1], and the behavior seems appropriate. I removed the SQLite-specific code path and it just seems to work regardless. The migration just sets the old values to NULL too. BUT WAIT, THERE'S MORE! Turns out just doing the migration on SQLite is a pain in the ass! EF Core has to create a new table to apply the nullability change, because SQLite doesn't support proper ALTER COLUMN. This causes the generated SQL commands to be weird and the UPDATE for the migration goes BEFORE the nullability change... I ended up having to make TWO migrations for SQLite. Yay. Fixes #26800 [1]: https://www.sqlite.org/autoinc.html |
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efeb93b74e | Port Height Sliders (#458) | ||
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528557383a |
Loadouts (#45)
Description copied from my Wizard's Den PR Resolves https://github.com/Simple-Station/Einstein-Engines/issues/32 # TODO - [x] CVars - [x] Server side loadout point validation - Make tabContainer less bad - [x] Move head clothes to loadouts from lockers - [x] Move job starting equipment to loadouts - [x] Loadout item preview - [x] Fix loadouts duplicating on server restart - [x] Make sure everything is localized -- Components and Tags are an odd thing to display to the player in the whitelist and are very unrealistic to make localizations for, so.. not doing that, what do I do? - [x] Fix all items going into the bag no matter their size - [x] Add min/cur/max points to the bar - [x] Use buttons instead of checkboxes - [x] "Show Unusable" button to hide things your character currently doesn't match the whitelists for - [x] Time whitelist option - [x] Species whitelist option - [x] Trait whitelist option instead of EntityWhitelist for the sake of localization - [ ] More loadouts (filler things while waiting for review) - [ ] - Golden or themed items for Command roles with an undecided amount of playtime on their respective jobs - [x] - Goliath cloak for playing a lot of Salvage - [x] - Senior items for playing a lot of its respective role - [ ] - Varying materials of pocket watches for people with varying overall playtime - [x] Fix loadout selectors not updating to match current preferences <details><summary><h1>Media (Click Me!)</h1></summary> <p> I need to rerecord these https://github.com/space-wizards/space-station-14/assets/77995199/59713874-b043-4813-848e-56b2951b6935 https://github.com/space-wizards/space-station-14/assets/77995199/40180aee-bfe3-4f30-9df8-0f628e7e4514 </p> </details> # Changelog 🆑 - add: Added a new character customization tab for selecting items to start your shift with, loadouts! - remove: Removed some default job equipment in favor of loadouts - remove: Removed several clothing items from Command lockers in favor of loadouts --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> |
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29125fe18c |
Mirror: Improve admin message seen/dismiss state. (#291)
## Mirror of PR #26223: [Improve admin message seen/dismiss state.](https://github.com/space-wizards/space-station-14/pull/26223) 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) ###### `d776c4b392a082dba7539d77cfa20fc904ed4091` PR opened by <img src="https://avatars.githubusercontent.com/u/8107459?v=4" width="16"/><a href="https://github.com/PJB3005"> PJB3005</a> at 2024-03-18 04:02:20 UTC --- PR changed 21 files with 3748 additions and 108 deletions. The PR had the following labels: - Changes: UI - Status: Needs Review --- <details open="true"><summary><h1>Original Body</h1></summary> > As part of this, it has become impossible for a player to play without dismissing the message in some form. Instead of a shitty popup window, the popup is now a fullscreen overlay that blocks clicks behind it, making the game unplayable. Also, if a user somehow has multiple messages they will be combined into one popup. > > ## About the PR > Admin messages now have separate "seen" and "dismissed" fields. The idea is that an admin should be able to tell whether a user pressed the "dismiss for now" button. Instead of using "seen" as "show this message to players when they join", "dismissed" is now used for this. > > ## Why / Balance > Fixes #26211 > > ## Technical details > Existing notes in the database will automatically be marked as dismissed on migration. A note cannot be dismissed without being seen (enforced via constraint in the database too, aren't I fancy). > > ## Media > - [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 > --> > > 🆑 > ADMIN: > - tweak: Admin messages are now shown as "seen" even if the player dismisses them only temporarily. Also, it is impossible for players to play without dismissing the message (temporary or permanent). </details> Co-authored-by: SimpleStation14 <Unknown> |
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6a2306dfa8 |
Mirror: Include bans in adminremarks command (#259)
## Mirror of PR #26240: [Include bans in adminremarks command](https://github.com/space-wizards/space-station-14/pull/26240) 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) ###### `f55c98ce6d1dfdc14a293f2559647372203938af` PR opened by <img src="https://avatars.githubusercontent.com/u/8107459?v=4" width="16"/><a href="https://github.com/PJB3005"> PJB3005</a> at 2024-03-18 17:50:15 UTC --- PR changed 1 files with 2 additions and 0 deletions. The PR had the following labels: --- <details open="true"><summary><h1>Original Body</h1></summary> > Fixes #20645 > > 🆑 > - add: Bans are now shown in the "adminremarks" command. </details> Co-authored-by: SimpleStation14 <Unknown> |
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d14135f9e6 |
Add test to check that there are no pending database model changes (#25762)
(cherry picked from commit 2904ff421ad7477a503e4835624e2e3c82db0cf2) |
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837272c745 |
Fix admin notes and database time nonsense. (#25280)
God bloody christ. There's like three layers of shit here. So firstly, apparently we were still using Npgsql.EnableLegacyTimestampBehavior. This means that time values (which are stored UTC in the database) were converted to local time when read out. This meant they were passed around as kind Local to clients (instead of UTC in the case of SQLite). That's easy enough to fix just turn off the flag and fix the couple spots we're passing a local DateTime ez. Oh but it turns out there's a DIFFERENT problem with SQLite: See SQLite we definitely store the DateTimes as UTC, but when Microsoft.Data.Sqlite reads them it reads them as Kind Unspecified instead of Utc. Why are these so bad? Because the admin notes system passes DateTime instances from EF Core straight to the rest of the game code. And that means it's a PAIN IN THE ASS to run the necessary conversions to fix the DateTime instances. GOD DAMNIT now I have to make a whole new set of "Record" entities so we avoid leaking the EF Core model entities. WAAAAAAA. Fixes #19897 (cherry picked from commit 2e6eaa45c57c7f5ba561d1fb1ef6712d2432a8fa) |
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5a315ab91a |
Fix spawn priority persistence on reconnect and restart (#25246)
Because of course I would forget one line (cherry picked from commit 2f0c837816589b24b1548eafa278e28340577eb3) |
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922407e2e8 |
Client customization late-join spawner priority for arrivals/cryostorage (#24586)
* Initial commit, requires server restart to take effect * Exposes callbacks directly instead, takes effect immediately * Cleaned up control flow, swapped cvar for client customization * Switched to int, dictionary of callbacks, migration * Update Content.Shared/Preferences/SpawnPriorityPreference.cs * krunkle stan --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> (cherry picked from commit ed0f2aa2213cc47b817476206a2dd0b4e7c176b1) |
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33e3e8b321 | High-latency DB testing stuff (#22282) | ||
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f648007c8c | Log server ID in connection logs table (#21911) | ||
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734118a7ef | Store round start date in the database (#21153) | ||
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fd2cc8570d |
Sync master up to 1/10 (#74)
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com> |
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71f5e38faf |
Fix search being case sensitive for admin logs from uncached db rounds (#19066)
* Fix search being case sensitive for admin logs from uncached db rounds * Fix text search query for sqlite |
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9c84108672 | Change default test pooling options. (#18732) | ||
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32def47862 | Nullable reference "warning" (#18191) | ||
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b4b0fe41db | Admin notes bugfixes (#18189) | ||
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579913b617 |
Better notes and bans (#14228)
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> |
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b5fe408baf |
Fix "Next" never sending admin logs for rounds outside the cache, show a round's total logs on the UI (#16531)
* Fix next never sending logs for rounds outside the cache * Show round's total log count on the ui * Disable next button when waiting for a next response * Cleanup AdminLogsEui.CurrentRoundId * Fix popout window width |
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636ee85e18 | Modify existing profile in SaveCharacterSlotAsync if one exists (#16381) | ||
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d072cb6144 | Fix admin logs duplicate id error when running tests (#16203) | ||
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c48f17aa33 | Fix db error when adding duplicate players in a round (#16206) | ||
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1c4a2594ce |
Database thread pool use (#14498)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> |
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3dc0908151 | Revert "Show ban and note count in ahelp window" (#15347) | ||
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26cd16eeaa | Show ban and note count in ahelp window (#15328) | ||
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c8e90e561b | Server ban exemption system (#15076) | ||
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8f402ee8ca |
Add non-players button to log viewer (#14097)
* add include non-players button to log viewer * breakout player filter check * fix sending player logs with no players selected * fix default not returning player logs, causing test issue |
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277f555fda | Try to fix getting old logs (#11568) | ||
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5a0a04bde7 |
Humanoid appearance refactor (#10882)
* initial commit - species prototype modifications - markings points as its own file - shared humanoid component * adds a tool to convert sprite accessories to markings (in go) * removes a fmt call * converts sprite accessory to markings * adds hair and facial hair to marking categories * multiple changes - humanoid visualizer system - markings modifications for visualizer - modifications to shared humanoid component - lays out a base for humanoid system * hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little * squishes the initialize event calls into one function adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet) * makes the sprite pipeline more obvious * apply all markings, hidden layer set replacement * ensures that markings are cleared when the new set is applied * starts refactoring markingsset (unfinished) * more additions to the markingset api * adds constructor logic to markingset * adds a method to filter out markings in a set based on a given species * fixes enumerators in markingset * adds validator into MarkingSet, fixes ForwardMarkingEnumerator * modifications to the humanoid visual system * ensuredefault in markingset * oop * fixes up data keys, populates OnAppearanceChange in visualizer * changes to humanoid component, markings marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent * markings are now applied the visualizer by diffing them * base sprites are now applied to humanoids from humanoidvisualizer * passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes) * custom base layers on humanoids * merges all data keys into one data class for humanoid visualizers * setappearance in sharedhumanoidsystem, removes custombaselayercolors * humanoidcomponent, system (empty) in server * adds some basic public API functions to HumanoidSystem * add marking, remove marking * changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem * ensuredefaultmarkings, oninit for humanoids * markingmanager API changes * removes MarkingsSet * LoadProfile, adjusts randomization in humanoid appearance to account for species * base layer settings in humanoidsystem, eye color from profile * rearranges files to centralize under Humanoid namespace * more reorganization, deletes some stuff gotta break stuff to make other things work, right? goodbye SpriteAccessory... * fixes a good chunk of server-side issues still does not compile, yet * singlemarkingpicker xaml layout * singlemarkingpicker logic * magic mirror window (varying pieces of it, mostly client-oriented) * removes some imports, gives MagicMirror a BUI class (not filled in yet) * populates magic mirror BUI functionality / window callbacks * fixes up some errors in humanoidprofileeditor * changes to SingleMarkingPicker SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category * fixes up hair pickers on humanoid profile editor * fixes the errors in markingpicker * markingsystem is now gone * fixes a bunch of build errors * so that's why i did it like that * namespace issues, adds robustxamlloader to singlemarkingpicker * another robustxamlloader * human, lizard sprites/points * prototype fixes, deletion of old spriteaccessory * component registration, fixes dwarf skin toning no, 'ReptilianToned' does not exist * removes component registration from abstract humanoid component * visualizer data now cloneable * serialize for visualizer key * zero-count edge case * missing semi-colon moment * setspecies in humanoidsystem * ensures that default markings, if empty, will cause ensuredefault to skip over that given category * tryadd instead of add * whoops * diff and apply should properly apply markings now * always ensure default, fixes double load for player spawning * apply skin color now sets the skin color property in humanoidcomponent * removes sprite from a few species prototypes * sprite changes for specific base layers based on humanoid sex * layer ordering fix, and a missing base layer should now disallow markings on that layer * anymarking base layer, adds the right leg/foot for humans * loading a profile will now clear all markings on that humanoid * adds missing layers for humans * separates species.yml into respective species prototype files * ensures that if layer visibility was changed, all markings have to be reapplied * server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair * slime fix, clothingsystem now dictates layer visibility server side * sussy * layer settings should now ensure a marking should match the skin tone * whoops * skincolor static class and functions in UI * skin color validation in humanoidcharacterappearance * markingpicker now shows only the markings for the selected category in used * getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists * FilterSpecies no longer attempts to do removal while iterating * expands for SingleMarkingPicker * humanoid base dummy has blank layers now (and snout/tail/headside/headtop) * fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same * whoops * adds edge case handlers for count differences in humanoid markings * preview now loads profile instead of directly setting appearance * moves marking set loading to update controls * clones a marking set in markingpicker by using the deep clone constructor * whoops (deep cloning a marking now copies the marking id) * adds replace function for markingset * points should now update after the markings are remove/added * merging base layer sprites into a humanoid should now clear them before merging * sets dirty range start to count only if the dirty range start was never set above 0 * fixes up some issues with singlemarkingpicker * color selector sliders in single marking picker should now expand * hair from hair pickers should now apply in profile loading (client-side) * category in singlemarkingpicker now sets the private category variable * slot selector should now populate * single marking picker buttons now have text, also shows the category name over all user-clickable elements * removes a comment * removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair * random skin color, eye color * populate colors now checks if the marking count is greater than zero in singlemarkingpicker * hair/facial hair pickers now just get the first possible hair from the respective species list * different approach to random skin color * oh, that's why it wasn't working * randomize everything now just updates every single control * selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache, * markingmanager now uses OnlyWhitelisted to populate by category and species * filterspecies now uses onlyWhitelist to filter markings based on whitelist or not * oops * ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called * order of operations for the horizontal expand for add/remove * hair pickers should now update when you add/remove the hair slot * fixes variable naming error in character appearance * loc string fix in singlemarkingpicker * lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs * having zero possible hairs should no longer cause an exception in randomization * setting species should now update hair pickers * ignore categories for marking picker * and a clear as well for the category button * places that functionality in its own function instead * adds eye base sprite, vox now also have their own custom eye sprites * loading a profile client-side should do FilterSpecies for markings now * client-side load profile does filter species after adding in the hairs now * magic mirror * callbacks now call the callback instead of adding it on construct * whoops * in removemarking too * adds missing synchronize calls * comments out an updateinterface call in magic mirror * magic mirror window title, minimum sizing * fixes minsize, adds warning for players who try to set their hair for species that have no hair * removes spaces in xaml * namespace changes/organization * whoopsie (merge conflicts) * re-enables identity from humanoid component * damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum * removes commas from json * changes to visuals system so the change is consistent * chest * reptilian * visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it not a big fan of this * adds a check in applybasesprites * adding/removing parts should now make them invisible on a humanoid * body part removal/adding now enumerates over sublayers instead * synchro now runs in bodycomponent startup * parts instead of slots * humanoidcompnent check * switches from rsi to actualrsi * removes all the body stuff (too slow) * cleans up resolves from humanoid visualizer system * merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes) * not forgetting that one again * merging now returns an actual dirty value * replaces the sequenceequal with a more accurate solution * permanent layers, layer visibility on add/remove part in body * should send all hidden layers over now * isdirty in visualizer system for base layers * isdirty checks count as well * ok, IsDirty should now set the base layers if the merged sprites are different * equals override in HumanoidSpritePrototypes.cs temporary until record prototypes :heck: * makes fields readonly, equates IDs instead * adds forced markings through marking picker * forced in humanoidsystem api, ignorespecies in markingpicker * marking bui * makes that serializable as well * ignore species/forced toggles now work * adds icon to modifier verb, interface and keys to humanoid bases * needs the actual enum value to open, no? * makes the key the actual key * actions now propagate upwards * ignore species when set now repopulates markingpicker * modifiable base layers in the markings window * oops! * layout changes * info box should now appear * adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window * collapsible layout moment * if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible * small change to marking visibility * small changes to modifier UI * markings now match skin on zombification * zombie stuff * makes the line edit in marking modifier window more obvious * disables vox on round start * horizontal expand on the single label in base layer modifiers * humanoid profiles in prototypes * randomhumanoidappearance won't work if the humanoid has a profile already stored * removes unused code * documentation in humanoidsystem server-side * documentation in shared/client * whoops * converts accessory into marking in locale files (also adds marking loc string into single marking picker) * be gone, shared humanoid appearance system from the last upstream merge * species ignore on randomization (defaults to no ignored species) * more upstream merge parts that bypassed any errors before merge * addresses review (also just adds typeserializers in some places) * submodule moment * upstream merge issues |
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4cc5fa239e | Implement traits system (#10693) | ||
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e852ada6c8 |
Play time tracking: Job timers 3: more titles: when the (#9978)
Co-authored-by: Veritius <veritiusgaming@gmail.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> |
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3b7e202044 | Flavor text (#8070) | ||
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e1b7abe2d9 | Another quick fix for markings (#7966) | ||
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0502d3dec4 | Make Profile.Markings db column jsonb (#7947) | ||
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a30cae21f6 |
Markings (#7072)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> |
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5227d1a023 |
Admin notes (#7259)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> |
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ca0fb3c6a2 | Track rule reading in database, don't show popup locally (#7278) | ||
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eb54f4b224 |
Adds Network Resource Uploading for admins. (#6904)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> |
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414d226ec5 |
Server names and admin log full-text search (#6327)
Co-authored-by: Julian Giebel <j.giebel@netrocks.info> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> |