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83d95e0b210927a5ca354ee5dfd0aed9e824df8f
52 Commits
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f6cd6b0f9e |
Wizard Item Recall Spell (#34411)
(cherry picked from commit bf6fd4d581de27b8b293411c409aa7ed2c332b78) |
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1e4f252bb0 |
Hristov & .60 changes - Hristov Rework, Part 2 (#31662)
* Initial commit * Updated values to reflect new resistances * Review fixes * Review fixes * LINQ BEGONETH (cherry picked from commit e58d0313002350cd7d9ed24ea390e0cb5724a662) |
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2849008ba1 |
Syringe gun! (#32112)
* Init testing * copyright * oops * Tracking the embed entity uid * testing stuff for gradual injection * work * weh * god save me * bleh * Yippee! * Again * Mini syringe ammo * cleaning up * mini syringes have a texture for fill amount * -3 cool points :( * hitboxes * init cleanup * much needed fixes * Fixes (cherry picked from commit 62f5a31c4abcaaca09af84f591cbe727e6fcb7cb) |
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edf9b969f3 |
Pretty Big Atmos Fixes PR (#2486)
# Description This PR ports some fixes to the order of operations for air pressure processing, which will help fix issues with temperature not correctly diffusing, as well as errors in the order of operations processing that made it so that Space Wind was receiving wildly incorrect pressure values. Additionally, this fixes a math error that made it so that the diagonal airflows were contributing 41% more to airflows, making diagonal motion unusually harsh. There's still two more bugs I need to fix though. |
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6d36a63f6c |
Fix EmbeddableProjectileComponent and ThrowingAngleComponent interaction (#30112)
* fix embeddable offset with throwing angle * number (cherry picked from commit eaace152aeb30622849826572f2aab62f5575d3a) |
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7dc84aaae4 |
More Random Code Optimizations (#2339)
These are all essentially just random systems that scaled directly with player count (or were on my list of the top 50 anyways). So just a couple systems that had very inefficient enumerators being swapped out with significantly more efficient ones, plus a few swaps from O(n) to O(m) m << n. A big one was DrainSystem, which was querrying all possible entities, rather than doing so from the "set of all static objects", which is significantly smaller. Puddles are always static objects, so it doesn't make sense to have the drains check for anything other than static. We can also use DirtyField to save on performance costs of Dirty(uid, component) in cases where the Dirty is only networking a single component field. no CL this isn't player facing. |
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e9565e4408 |
[Tweak] Aiming And Hitting (#623)
* dead can collide * xray pog * throw hit prone * test * Update Content.Shared/Projectiles/SharedProjectileSystem.cs --------- Co-authored-by: vanx <discord@vanxxxx> Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> |
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2046ff7ccf |
Removed unnecessary spacing
(cherry picked from commit 21202e584400d0c59840e91a56b56e7fad9f6caa) |
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12b709535d |
Arrows now embed correctly
(cherry picked from commit eb4e2e23670ba719fbd81a47ce3f02c6b983fb53) |
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a3a8c195e5 |
Upstream 09.03-15.03 (#349)
* Trait Cost Balancing (#1906) <!-- 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]? --> Makes a lot of disabilities give more points (based off community and personal opinions), and makes some very strong traits cost more points. # 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 --> 🆑 - tweak: Narcolepsy gives 6 points instead of 2 - tweak: Pacifist gives 8 points instead of 6 - tweak: Muted gives 6 points instead of 4 - tweak: Sluggish gives 5 points instead of 3 - tweak: Snail Paced gives 8 points instead of 5 - tweak: Blood Deficiency gives 6 points instead of 5 - tweak: Hemophilia gives 4 points instead of 2 - tweak: Clumsy gives 4 points instead of 1 - tweak: Bad knees gives 5 points instead of 3 - tweak: Will to live costs 3 points instead of 1 - tweak: Tenacity costs 4 points instead of 3 - tweak: Steadfast costs 6 points instead of 4 - tweak: Bionic Arm costs 10 points instead of 8 - tweak: Bionic leg costs 8 points instead of 6 --------- Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com> (cherry picked from commit d38eb0b536a34475feefa8253b9a3ed128e57f4d) * Automatic Changelog Update (#1906) (cherry picked from commit 8a2626ef6b62508a6479525555522b516e090feb) * Lightbehaviour Bug Fix (#1908) <!-- 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]? --> Description. Fix bug affecting torches, flares and glowsticks that made them not emit light when turned on as described by [this issue.](https://github.com/Simple-Station/Einstein-Engines/issues/1685) <!-- 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/799631e0-bcf1-4008-9683-3d0ba7c02a24 </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 --> 🆑 - fix: Torches, flares, glowsticks now able to emit light again (cherry picked from commit b25e3447148948ee658d1b81dac0d1e076641fcc) * Automatic Changelog Update (#1908) (cherry picked from commit 83fbb13c3aab8fedb1e56f73b949ac1a458eee41) * Mining Shuttle & Dignitary Stuff for Arena (#1893) <!-- 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]? --> <p> Adds the mining dock & mining shuttle console for travel to lavaland. Adds NTR office with the NTR locker mapped. Also adds the BSO locker to bridge without an office cause BSO is not worthy. Map render under images. NTR office is south east of brig. Just has a desk and a bed. No fax as the NTR already has their own fax, I feel like having a second fax would increase where the NTR would need to look for faxes. Referring to the shuttle that takes one to lavaland as mining shuttle, not the pathfinder. </p> <!-- 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 --> 🆑 no cl no fun (cherry picked from commit e481e2f182f162b78e22524dfe6988b2135bd32f) * Automatic Changelog Update (#1893) (cherry picked from commit f59bd7df32f6942f3b2646c1e3a08ee88343301d) * Fireplace Construction (#1897) # Description Porting - Allow Construction of Fireplaces and Bonfires Ported from - https://github.com/Goob-Station/Goob-Station/pull/1646 Yeah it's a port of a port. Yes there was sofas, benches and banners, I've very lazily stolen just the fires. Sofa might be nice but that's lot more code pinching. --- # TODO - [ ] Pray it works --- # Changelog 🆑 - add: Recipes to build Fireplaces and Bonfires --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> (cherry picked from commit 90485d5a0c49f76950d61e42c3cc596f988dc982) * Automatic Changelog Update (#1897) (cherry picked from commit c7327f55f8576267f30a384d4a84fd85f357d52f) * Terminus (#1881) # Description <!-- 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]? --> Added a new weapon, the DT-8 "Terminus" It's a large melee weapon capable of firing a spread of disabler rounds on alternate fire. It's an arsenal tech research, and uniquely can only be wielded by onis. (I'm being bribed to make this) Also, I had to move the OniComponent.cs file to shared. I'm not sure if that borked anything but tell me if it does. (PS. Thank you VMSolidus for helping me make this ten times less shitcoded.) --- # TODO <!-- 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] Textures complete - [x] Add lathe recipe - [x] Add to research --- <details><summary><h1>Media</h1></summary> <p> ! </p> </details> --- # Changelog 🆑 SolsticeOfTheWinter, OtherPersonPlaceHolder - add: Added a new weapon for oni security players, the terminus. --------- Signed-off-by: Solstice <solsticeofthewinter@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 3fdf1102dc20af7bd724e449808d2d38571e62c2) * Automatic Changelog Update (#1881) (cherry picked from commit 9de8ab79e61227620833b88f5c616c63f38c9a86) * Add RPD and Pipe Stacking (#1857) # Summary To add the RPD into the game for both atmos and CE's to use. Introduce pipe stacking as well since the RPD will introduce better atmos configuration. Most of the code was ported over from goob LRP. With some of it being touched up on and adding a bit of quality of life to the RPD. This was a PR originally made for goob-mrp but requested to be moved to EE. Check out the detailed commits here: https://github.com/Goob-Station/Goob-Station-MRP/pull/96 --- # Description ## RPD From the original PR made on goob-station the RPD has been ported over. It is similar to the RCD where you will be able to make pipes/vents/pumps/mixers quickly. Each dial on the main radial will bring up specific pipes like ie pipes-> corner, t-shape -cross shape. The RPD starts out in the CE and Atmos lockers with 50 charges. Each construction and deconstruction cost 1 charge. There is also one extra compressed matter in the starting lockers for both CE and Atmos for the RPD. You can research the recipe of the RPD with the reverse engineering machine. The recipe cost of the RPD is a bit more compared to the RCD.  ## Pipe Stacking With the introduction of the RPD, it was fair to check for pipes that overlapped when making new pipes. But with introducing the code from LRP goob station it was decided to bring over the pipe stacking feature too. You can make certain components pipe stackable or allow if you can put multiple of the same pipe on the same tile. If you want you change a pipe to be non-stackable by using the component type: PipeRestrictOverlap Here's an example of pipe stacking. You can make a simple scrub loob tighter or keep it normal. The freedom is given.  Here is an extreme example. This compact design creates a ton of frezon. Obviously, replace the trit miner with an actual burn chamber.  ## Belt overlay I decided to add a simple belt overlay sprite to the game for the RPD. Here's what it looks like outside the belt and inside the belt  ## RPD Borg Module I decided to add experimental RPD that will self-charge. The only way to get this RPD is through admeme spawn or being a borg. The starting charge of the Borg module is 25 and will self-charge at the same rate at 10 seconds per charge. I also added an admeme version that charges at 1 second per charge. Here is what the borg module looks like  The borg module can be researched in the t2 industrial branch as the same research for the RCD module.  --- # credit Original RPD PR: https://github.com/Goob-Station/Goob-Station/pull/1203 Original Pipe Stacking PRs: https://github.com/Goob-Station/Goob-Station/pull/391 https://github.com/Goob-Station/Goob-Station/pull/389 Prevent stacking pipes (#28308) - Original Link is dead. --- # TODO - [X] Add RPD - [X] Add RPD to reverse engineering - [x] Add toolbelt equipped sprites - [x] Add Pipe Stacking - [x] Add an experimental RPD module for engie borgs. --- # Changelog 🆑 - add: Added RPD, glory to atmosia! - tweak: RPD now spawns in Atmos and CE lockers - tweak: Extra compressed matter has been added into both Atmos/CE lockers for more RPD/RCD uses - add: You can research RPD with the reverse engineering machine. - add: A belt overlay sprite to the CE and utility toolbelt. - add: Pipe Stacking ported over from LRP Goob station. Compress those frezon factories! - add: Toolbelt overlay sprite for the RPD. - add: RPD Borg module researched in t-2 industrial advanced tools. --------- Co-authored-by: Nathaniel Adams <60526456+Nathaniel-Adams@users.noreply.github.com> (cherry picked from commit b32710c94628f90e4b2c43796ac3ab81892926f3) * Automatic Changelog Update (#1857) (cherry picked from commit 3270ee0327054fd0187cb03756d23a1a84d7916c) * SS13 Combat Parity Part 0.5: Stun Meta [PREREQUISITE] (#1914) # Description Ports Stun Meta from [/Goob-Station#788](https://github.com/Goob-Station/Goob-Station/pull/788) Splits stuncrit into knockdown and paralysis, like on 13. knockdown lets you crawl on the floor, and paralysis is the same as current stamcrit. The stun baton has been buffed, doing 15 stamina damage per swing, and 40 stamina damage overtime. This lets you stamcrit someone in two baton swings, but it takes a few seconds before they actually fall down to the ground. About the same amount of time as 4 baton swings back to back. This PR also reverts #809, since I plan on reworking shoving entirely soon. (also for my sanity. wouldn't have been able to port stunmeta otherwise.) ## Condemn Trillions Required for the rest of the SS13 Combat Parity changes listed [here](https://discord.com/channels/1218698320155906090/1348171706061033502) # TODO * [x] Await merge * [x] Gaming # Media  # Changelog 🆑 Eagle * tweak: Stamina Crit has been split into Knockdown and Paralysis * tweak: Stun batons now do 15 stamina damage on hit, and 40 over time (cherry picked from commit b8045750e91b8e43fcf91deaeb49b295a0984cdc) * Automatic Changelog Update (#1914) (cherry picked from commit cbadf45b9e1bbb8cbb122a579e9c37a3234d506b) * Miscellaneous Fixes From White Dream (#1911) # Description Ports the following PRs: https://github.com/WWhiteDreamProject/wwdpublic/pull/271 https://github.com/WWhiteDreamProject/wwdpublic/pull/282 https://github.com/WWhiteDreamProject/wwdpublic/pull/255 https://github.com/WWhiteDreamProject/wwdpublic/pull/254 https://github.com/WWhiteDreamProject/wwdpublic/pull/246 https://github.com/WWhiteDreamProject/wwdpublic/pull/223 https://github.com/WWhiteDreamProject/wwdpublic/pull/220 https://github.com/WWhiteDreamProject/wwdpublic/pull/219 https://github.com/WWhiteDreamProject/wwdpublic/pull/213 This is a rather huge variety of fixes to be honest. # Changelog 🆑 White Dream - fix: Fixed airlock opening and closing visuals - fix: Fixed Weather spamming infinite sounds. - fix: Cockroaches no longer spam organs when stepped on. - fix: Fixed the timer on the Return To Round button - fix: Fixed Return to Round not remembering how long it's been since you died if you re-enter your body. - fix: Fixed harpy flight visuals not showing for other people. - fix: Fixed disabler bolts not going through windows like other kinds of lasers. - fix: Fixed Vim Harness being free - fix: Fixed handcuffs not respecting your arm length. - fix: Made tending wounds not as message spammy. - fix: Fixed shuttle windows not preventing you from being electrocuted by grills under them. --------- Co-authored-by: vanx <61917534+Vaaankas@users.noreply.github.com> Co-authored-by: vanx <discord@vanxxxx> Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> (cherry picked from commit ced8a565a32cfa340140674c073d90a2a6002799) * Automatic Changelog Update (#1911) (cherry picked from commit 89f27f4b2f3882ba97132d69f9d6477cea3195d1) * Faction Clothing Bug Fix (#1917) <!-- 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]? --> Fixed bug that made ClothingAddFactionComponent not add the faction of the clothing to the mob when the clothing is equipped. The bug is described in greater detail in [this issue](https://github.com/Simple-Station/Einstein-Engines/issues/1228). --- <!-- 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/41fe9411-0eac-478d-956c-b094f211f565 </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 --> 🆑 - fix: Fixed bug that made ClothingAddFactionComponent not work. (cherry picked from commit 639f46a68b84ad6d0655ec318ccc62fa3061c5cd) * Automatic Changelog Update (#1917) (cherry picked from commit b4c488af30ad9e21e41b409282aeac1f8ae37c9e) * Crafting Curtains and Tables No Longer Consumes Entire Stack (#1916) <!-- 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]? --> Stolen from https://github.com/Fansana/floofstation1/pull/152, courtesy of cynical24. When you craft a curtain or make a table into a _fancy_ table, it doesn't take the entire stack of carpet. This should hopefully stop me from having to return to the HoP to ask for another 10 carpet. --- # TODO <!-- 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] general thievery of text (with permission) --- <!-- 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 --> 🆑 - tweak: you don't use the entire stack of carpet now when crafting colored curtains or fancy tables. (cherry picked from commit 508dbc35d3576be768122604d39194ee715ab02a) * Automatic Changelog Update (#1916) (cherry picked from commit f4641de5073d3cf1ccc54a5599281bb6025149fc) * Markings From Impstation 2 (#1925) what the funny title says <!-- 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 some markings from Impstation (Again, who would have thought it'd be Impstation again?), ports the merciful IPC wings from Goob LRP, adds some markings to arachnids, a bunch of markings for Reptilians, and a new hairstyle. --- # TODO <!-- 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 --> - [ ] Task - [x] Completed Task --- <!-- 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 --> 🆑 Diggy - add: New markings for arachnids, reptilians. - tweak: Allows IPCs to pick up overlay markings such as the gauze stuff, Onis can now have the curved horn marking humans can have. (cherry picked from commit b955652cf18f1a11e7d48206f32c8d3e24e819bd) * Automatic Changelog Update (#1925) (cherry picked from commit 78149f74ac386a81b4ecb46679db29c9e5f1946e) * Fix Vulpkanin Markings (#1894) # Description Vulpkanin no longer wear their undergarments "Superman Style" # Changelog 🆑 - fix: After lengthy retraining, NanoTrasen has taught Vulpkanin that underwear is meant to be worn inside pants, not outside them. (cherry picked from commit 190dddf7c59537ffc2781f3d8f7bcb16e5a449fb) * Automatic Changelog Update (#1894) (cherry picked from commit a7138473115dfe767b822eb2b24179a04f6133e5) * Fairer Turrets (#1923) # Description It had basically always bothered me, and evidently a lot of other people that turrets were previously "Unfair enemies". They had perfect aimbot accuracy, tracked targets instantly at any angle, and were nigh-indestructible. It was telling that players were pretty much only ever killed by turrets once or twice, and then they figure out that the turrets are outright impossible to beat in a fair fight, so they end up resorting to underhanded tactics like using an RCD to wall the turret off. Or use a pickaxe to go around them. I previously added a new turret for the SAN dropship, and with it had tried out a very different approach for "Fairer Turret" balancing. A more reasonable healthbar, no instant tracking, and no perfect accuracy, The players enjoyed these a lot more than the original turrets. Plus they were more visually interesting firing an inaccurate spray at their targets. <details><summary><h1>Media</h1></summary> <p> I'm on my lunch break at college right now, so no media. </p> </details> # Changelog 🆑 - tweak: Adjusted turrets to be a more "Fair" fight. They no longer have perfect aimbot accuracy, they don't track targets instantly, and they also have a "More fair" healthbar that can reasonably be shot through by someone with good enough weapons and armor, (cherry picked from commit 6bdd73efe210d6e556e6accbc89cb9134f716e2e) * Automatic Changelog Update (#1923) (cherry picked from commit bedcd65d4d8324a651101a978ba90d46d4199cfa) * Fix A Minor Test Fail (#1902) Just a random event that had a tiny chance to spawn an Abstract entity. (cherry picked from commit f49712f82569d7e5f0a486d00130216dc73520bd) * Throw Errant Into The Spider Pit (#1896) # Description @Errant-4 by request in your comment. I had annihilated this before during the NyanoCombat reworks, but during a recent wizmerge most of said reworks were accidentally reverted. This is the one that was brought back, comment and all. So this PR fixes for a second time a problem left by the old combat system. # Changelog 🆑 - fix: Power attack and light attack damages are no longer swapped. Signed-off-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 4b988b2b01e379d5a2c6c8eae72f70c00876d024) * Automatic Changelog Update (#1896) (cherry picked from commit 505765017a164ca20582571f92f5ec95ff3e5579) * Nerf .45 (#1895) # Description Somehow I didn't realize that .45 magnum, despite being a common ammo type available to a lot of people, deals literally double the damage of all other comparable smallarms. No wonder people were complaining about the Universals being comically overpowered. This PR normalizes their damage so that it's still "More than other equivalent small arms calibers", but not ".45 is more than double the damage of 9mm". # Changelog 🆑 - tweak: Nerfed universals and other .45 auto guns. I get the meme that .45 is better than 9mm, but not "More than double" the damage of 9mm. (cherry picked from commit f7f49f67d69e6a19a3b83eec1d4cb4b0b7ca93a1) * Automatic Changelog Update (#1895) (cherry picked from commit cfd95ca7c4237030cebba16cf1d81798a5d801a6) * More Lavaland Fixes (#1892) # Description Apparently the lavaland ore crates are supposed to have an ore magnet, but this didn't work because they're missing something from the ore bags. So this fixes that. Also I made sure the lavaland's ores actually have the same naming conventions as our regular ores. # Changelog 🆑 - tweak: Ores mined from lavaland now have names matching their real-world counterparts. - fix: Fixed the lavaland ore crates not having working ore magnets. (cherry picked from commit 2f02dd1a0621437587d143641b4a66ef59d87bab) * R25 Rifle Tweaks (#1869) # Description This PR tweaks the stats of the R25 rifle so that it isn't completely useless. Its accuracy when wielded has been improved so that it can more consistently hit targets at between half and a full screen length away. As a tradeoff, its cooldown between bursts has been increased so that its DPS isn't comically overtuned. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/7b862f2a-09c3-450b-9482-a6ce69b4c971 </p> </details> # Changelog 🆑 - tweak: Increased the accuracy-when-wielded of the BRDI-R25 rifle. As a tradeoff, it has a longer cooldown between hyperbursts. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **Gameplay Adjustments** - Updated the weapon's handling by refining its firing angles. - Adjusted the burst cooldown period to alter the firing rhythm. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit be595f4fbe52e612dbaf58363287e9d483442a12) * Automatic Changelog Update (#1892) (cherry picked from commit 2cc6e37b996d5074affebd7d8813778b3f9824d2) * Automatic Changelog Update (#1869) (cherry picked from commit fd9c5bb1bfddb94e8aa8d4ecfcb4587629110949) * Footstep Netcode Fixes (#1909) # Description Port of https://github.com/WWhiteDreamProject/wwdpublic/pull/298 --------- Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> (cherry picked from commit 36627e2e655471e118867c1ae05870b1cb9c0be4) * Automatic Changelog Update (#1915) (cherry picked from commit a8994b38b0ade548152a5868a0ab87fd727da81d) * Embeddable Projectile Fixes (Courtesy Of White Dream) (#1907) * embed children * locale * fix * Update Resources/Locale/ru-RU/weapons/throwing/throwing.ftl * // WWDP MY BELOVED # Description This is a port (and general cleanup of) https://github.com/WWhiteDreamProject/wwdpublic/pull/278 Plus clearing a bunch of compiler warning causing things, and also a fix for one of our Heisentests. This PR mainly fixes issues with embeddable projectiles being potentially unintentionally destroyed when the thing they are embedded in gets destroyed. Which can be disastrous for example if my energy sword embeds into a wall, and also destroys that wall, which destroys my precious energy sword... # Changelog 🆑 Spatison - fix: Embeddeable projectiles are no longer always destroyed when the thing they are embedded in gets destroyed. Energy Sword throwing enthusiasts may rejoice now that their precious sword is safe. Co-authored-by: vanx <61917534+Vaaankas@users.noreply.github.com> Co-authored-by: vanx <discord@vanxxxx> Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> (cherry picked from commit 2c30abbb072238ed7478c9716a66db58f69ddc67) * Automatic Changelog Update (#1907) (cherry picked from commit a97ae4aa2fdaf1bf70149fa994682debd2162779) * Health Analyzer UI Fix (#1928) <!-- 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]? --> Fix the bug described by [this issue.](https://github.com/Simple-Station/Einstein-Engines/issues/1820) --- <!-- 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 --> 🆑 - fix: Health analyzer's doll is now in the normal size. (cherry picked from commit ce489662c54195cd3f5865f5003d40fe3ba7c0d3) * Automatic Changelog Update (#1928) (cherry picked from commit 0b4b338af37f2222065063364b76db3c63fa8025) * Magma Hand (#1927) <!-- 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]? --> Sprited by Greenwall, YML'd by myself. The Magma Hand is a slime-like creature that you can encounter in Lavaland. It's very hostile, but you _can_ pet it! --- # TODO <!-- 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] Add to Lavaland spawning list --- <!-- 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> Its blood is sulfur!  Its attacks burn you! https://github.com/user-attachments/assets/0bf21207-1dc2-4cf5-9b9b-89a558488963 Ice makes it die very quickly! https://github.com/user-attachments/assets/4c742c6e-ac5e-462f-9f1e-e05ce0fcaa0b   </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 --> 🆑 Greenwall - add: Magma Hand! Sprite by Greenwall, YML by Timfa. Bring a water gun filled with ice, and you'll be fine! (cherry picked from commit 545a20fd19a25f833cc32e21c6f0f53f7f872e22) * Automatic Changelog Update (#1927) (cherry picked from commit f8c127f1432d24f98e5eeeb4099fa2899db74c15) * Cyber Eye Changes (#1876) <!-- 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]? --> Removes the flare shielding trait, instead adding welding arc protection to the diagnostics hud, and giving the medical hud a built in chem scanner. No trait will give you access to immunity to flashes however, and you will instead be required to have proper eye protection on again to counteract it. This makes securities lives a lot better, and makes the flash a viable tool again. # Changelog <!-- 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 --> 🆑 - remove: Removes flare shielding - tweak: Adds eye protection to diagnostics hud - tweak: Adds chemical analyser to med hud - tweak: Increases med hud and diagnostics hud costs to 2 <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **Gameplay Balance** - Reduced the negative impact for the `FlareShielding` trait, offering a milder penalty. - Removed the flash immunity effect from the `FlareShielding` trait to streamline its behavior while retaining it in the `FlareShieldingModule`. - Updated requirements for the `Blindness`, `Nearsighted`, and `Photophobia` traits by removing the dependency on the `FlareShieldingModule`. - Adjusted point values for several traits, reflecting a more significant negative impact for others. - Introduced new components, enhancing the functionality of various traits. - **Feature Enhancements** - Expanded the description of the `CyberEyesMedical` trait to include a Chemical Analysis Hud. - Updated the `CyberEyesDiagnostic` trait description to incorporate flare shielding for improved eye protection. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com> (cherry picked from commit 516c53e8ea97680b8029b79dae9fab0a229d0709) * Automatic Changelog Update (#1876) (cherry picked from commit 085163904a3bc64c2217553afe5e43a8938cfc8c) * Space Wind Version 5 (FINAL) (#1765) # Description MY ASCENSION IS COMPLETE, I HAVE DEFEATED THE ATMOS SYSTEM. MY POWERS HAVE GROWN TO NEW AND UNFATHOMABLE HEIGHTS. THE EQUATIONS FOR SPACE WIND ARE NOW PERFECTED. I HAVE BECOME THE PHYSICS CHAD THAT CAN NOW ACCOUNT FOR FRICTION AND AIR RESISTANCE. SPACE WIND HAS BEEN PERFECTED. THERE IS NO MORE WORK FOR ME TO DO ON IT. # TODO <details><summary><h1>Media</h1></summary> <p> PROOF THAT MY EQUATIONS HAVE BEEN PERFECTED. https://github.com/user-attachments/assets/b3eb43b2-e8db-4f75-a142-2c86308e8113 </p> </details> # Changelog 🆑 - add: Added Space Wind V5. This version of space wind now accounts for the coefficients of friction and gravity as a calculated way to resist space wind. There is no more guesswork on if space wind should be able to throw an object. Additionally, thanks to a standalone module from Matrix Airflow System, space wind is capable of calculating airflow at arbitrarily any point in a room, regardless of whatever garbage Monstermos is saying. (cherry picked from commit a5151c7622c424af6fd7e4c0b916e8ddda75c3df) * Automatic Changelog Update (#1765) (cherry picked from commit ba32a82331ffba42919ff57b48c1d80ba02c1343) * Fix Oni (#1935) # Description I didn't notice during the last PR that someone added an override for the Tags component of Oni, otherwise I'd have said something about it. You can't add a tag component to a species because it overrides a massive shitton of tags that are needed for player characters to be able to do certain things, such as DoorBumpOpener... # Changelog 🆑 - fix: Fixed Oni not being able to do a ton of things that required hardcoded tags. I fucking hate the tag system. (cherry picked from commit 3950fb0a6c9cbb9febb30b00f183a8d049f0ca0c) * Automatic Changelog Update (#1935) (cherry picked from commit 12876a1ce113a68a79d2cae79e99a6748446c13e) * Rev Manifesto Inhand Use Cooldown (#1936) <!-- 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 two second cooldown on the Revolutionary Manifesto's secondary use (the purely cosmetic one) to not make it cause chat spam. I made this change from web and have NOT tested it yet (unless I checked the checkbox below in the TODO section! --- # TODO <!-- 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 --> - [ ] TEST IF IT WORKS --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - tweak: Tweaked rev manifesto to not spam chat anymore (cherry picked from commit 3a6634125445a3a71ab33dae090942ce3216d340) * Automatic Changelog Update (#1936) (cherry picked from commit 0ba6aae78f5ee3804f8eaf30afc2e35bafc8e17c) * More Tolerable Default CVars (#1945) # Description I can't believe we never cleaned these up. Yea so our codebase made an astoundingly fucking poor first impression on BPL during their huge playtest, and most of these CVars were to blame. In particular is the godawful Ramping Event Scheduler having "Murder the station with ventcritters every 10 seconds at the 30 minute mark" as its settings. # Changelog 🆑 - tweak: Disabled Monstermos Tile Ripping by default. - tweak: Default settings for Ramping Event Scheduler no longer throws "Ventcritters every 10 seconds, 30 minutes into the round". (cherry picked from commit ef5dc3441aa3b7c62d771039c3e1a93ba04a0d32) * Automatic Changelog Update (#1945) (cherry picked from commit 0fce50daf5ba999e3bc9b8c97e8e7b8791fb7f7e) * BRDI Repaints (#1957) <!-- 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]? --> A downstream port of https://github.com/TheDenSS14/TheDen/pull/306 providing Blue and Red paintjobs for the Blueshield and Head of Security BRDIs respectively. --- # Changelog <!-- 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 --> 🆑 - tweak: Gave the BSO and HoS BRDIs a fancy paintjob. (cherry picked from commit 4f23e0d40549fc3780d1dd94f7fea2ff83e37c24) * Automatic Changelog Update (#1957) (cherry picked from commit 2d7e39eca59cee8c8c883501c8f185bcb8bff4cb) * ADT Markings Port (#1951) Truly the PR of all time... <!-- 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]? --> The markings by themselves have localization or whatev. When you color them they will however appear as marking_etc_etc. Yes, i'm aware it's lazy, but i'm not doing it for over 80 markings, just not feeling it, this is really just a test to see if it gets allowed without some locale files setup. --- # TODO <!-- 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 --> - [ ] Task - [x] Completed Task --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Diggy - add: Most markings from ADT, along with two new hairstyles, new markings for Shadowkin (Despite all my hate for them). - fix: Shadowkin ears are now colorable again, fuck around and find out if you want your Shadowkin's ears to be pink with red or something. (cherry picked from commit a36b5dc2404578c64a93a9881714f00180c1da02) * Automatic Changelog Update (#1951) (cherry picked from commit cd81f90db975061f9d968b45beab9a461834f4c1) * Cyberiad 1.0: Service Rework (#1938) <!-- 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]? --> Changes Box to Cyberiad, with the service area receiving a rework, in the future there will be more updates in the depts, with the next one probably being the Sec. Make some fixes on Gax and Bagel. I changed the maintainer of some maps from "Estação Pirata" to "Ichai". I am not part of the Estação Pirata --- <!-- 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 --> 🆑 Ichai - add: Cyberiad added to the rotation. - fix: Gax: Fixed missing window in CE office, Fixed walls in SM to prevent radiation leaks. - tweak: Port changes to Bagel from GoobStation - remove: Box is no more. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 3da2771a5509b189b4599a2323e9df5d7b9fb562) * Automatic Changelog Update (#1938) (cherry picked from commit 755fc9912d4152dca446477ea2693ed91aac59c1) * R-25 BRDI Back Slot Sprites (#1962) <!-- 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]? --> Added back slot and suit storage sprites for the R-25 BRDI. --- # 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 back worn sprites for the R-25 BRDI. (cherry picked from commit 2cf4957ccd3ed2e0a673c7a7c774f4d779428cb5) * Automatic Changelog Update (#1962) (cherry picked from commit d6ba9f7c0da450e0b8ae6623b33e6933360ae43c) * Remove Random Stencil Clear On Left Leg (#1955) <!-- 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]? --> I don't know why this was being done, but it didn't seem to do anything and I know for a fact it was causing issues with shaders that were applied on all humanoid layers, so... "Imaginary Technique: Shitcode Removal" go. If anything breaks, it's this. --- # TODO <!-- 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] Check that the game didn't incinerate itself. --- <!-- 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 --> no cl Signed-off-by: Eris <eris@erisws.com> (cherry picked from commit e674f782e24da7a7825520ca650473f155e9e4c1) * fix upstream --------- Co-authored-by: EctoplasmIsGood <109397347+ectoplasmisgood@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> Co-authored-by: Paulo Artur Pinheiro Viana Villaça <112904295+algumcorrupto@users.noreply.github.com> Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com> Co-authored-by: Raikyr0 <Kurohana@hotmail.com.au> Co-authored-by: Solstice <solsticeofthewinter@gmail.com> Co-authored-by: Solaris <60526456+solarisbirb@users.noreply.github.com> Co-authored-by: Eagle-0 <114363363+eagle-0@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Tirochora <leotabletdb@gmail.com> Co-authored-by: BloodfiendishOperator <141253729+Diggy0@users.noreply.github.com> Co-authored-by: Timfa <timfalken@hotmail.com> Co-authored-by: Rosycup <178287475+Rosycup@users.noreply.github.com> Co-authored-by: Ichaie <167008606+ichaie@users.noreply.github.com> Co-authored-by: Eris <eris@erisws.com> |
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[Fix] Embed Locale (#308)
* locale * wwdp * холод --------- Co-authored-by: vanx <discord@vanxxxx> |
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[Fix] Embed Items Now Drop On Destruction/Deconstruction (#278)
* embed children * locale * fix * Update Resources/Locale/ru-RU/weapons/throwing/throwing.ftl Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> * // WWDP MY BELOVED --------- Co-authored-by: vanx <discord@vanxxxx> Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> |
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8a95ee85bf |
Upstream 28.02-03.03 (#268)
* More Tajaran Markings (#1834) <!-- 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]? --> Description. Adds separate eye colors to Tajaran and makes most of the markings from "Fashion Update: Earrings & Makeup" available to Tajarans --- <!-- 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 --> --- <!-- 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 --> 🆑 Tonk - add: Tajarans now have separate eye, wrist, tattoo, and makeup markings --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de) * Automatic Changelog Update (#1834) (cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839) * Cybernetics Trait Changes (#1828) # Description Changes/buffs to Cybernetic Traits. Some lesser used traits get some love, while some other stuff gets some logical re-balancing. Feel free to point out if some shitcode is broken or need explaining. --- # TODO - [ ] I got ideas cooking that I don't know how to code --- # Changelog 🆑 tweak: Striking Calluses no longer require you to be one of 3 jobs and Human. Also increased the +1 damage to +2. tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and costs less. tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss from 0.7 to 0.25 and healing cap increased from 200 to 400. tweak: Decreased the cost of Thermal Vision to be in line with Night Vision. tweak: IPC Platelet Factories healing cap increased from 200 to 250 tweak: Cyber-Eyes Omnihud now pickable by Command too. fix: Fixed name and description of Cyber-Eyes Modules for Night Vision and Thermal Vision. remove: Mind over Machine from Cyber-Eyes Modules. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - "Striking Calluses" now delivers increased unarmed strike damage, enhancing combat performance. - **Documentation** - Trait names and descriptions have been updated for greater clarity and consistency, including changes to "Cyber-Eyes" terminology. - **Chores** - Redundant trait options were removed from the selection pool to streamline gameplay. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d) * Automatic Changelog Update (#1828) (cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7) * Shadowkin Age Fixes & Plus Plushies (#1684) # Description Shadowkin middle-aged increased to 80, old age lowered to 175, max age lowered to 250. Shadowkin can now collect their goofy little plushie from a variety of sources --- # TODO - [x] Adjust Shadowkin age brackets - [x] Add Shadowkin plushie to crates and stuff --- # Changelog 🆑 ShirouAjisai - add: Added Shadowkin plushie to crates and stuff - tweak: Tweaked Shadowkin age brackets <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "shadowkin plushie" loadout item, enhancing customization options. - Expanded the collectible pool by adding a new plushie available in multiple game areas, including reward systems and random spawners. - Enhanced the variety of items available for the `PresentRandom` entity with the addition of the "shadowkin plushie." - **Adjustments** - Refined life-stage parameters for the Shadowkin species, adjusting age thresholds to better define maturity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: SixplyDev <einlichen@gmail.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0) * Automatic Changelog Update (#1684) (cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14) * Trait Add Tag (#1846) # Description Added TraitAddTag Function, which for example can be used to add Spidercraft to the Spinerette trait. # Changelog 🆑 - add: TraitAddTag Function <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Entities now receive automatic tag assignments at spawn, enhancing the system's trait interaction and overall categorization capabilities. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit b1acdc4017dc1181b7f557351e82ef1df93635c2) * Automatic Changelog Update (#1846) (cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272) * Arachne SpiderCrafting (#1847) # Description Added SpiderCraft Tag to Arachne # Changelog 🆑 - add: Added SpiderCraft to Arachne <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "SpiderCraft" classification for the Urist McArachne entity, expanding its behavior and interactions related to spider-specific mechanisms. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit ff4146f879d397993eee22a2a4807e986e404641) * Automatic Changelog Update (#1847) (cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00) * Add Centcom Disabler (#1845) <!-- 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]? --> it self recharges a bit. It's also green. It's also a steal target, because it's green. I noticed the Nanotrasen Representative has a disabler in his locker by default, but does not get to pick one in a loadout. I figured I'd remedy this, by giving him a shiny green Disabler that slightly recharges on its own. It deals the same stamina damage as the normal Disabler. The only differences are: - Green - Steal Target - Slightly higher rate of fire - Slightly recharges itself (half as slow as the antique pistol) - Admits Centcom doesn't trust you with lethals in its description --- <!-- 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/f7eaff3d-b8b9-4954-9688-fb9ef0d04588  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Added CentCom disabler as loadout option for the Nanotrasen Representative. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Expanded loadout options for the Nanotrasen Representative role with a dedicated weapon configuration. - Introduced the "CentCom disabler," a new self-defense weapon option with advanced features. - Updated localization entries to reflect the new representative weapon grouping. - Added a new steal target group for the Nanotrasen representative's weapon. - Enhanced visual assets with updated animations and states for the new weapon. - Introduced new objectives related to the Nanotrasen Representative role, enhancing gameplay experiences. - Added the "Nanotrasen Representative" job title to localization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca) * Automatic Changelog Update (#1845) (cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136) * Plant Analyzer Port (#1849) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ported directly from https://github.com/Goob-Station/Goob-Station/pull/1685 I tweaked the sprite, and changed its usage of a Papersystem. I can't speak for the code quality, since I didn't write it, but I'm willing to fix things so long as I have the capability to do so. --- <!-- 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/0189567a-57ca-4e9d-ba0d-74e622e1d30d https://github.com/user-attachments/assets/25ea6100-1458-4804-98e4-5f70b6bfcd45 </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: Port Plant Analyzer from botanySupremacist, who took it from ian321 <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a comprehensive plant analyzer interface that displays detailed plant health, tray data, and environmental conditions. - Added an in-game report printing feature for easy access to analysis results. - **Enhancements** - Refined yield calculations and plant metabolism behaviors. - Integrated the analyzer item into crafting recipes, vending machines, and locker inventories. - Expanded localization for clearer, user-friendly plant analysis information. - Added new localization strings for printer status feedback. - Introduced new classes and messages for improved data handling and user interaction within the plant analyzer system. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Timfa <timfalken@hotmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce) * Automatic Changelog Update (#1849) (cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8) * Mind Role Entities (#31318) * Mind Role Entities wip * headrev count fix * silicon stuff, cleanup * exclusive antag config, cleanup * jobroleadd overwerite * logging stuff * MindHasRole cleanup, admin log stuff * last second cleanup * ocd * minor cleanup * remove createdTime datafield * now actually using the event replacement I made for role time tracking * weh (cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab) * Fix error (cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5) * Update SharedContentIoC.cs (cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2) * dragon antag refactor (#28217) * remove dragon system usage of GenericAntag * add AntagRandomSpawn for making antags spawn at a random tile * add AntagSpawner to make an antag spawner just spawn an entity * add antag prototype for dragon since it never had one * make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag * make dragon rule use AntagSelection and stuff * remove dragon GenericAntag rule * add back to spawn menu --------- Co-authored-by: deltanedas <@deltanedas:kde.org> (cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145) * Cultist Mind Roles (cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3) * Update midround.yml (cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055) * Update ghost_roles.yml (cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47) * Solarian Alliance Content (#1851) # Description This PR acts as a proper introduction to players for the Sol Aliance faction, a major antagonist group from my old home server's lore. To do so, I've ported a large number of assets from Aurora.3 to this repo, as well as created a new Midround Antagonist called "Deserters", which shows off this group to players. <details><summary><h1>Media</h1></summary> <p>    </p> </details> # Changelog 🆑 - add: A new Midround Antagonist has been added to the game. The "Solarian Deserters" are a group of highly trained soldiers who haven't been paid for far too long, whom have come to the station to loot it for everything valuable. - add: Lore guidebook entry for the Solarian Alliance, a majorly antagonistic faction. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced the "Solarian Navy Deserter" role with detailed localization, objectives, and traits. - Launched a dynamic shuttle event featuring interactive elements like secure doors, turret defenses, and specialized equipment. - Expanded gameplay with new storage options, tactical helmets, uniforms, identification cards, and door access tailored for the Sol Alliance. - Added a new NPC faction and game events enhancing combat and role-play dynamics. - Introduced various clothing items and uniforms associated with the Sol Alliance, including tactical gear and dress uniforms. - Added new metadata and structured entries for various clothing and equipment assets. - **Documentation** - Enriched lore and guidebook entries with expanded nation details, emphasizing the Solarian Alliance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a) * Automatic Changelog Update (#1851) (cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909) * Supermatter Atmos Mapping Assets (#1859) # Description This adds "High Flow" variants of all existing atmos devices, which are useful for supermatter engines. I also added the ability for FixAtmosMarkers to optionally accept a gas mixture directly, as opposed to the stupid hardcoded gas mixes that they were limited to using previously. # Changelog 🆑 - add: Added high pressure variants of atmos devices intended for supermatter engines. - add: Added engineering locked high security doors, also for use in supermatter engines. - add: Fix Atmos markers can now accept a gas mixture directly for modifying their tile. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced atmospheric commands now dynamically use specific gas mixtures for more flexible performance. - Introduced a new supermatter coolant entity, offering an alternative liquid nitrogen-like option. - Added several high-pressure and high-flow gas components, including pumps, filters, mixers, vents, and injectors. - Updated map elements by refining door access prototypes and labels for improved in-game clarity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94) * Automatic Changelog Update (#1859) (cherry picked from commit 468a263863f17772e6233032e5099d6c83764616) * Rerotate Arena (#1853) <!-- 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]? --> Rerotates Arena. Adds an AI satellite, and maps a few station maps, cameras, and psionic registry computers. Adds myself as the maintainer for it. Do note that I am still learning how to map. Please state any changes that is wished to be seen before it is ready to merge. It is 3AM, I need sleep. --- # 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] Space cleanup - [x] Psionic Registry Computers - [x] AI Satellite & Related Stuff --- <!-- 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: Arena is back <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - The Arena map is now reactivated with updated configurations and active maintenance. - Enhanced gameplay details and role assignments have been enabled for a more engaging experience. - The configuration for the Arena map has been fully activated, including various roles and attributes. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67) * Automatic Changelog Update (#1853) (cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2) * Port Grab Intent From Goob (#1856) # Description After months, Grab intent is finally ported to EE, as a result of a 4 hour Adderall induced code binge. ## This PR is more shit than code. Required for CQC, an attempt to port that will come later. @Erisfiregamer1 requires this for [Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855). Thanks to Gus for the Goobstation pr, and to Spatison for the original port on WWDP Tests on my local repo worked. # TODO * [ ] Await review * [ ] pain # Media  # Changelog 🆑 Eagle * add: Ported Grab Intent from Goobstation <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced pulling and grabbing interactions now feature multiple stages that impact how actions and collisions feel. - Virtual item handling during throws and drops has been refined for more dynamic in-game outcomes. - Alert visuals have been updated to provide nuanced feedback depending on the intensity of pulls and grabs. - Player movement and breathing mechanics have been fine-tuned for more realistic behavior. - New localization strings deliver clearer, context-sensitive notifications for grab-related actions. - Introduced a new component and system for managing entities thrown while grabbed, including damage handling and visual effects. - New event classes enhance interaction handling for virtual items during grabbing actions. - **Bug Fixes** - Improved logic for stopping pull actions to ignore grab states when necessary. - **Chores** - Added metadata for new textures related to alerts in the user interface. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49) * Automatic Changelog Update (#1856) (cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b) * Port Role Types (#1860) Ports https://github.com/space-wizards/space-station-14/pull/33420 This is the last requirement before we can start mass-porting new antags. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced role displays in player and character interfaces with a new "Role Type" column. - Updated admin overlay options, including a classic antagonist label. - Expanded ghost role behaviors for various entities, offering more dynamic gameplay. - New localization entries for role types and UI settings for sounds and layout customization. - Added new mind roles and role types, improving role management and gameplay interactions. - Introduced new events for player spawning processes to enhance gameplay scenarios. - **Refactor** - Streamlined role management and update processes for improved reliability and performance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com> (cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e) * Rock And Stone <!-- 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]? --> Ports Lavaland and required systems from Goobstation. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Port over _Lavaland - [x] Port over required codepatches - [-] Test locally (Should be fine) - [X] Pass tests --- <!-- 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: Lavaland has been ported! <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a dynamic mining voucher interface allowing players to redeem various mining kits. - Enhanced shuttle docking systems with an updated console interface for smoother FTL transitions. - Added immersive boss music management for enhanced in-game boss encounters. - Expanded Lavaland gameplay with new procedural map generation, weather events, and storm scheduling. - Integrated new interactive commands and UI improvements for advanced weapon upgrades, Hierophant boss actions, and research features. - Added new components and systems for managing various gameplay elements, including damage squares, tendrils, and block charges. - Implemented new localization entries for improved player experience across various game features. - Introduced new components for managing mining vendors and vouchers, enhancing the interaction with mining kits. - Added a new system for managing the deployment of shelter capsules in the Lavaland environment. - **Tests** - Added integration tests to validate Lavaland planet generation and map initialization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a) * Automatic Changelog Update (#1844) (cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf) * fixs * fix * fuck --------- Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> Co-authored-by: Raikyr0 <kurohana@hotmail.com.au> Co-authored-by: SixplyDev <einlichen@gmail.com> Co-authored-by: Timfa <timfalken@hotmail.com> Co-authored-by: Errant <35878406+errant-4@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com> Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com> Co-authored-by: Eris <eris@erisws.com> |
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d7a8c18e79 |
Flying Objects Ignore Laying Down (#1754)
# Description Stops this from happening:  # Changelog 🆑 - fix: Thrown objects will no longer collide with entities that are laying down(voluntarily or otherwise). This includes objects thrown by space wind, which will now fly over you once you've been critted by floor tiles. (cherry picked from commit 057ab1795bca402ac8fc9dbcfa4605258ae5a779) |
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b63a41d6e9 |
Pacification Prevents Throwing Weapons (#1433)
# Description Prevents entities who are Pacified (through the Pacifist trait or being a thief) from throwing items that deal damage on hit or embed. ## Technical Details Two components will prevent throwing if they deal any damage: `DamageOtherOnHitComponent` and `EmbedPassiveComponent`. The pacifist check on `EmbeddableProjectileComponent` has been removed, because just because an item is embeddable does not mean they deal damage. ## Media **Throw attempt with the Pacifist trait**  # Changelog 🆑 Skubman - fix: Pacified characters (Pacifist trait and thieves) can no longer throw items that deal throwing damage. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 71e3c031750db523f8fcccc4a36a61200b1028f2) |
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ed3b5ebd41 |
[Tweak] Cherry Pick White Dream's Cult Fixes (#1397)
<!-- 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 Bork. --- # 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 --> 🆑 Spatison - add: Constructs now turn into the ectoplasm on their death. - tweak: Blood cult stun and shadow shackles are now auras similar to blood rites. - fix: Cult constructs now understand eldritch language and can speak it. - fix: Cult constructs are now healed by pylon. - fix: Cult constructs now has cult cult icon. - fix: All cult auras can no longer be stored, transferred or dropped. - fix: Blood spear now detaches itself on recall action. - fix: Shadow shackles should now properly work. --------- Signed-off-by: Remuchi <RemuchiOfficial@gmail.com> (cherry picked from commit 103d14773ae6767361e3601a7edd2482b3125084) |
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f31f32a466 |
Revert "[Tweak|Fix] Blood Cult (#169)"
This reverts commit
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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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2a33691a1c |
Ports Shitmed Updates From Goob (#1387)
Lots of stuff. Also moved everything I could to the _Shitmed namespace
as I do in Goob. Will make future ports way faster
# Changelog
🆑 Mocho
- add: Added some fun organs and other thingies, check out the Goob PRs
if you want more details.
- fix: Fixed tons of issues with shitmed. Too many for the changelog in
fact.
(cherry picked from commit 3c9db94102cb25b28a83d51ac8d659fa31fe7d12)
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f25e700781 |
[Tweak|Fix] Blood Cult (#169)
* fixs: blood cult * fix * fix: tupo |
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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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8d1042c64a |
[Fix] Fixture / Колизия (#104)
fix |
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266ae606de |
[Port] Crossbow / Арбалет (#76)
* add: crossbar * add: crossbar * add: crossbow * clean up * AI rewie * fix * fix * fix :( * Update tags.yml * fix |
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0c65749187 |
Fix projectiles (#25636)
(cherry picked from commit d204896bf57fe6a9e90ae276d16c282bf0037126) |
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b1958e9ac6 |
Revert "Cleanup ExecutionSystem (#24382)"
This reverts commit
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dc56c5992f | Cleanup ExecutionSystem (#24382) | ||
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8910a98a3f |
Selectively revert gun penetration (#25551)
The collision layer check doesn't work and I don't have time to fix it. (cherry picked from commit ec5edc362656440373cba7aa8ef63c87af85911b) |
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deaeb6dff3 |
decelerator nerf and projectile penetration mini refactor (#24032)
* decelerator nerf and projectile fix * datafield name difference * forgot to add component * missed datafield styling * comment made summary * CanPenetrateComponent and CollisionLayer check. * Small comment changes (cherry picked from commit 04a8761bb6c0a12fc8f07ccf3a24615c8bb8b591) |
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dfb3ff6836 |
Make throwable star damage stamina (#23527)
* feat(star.yml): make throwable star damage stamina * feat(Components): add new StaminaTresholdDamageOnEmbedComponent * feat(SharedProjectileSystem): update system with new events to change stamins treshold on embeed projectile remove / add * feat(StaminaSystem): update system with new subscriptions * feat(throwing_stars): update yml with new component * feat(StaminaDamageOnEmbed): add stamina damage on embeed * cleanup unused / ajust numbers * fix(StaminaSystem / OnEmbedComponent ) apply requested changes * Rest of the review * another warning --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> (cherry picked from commit b80f7eed6ee05c9e4963477369cffaa44dda19e8) |
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27d2da6fa2 | Prevent pacified players from throwing dangerous stuff (#22268) | ||
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b1ee2d48ff |
Unrevert audio (#21330)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> |
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626ee38ecb | Fix debug assert when shooting guns (#21070) | ||
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14d6128d2b |
removing embedded projectiles puts them in your hand (#20475)
* tagless fields * put embedded projectile in hand when picked up --------- Co-authored-by: deltanedas <@deltanedas:kde.org> |
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bf6f1af3ab | Prevent projectiles from colliding with their guns (#20439) | ||
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b8f401d664 | Bows & arrows (#19771) | ||
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c9648da984 | Content update for NetEntities (#18935) | ||
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9fef38ab60 | Projectile and damage events now include the origin (#19322) | ||
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a88e747a0b | Refactor serialization copying to use source generators (#19412) | ||
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8b1af46a2b |
add throwing star (#18700)
Co-authored-by: deltanedas <@deltanedas:kde.org> |
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b49f0df05e | fix reflected projectiles dealing stamina damage (#17648) | ||
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dfbd88507a |
Fix spear wielding (#18658)
Bottom text |
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321f337572 |
Add spear embedding (#18578)
* Add spear embedding * fuck this copy-paste * Juicier * the river |
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68480af109 | Update content vectors to numerics (#17759) | ||
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7a424e40fd | Add EntityUid fields to some physics events (#17055) | ||
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552fbb0585 | Adds grappling gun (#16662) | ||
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6417bb4fa0 |
Proto-kinetic crusher (#16277)
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> |
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6412289334 | Make energy sword reflect projectiles and hitscan shots (#14029) | ||
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f1cb0ca37a | Misc replay related changes (#13250) | ||
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faca40b8d5 |
more component ref removal + combining server/client comps (#13178)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> |
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78a4ab6eb2 | Update for collision events by-ref (#10933) |