Commit Graph

14 Commits

Author SHA1 Message Date
Cinkafox
b2d255cdd2 [tweak] UI Tweaks (#1001)
* - tweak: update StyleSheetify

* - add: flexbox

* - fix: size of flexbox in launchergui

* - tweak: Profile editor: start.

* - add: categories

* - tweak: help me please with this shi... loadouts

* - fix: container path think

* - tweak: thinks for optimisation

* - add: group selection for loadoutpicker

* - tweak: change position of preview

* - add: reason text

* - fix: Кролькины фиксы

* - fix: кролькины фиксы ч.2

* - fix: кролькины фиксы ч.3

* - кролькины фиксы - финал

* - fix: Ворчливого дедушкины фиксы, удаление старого барахла и пометка wwdp

* - tweak: some ui change for LoadoutCategories and LoadoutEntry

* - ворчливый дед фиксы ч.2

* - fix: очередные кролькины фиксы

* - add: loadout prototype validation

* - fix: description read from edit field
2026-01-04 23:33:01 +02:00
SlamBamActionman
163ac8bc69 Lower in-round votekick requirements (#32953)
Initial commit

(cherry picked from commit b3190b89359ffe6e4e1d58e1c1ef69b8d7f70476)
2025-09-20 20:33:34 +03:00
Remuchi
1e363c7346 Revert "Merge pull request #462 from WWhiteDreamProject/revert-460-upstream"
This reverts commit 092dba42e5, reversing
changes made to e6315c2320.
2025-04-20 11:15:45 +07:00
DVONIKS
6c19771020 Revert "Upstream 04.04-18.04" 2025-04-20 06:34:09 +03:00
VMSolidus
72a63f90c5 Variant Latent Psychics (#2176)
# Description

This PR adds a dedicated "Psionics" tab to the traits menu, where every
single Psionics related trait has been moved to. It includes
subcategories for Psicaster Type, Feats, and Powers.

There are currently 3 different variants of "Psicaster", two of which
are new.

**Latent Psychic**: Exactly as before with Psionics V3. No changes here.

**PsychoHistorian**: A new variant psicaster that enjoys significantly
faster power development, with a heavy focus on "Utility" powers. As a
tradeoff, they can ONLY obtain utility powers.

**Elementalist**: The second new variant psicaster type. Elementalists
have the option to buy powers directly from the Anomalist power
category. The tradeoff here is that these are the only powers they will
ever have. Elementalists will never generate new powers during a round,
and cannot gain Potentia.

All 3 Psicaster Types have their own dedicated "Shop" that is accessed
via the Powers tab in the traits menu. They each have their own separate
costs and availabilities. They also all 3 have their own random power
charts.

# TODO

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

![image](https://github.com/user-attachments/assets/916e205a-2c9b-4728-b37f-751f532cf23e)

</p>
</details>

# Changelog

🆑
- add: Added a dedicated Psionics tab to the Traits menu.
- add: Added PsychoHistorian as a new psionic variant. PsychoHistorians
have significantly faster new power generation, but are strictly limited
to the Mentalics power category. They essentially only get "Utility"
powers. PsychoHistorians have Telepathy as a free bonus power.
- add: Added Elementalist as a new psionic variant. Elementalists do not
generate new powers at all during the round. Instead, they purchase
powers directly at character creation, using the Anomalist powers
category.
- add: @#$%(*&FAREWELL, FRIEND. @#&#^!@*(&^$I @*#$&^@#$% WAS
@#$@#$*&^@#$ALWAYS A *&#^@$@#THOUSAND *(&@^#$TIMES *(@#$(*&MORE
*(&^*&(EVIL ^&*((*&^THAN (*&^&*(^%*(&THOU!

(cherry picked from commit 7cc86ec5558c6fbe42cdfc4cd61ac31e4bd69232)
2025-04-18 17:46:59 +03:00
VMSolidus
b6d96474b8 Loadout And Trait Slot Cost (#2170)
# Description

This PR gently reworks the traits and loadouts system to where both
systems have a new Datafield for "Slots", which declares how many
selections the trait/loadout occupies. The actual implementation of
these differs between the two, since Traits has an actual selection
limit, while Loadouts do not(but instead respect CharacterItemGroups).
In both cases, Slots are defaulted to 1, and can be omitted in most
cases.

Where this shines particularly is in Traits, where it serves as a new
second line for trait balancing. Traits such as Accents, which are
completely worthless, otherwise would never be taken at all since they
compete with other traits for Opportunity Cost. Conversely, there's only
so many points we can increase a powerful trait to, (literally, they
cannot cost more than the current trait maximum). So traits can be made
to occupy >1 slot selections.

Slots can be defined for Item Groups as well, which is what this
datafield does on Loadouts, which both of these share. But since Traits
have two different places that their slots are used, I've opted to
create a split slot datafield for Traits. To simplify things, their
ItemGroupSlots defaults to their Slots datafield, but can be
independently changed as desired.

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

https://github.com/user-attachments/assets/99dddfe1-76d2-445a-a94a-1998d3d39c51

</p>
</details>

# Changelog

🆑
- tweak: Accents no longer cost trait slots.

(cherry picked from commit d760c5813d5dd29b3eddebd8d671bf3ed6e86b3e)
2025-04-18 17:40:59 +03:00
Timfa
4618b94807 CharacterRequirements on ExtendDescriptions (#1862)
<!--
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# Description

<!--
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This PR does not have any effects on the game from a player-perspective.
It does, however, allow us to add CharacterRequirements to
ExtendDescriptions, which allows us to add contextual information to
items that only show up if characters know about them, for example. It
has an optional field that can also show text if your character does
_not_ meet requirements.

---

# TODO

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
-->

- [x] Add a bunch of CharacterRequirements to new and existing
ExtendDescriptions for contraband or other neat info

---

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<details><summary><h1>Media</h1></summary>
<p>
Example of how to add a requirement:

![image](https://github.com/user-attachments/assets/18c105f0-550b-410a-b0be-15e5c8f8a73f)

https://github.com/user-attachments/assets/67ad6ecd-1886-4f71-85c0-fdd035a9f5c9

![image](https://github.com/user-attachments/assets/8195b744-ec6b-4b69-bc9e-a86443847239)

</p>
</details>

---

# Changelog

<!--
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in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
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🆑
- tweak: Tweaked Extended Descriptions to be able to require
CharacterRequirements before being shown to the player. Currently not
actually implemented anywhere except for the emag and some posters.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

## Summary by CodeRabbit

- **New Features**
- Enhanced character creation and role-validation systems now
incorporate playtime tracking and additional criteria, providing a more
tailored experience.
- In-game items—such as hacking devices, weapons, and posters—feature
extended, lore-rich descriptions that adjust based on character
attributes.
- New localized texts enrich the narrative by offering clear feedback
when character requirements are or aren’t met.
- New character requirements related to antagonists and mindshields have
been introduced, enhancing gameplay dynamics.
- A new method for validating character requirements has been added,
improving the accuracy of checks during character creation.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 0640f1f54619a95a4360a79b870654b2c4a1e433)
2025-03-08 14:43:38 +03:00
sleepyyapril
ec2e483dd8 Fix AgeRequirement Showing Int32 Maximum (#1732)
I did separate locales because it'd be messy otherwise.

🆑
- fix: Loadouts will no longer show the integer limit.

(cherry picked from commit ef5d0e770f390c38dfd4ba173886598de1e96572)
2025-02-15 00:03:37 +03:00
VMSolidus
9d6bbf94f9 Make Loadout Firearms Comply With Space Law (#1522)
# Description

Just because I can. I've added requirements to every firearm available
in Loadouts, and added a minimum character age requirement to them in
order to make them consistent with Space Law(Biesel Republic Law).

# Changelog

🆑
- add: In order to comply with Biesel Republic laws governing firearm
ownership, all firearms now require that a person be 21 years of age or
older to purchase.

(cherry picked from commit 5990b03d0169cf92560e25afb8b540ae0b71fe6d)
2025-01-20 21:01:59 +03:00
Spatison
0e0ffb6d14 Upstream (#142)
* Fix Power Attacks Being Faster Than Left Clicks (#1252)

# Description

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

# Changelog

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

(cherry picked from commit 049a995f64c42734e5286229b524161a730aaea9)

* Automatic Changelog Update (#1252)

(cherry picked from commit 8a88bfd11f1384fa2fb01fd7ace6477202a68499)

* Tweak Wizden Trait Descriptions (#1260)

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

---

TODO:
- [ ] Test this

---

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

---------

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

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

# Description

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

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

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

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

# TODO

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

TraitPushDescription

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

TraitAddArmor

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

</p>
</details>

# Changelog

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

---------

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

* Automatic Changelog Update (#1260)

(cherry picked from commit 8d54aa2fffdd3726e948d6d228287b01c0a81413)

* Feat: Anomaly Scanner Data Copying (#1250)

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

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

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

</p>
</details>

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

(cherry picked from commit 0574be444b90137808c07f85e10b59c464f054cf)

* Automatic Changelog Update (#1253)

(cherry picked from commit 6fa8d6817fa81e6d6d20b61f5ec4b7b96fdb185b)

* Automatic Changelog Update (#1250)

(cherry picked from commit 1b5704535ce42041c068d201cdb447af42004c20)

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

# Description

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

# Changelog

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

(cherry picked from commit 992b2e486855cea6646cf5d4af51ca8cbf61b29d)

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

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# Description

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

---

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

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

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

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

# TODO

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
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- [x] Cherry-pick Medical changes merged in Goobstation

---

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---

 ## Breaking changes
<!-- List any breaking changes, including namespaces, public
class/method/field changes, prototype renames; and provide instructions
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.
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🆑
- tweak: Increased applicable medication heal values.
- tweak: Increased stack size of applicable medications.
- tweak: Slightly increased dylovene, burn, and brute chemicals heal
values.
- tweak: Decreased Medical item application time from 3s to 2s

---------

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

* Automatic Changelog Update (#1267)

(cherry picked from commit 02dd8ab06333a5b2dabe03845bfd6719ca09ef48)

* Automatic Changelog Update (#1259)

(cherry picked from commit 09d59007d4c55ee9f7daa0f56cae672c51951843)

* The Blood Cult (#1001)

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

---

# TODO

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

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

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

</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)

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# Description

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

---------

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

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

# Description

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

## Technical details

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

## Media

**Normal damage values**

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

**Oni damage values**

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

# Changelog

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

(cherry picked from commit 613e7937392d5d4fd9bf906f571adc237c706367)

* Automatic Changelog Update (#1268)

(cherry picked from commit 5fe4b1e94b987f787807cc10df06f667b87d124e)

* Loadouts V4 (#1164)

# Description

# TODO

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

---

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

<!--
![image](https://github.com/user-attachments/assets/cce7dcf3-eeb6-4998-ae88-6373db8cb93f)
-->

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

</p>
</details>

---

# Changelog

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

---------

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

(cherry picked from commit f0463062812428625da9e8adad60c8a567fdacbe)

* Automatic Changelog Update (#1164)

(cherry picked from commit 57917a746f514aba3f142d870a9280c9b1eb9a4f)

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

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

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

* Update Credits (#1274)

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

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

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

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

(cherry picked from commit 6c2b2a8a4ab7c7b0c5e18d796ccd94d09b087509)

* IPC Instrument Menu Fix (#1287)

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# Description

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Fixes IPCs being unable to use the midi menu.

---

# Changelog

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

(cherry picked from commit f133b9b7cf175815a3c6de59d541e12f0fc60790)

* Automatic Changelog Update (#1287)

(cherry picked from commit 92a6e099fca1581ea8a0cfd16bf7f13ae8d1108a)

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

# Description

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

(cherry picked from commit 327247585612d9d65e20b8b856864701ceb1c933)

* Fix Applicable Medication Stack Bug (#1278)

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

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

**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
changes that could affect gameplay.
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the comment block in order for it to show up.
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🆑
- fix: Fixed a bug where applicable medication stacks would revert back
to 10 after 1 use from full.

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

* Automatic Changelog Update (#1278)

(cherry picked from commit 8d485e8c0d4e3932835aeed210388e85988a0213)

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

# Description

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

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

## Media

**Nekomimetic**

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

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

**Bubblish**

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

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

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

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

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

**Rootspeak**

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

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

## Changelog

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

(cherry picked from commit 1a9763528a9b15f11f474a2fa7ecfdde98aa9a15)

* Automatic Changelog Update (#1294)

(cherry picked from commit 7d802e35dc45c37016681c3a009bdaebe2707178)

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

# Description

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

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

---

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

---

# Changelog

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

---------

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

(cherry picked from commit 2eafa0d47e7b9a3270ae797f82dd7b1772dffb15)

* Admin Tooling Cherry Picks (#1290)

<!--
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# Description

<!--
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How might this affect the game? The codebase?
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Link to every PR I cherry-picked:
1. https://github.com/new-frontiers-14/frontier-station-14/pull/2283
2. https://github.com/space-wizards/space-station-14/pull/29219
3. https://github.com/space-wizards/space-station-14/pull/30075
4. https://github.com/space-wizards/space-station-14/pull/28639
5. https://github.com/space-wizards/space-station-14/pull/32527
6. https://github.com/space-wizards/space-station-14/pull/28030
7. https://github.com/space-wizards/space-station-14/pull/28178

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

---------

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

(cherry picked from commit b8e75dae0e25301da4ffdd1f6ca5b4aebdf5a2b8)

* Automatic Changelog Update (#1271)

(cherry picked from commit d58d397a69fc2bb5b2bbce9280a978d5d899bba0)

* More Loadout Equipment (#1281)

# Description

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

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

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

</p>
</details>

# Changelog

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

(cherry picked from commit 0bd9a9ea81c2e6e9ef775a131b547b8b861548b1)

* Automatic Changelog Update (#1281)

(cherry picked from commit c7f1b4fa3c57f3650154150e1c30ce28e3302230)

* Dynamic Hostname System (#1296)

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# Description

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

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

---

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

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

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

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

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

</p>
</details>

---

# Changelog

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

(cherry picked from commit de98c2aec2c072abeb6c81c74b830d72e29ba0c8)

* Religious Headgear For Character Customization (#1297)

# Description

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

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

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

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

</p>
</details>

# Changelog

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

(cherry picked from commit e46a8636eb235e627023cdd3d42428b34c134353)

* Automatic Changelog Update (#1297)

(cherry picked from commit 56be69053045a2d2184c975c2325889df69838e0)

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

(cherry picked from commit f2871885b6dd13b418dfd7ff55ffe0559a4f7044)

* Update Credits (#1300)

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

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

* Start of Lore Documents

(cherry picked from commit dfb12e53abf1ef5d767240a19b28ba12dd35ef9b)

* Finally Done

(cherry picked from commit 2a8bf58dfc61f24796a55940e4a7ab6be3ced3ec)

* Automatic Changelog Update (#1298)

(cherry picked from commit 8a368bbdce5dd05adae998ec55f15fd5ff04b52f)

* Fashion Update: Earrings & Makeup (#1299)

# Description

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

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

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

## Media

### Pauline

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

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

### Red and Blue

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

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

### Pink

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

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

### Psychic

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

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

### Cyclops

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

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

### 😂

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

### Arachne

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

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

## Technical Details

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

# Changelog

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

(cherry picked from commit 932f9e31eab9b2c11c4429b7c9c36effc327e733)

* Automatic Changelog Update (#1299)

(cherry picked from commit b05ab8e0d1e8aa043a60ca96843061f4778136e6)

* ♂️ Add Male Arachne (#1301)

# Description

Adds the ability for Arachne to be male.

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

## Media

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

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

## Changelog

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

(cherry picked from commit 1bab6b8844c679897b3a695b363620589292d783)

* Automatic Changelog Update (#1301)

(cherry picked from commit 5476ee090bd735d7791b4ae7f1e8aeea674cd55a)

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

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# Description

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

---

# TODO

<!--
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good to leave future references
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n/a

---

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

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

</p>
</details>

---

# Changelog

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

(cherry picked from commit 4bf762411e866952c0257ce7d255b2610d7a3a21)

* Automatic Changelog Update (#1302)

(cherry picked from commit 9169818f60ef0cf156bb1b095d66e5e9d0b4575b)

* Make Cultist Constructs Speak Eldritch (#1303)

# Description

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

## Changelog

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

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

* Automatic Changelog Update (#1303)

(cherry picked from commit 114ecde8384ae3d98350aa80d38b96766dc49cfa)

* Fix Lobotomy (#1306)

# Description

Fixes several bugs in the lobotomy procedure.

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

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

## Technical Details

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

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

## Media

**Lobotomy**

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

**Mend brain tissue**

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

**Remove organ step picture**

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

## Changelog

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

---------

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

* Automatic Changelog Update (#1306)

(cherry picked from commit 71c641283a13fc79c68f8ad23fa1397052b7e74b)

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

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# Description

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

---

# TODO

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

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obs is broken part 295

</p>
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# Changelog

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

---------

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

* Automatic Changelog Update (#1279)

(cherry picked from commit cbc76ef649396a827a6c3b38b83c4a20f1affc7b)

* Revert "Emp Flashlight (#5)"

This reverts commit 932f1f6c

* Emp Flashlight (#5) (#1189)

# Description

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

# Changelog

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

---------

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

(cherry picked from commit 7c0c16e3f2c07bad045c09e13a95855c356024ac)

* Automatic Changelog Update (#1189)

(cherry picked from commit 7beea8901ceea287918f35bd33f8d9445582427a)

* Add Europa Map to Rotation (#1152)

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# Description

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

---

# TODO

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

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

- [x] Minor fixes on the map

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

---

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

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

</p>
</details>

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# Changelog

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🆑
- add: added a new map called "Europa" to rotation

---------

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

(cherry picked from commit 831a7b3092aaab0ef130072a8dfde5354d7809df)

* Automatic Changelog Update (#1152)

(cherry picked from commit b1c3703cdec223ba10aa8e46d28c88694f97450c)

* Update medicine.yml (#1210)

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

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

---------

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

* Atmospheric Alerts Computer Upgrades (#1313)

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# Description

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

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

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

---

# TODO

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n/a

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<p>

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

</p>
</details>

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# Changelog

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

---------

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

* Automatic Changelog Update (#1313)

(cherry picked from commit 6c9270d0cf4526bd632d9d975eaa98c9d6767513)

* More Bug Fixes (#1311)

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# Description

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

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

---------

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

(cherry picked from commit 978173efd5f6e7a7cd9f5a52234291e29ed862dc)

* Automatic Changelog Update (#1311)

(cherry picked from commit 1b156683af55eb6e4fef1f1be46f69ff6b258856)

* ChemMaster Sorting (#1310)

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# Description

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

---

# Changelog

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🆑 DmitriTheDemon
- tweak: The ChemMaster is now sorted.

---------

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

* Automatic Changelog Update (#1310)

(cherry picked from commit 01a13e3c9f0beaa595b03acd0e50af4cb6de40bf)

* Port Shipyards (#1314)

# Description

I needed this extremely badly.

# TODO

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

# Changelog

🆑
- add: Added Shipyards.

---------

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

(cherry picked from commit d69b516ce2fe3f8da65db745f1157ae259f60e96)

* Automatic Changelog Update (#1314)

(cherry picked from commit 36cd6ca4706196e9c3097efcff3443bc30896c19)

* Port UserActivateInWorldEvent and BypassInteractionChecksComponent (#1295)

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

---

# Changelog

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nuh uh

---------

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

(cherry picked from commit 1016a0809c6636147647347e9736846cf0536e68)

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

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

It fixes Pacman generators and god knows what else.

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

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

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Description.

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# TODO

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Ejecting steel from a pacman gen

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

Them working after the fix.

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

</p>
</details>

---

# Changelog

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

* Build Your Own TEG! (#1316)

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

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

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

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

---

# TODO

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n/a

---

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

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# Changelog

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

(cherry picked from commit f1b8f960f7aa9f29e638cb794d6f2639b63225e8)

* Automatic Changelog Update (#1316)

(cherry picked from commit 3d2cdd73bfd52e89ae9c11d60cba5c801bf68c8e)

* Several Small Map Fixes to Europa (#1319)

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# TODO

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

---

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Previous docking issue:

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

Change in cargo dock design

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

Crew monitoring replacing medical records

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

Autolathe added to cargo

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

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

Added missing Hv connection to a substation in the bridge

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

Added one missing Mv wire to this APC

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

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

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

Radiator added to SM

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

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

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

Showing the changed pump after being inverted

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

---

Recenter changes:

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

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

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

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

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

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

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

</p>
</details>

---

# Changelog

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

(cherry picked from commit 50eb2173c25073d8bed2aaf3dc5a8e4db44a261d)

* Automatic Changelog Update (#1319)

(cherry picked from commit f4152a5597156c58731308e0ef0869862035dce2)

* Fix Rules (#1321)

# Description

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

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

# Changelog

🆑
- fix: Server rules work again.

(cherry picked from commit 06a8cee785e74db4c820d072aa3fdafcf2e4c403)

* Automatic Changelog Update (#1321)

(cherry picked from commit 9989c4d3d2214b22f90045c15e32b04f93adb3b0)

* fix

* 237.2.0

* fix

* 237.2.0

* Uplink: Remove Deception Category (#1309)

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

---

# Changelog

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

---------

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

* Automatic Changelog Update (#1309)

(cherry picked from commit 5d64873978b40fc03108674d9554e0cf11e4b454)

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

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# Description

Title

---

# Changelog

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

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

* Automatic Changelog Update (#1307)

(cherry picked from commit 33f80d679da22d870fb5e7d0beddfd67366b77a4)

* Automatic Changelog Update (#1323)

(cherry picked from commit 3ae43708cadfc9e1ab1b3ef1b4f8bc7144017065)

* The Throwing Update (#1307)

# Description

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

## Technical/Balance Details

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

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

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

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

## TODO

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

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

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

### Traits

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

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

### Embeds

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

</details>

## Media

**Throwing Toolbox Tools**

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

**Examine**

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

**Examine After Embedding**

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

## Changelog

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

---------

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

(cherry picked from commit c40af73e43c394edb1e96f2bfcc278ca0d54f94e)

* fix

* Automatic Changelog Update (#1307)

(cherry picked from commit 33f80d679da22d870fb5e7d0beddfd67366b77a4)

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

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

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

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

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

----

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

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

* Fix Debug Assert. (#1325)

nothin' crazy, just annoying.

(cherry picked from commit ca7e5768be4350d13a0541005ad795b9fb17c2a7)

* Fix Melee Weapon Attack Speed (#1330)

Description.

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

🆑
- fix: Fixed melee weapons.

---------

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

(cherry picked from commit f9133933e72bb9c3f7b5d130fc3c3ceb4358b9cd)

* Automatic Changelog Update (#1330)

(cherry picked from commit 1592c0e225593707d03626f24e009ad089631e49)

* CVar CharacterRequirement (#1322)

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# Description

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

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

---------

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

* Update Credits (#1326)

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

Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 49b9c34f66528c92303fb3bf6dd8f8db55c435b6)

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

Original commit changeset: c3dcc7a124

# Description

Dark flash is cowardly. Billions must be flashbanged irl

# Changelog

🆑
- tweak: Flashes are bright again!

(cherry picked from commit 6b1feac3b12fecb33cfb7e30354347e8443b9c41)

* Automatic Changelog Update (#1331)

(cherry picked from commit 48951ffc83393b6d0d007283206efc8af678c92a)

* Nix housekeeping

(cherry picked from commit 142ff101a3e7794250bd91422db7c3dbabcf1161)

* Port N14 Mapper Assets (#1315)

# Description

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

# Changelog

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

(cherry picked from commit 3e9387686105cc7a0928e65682b8075f7e7737f4)

* Automatic Changelog Update (#1315)

(cherry picked from commit b4e9e44b0e2641fc5ea7936d9cdb5c156d3a2d39)

* Billions Must Flip (#1318)

# Description

Billions must flip.

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

# Changelog

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

---------

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

* Automatic Changelog Update (#1318)

(cherry picked from commit 39d250fb74e5da7d87fae08c662cd88f914d2df6)

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

# Description

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

## Media

**Hardsuits (renamed to Vacsuit)**

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

<br>

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

**Honk Mimimimi**

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

## Changelog

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

---------

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

* Automatic Changelog Update (#1324)

(cherry picked from commit 48d63bacf6bd665c8ff98e33d5da3a0e1e4ffb52)

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

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# Description

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

# TODO

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- [x] Fix bugs from discord thread.

---

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---

# Changelog

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

---------

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

(cherry picked from commit 975c673d41f7379975e3d9bed07d29a33371b39a)

* Automatic Changelog Update (#1276)

(cherry picked from commit 149afb608d2f84f4bd8c48443374ba7b9d72ff34)

* Automatic Changelog Update (#1335)

(cherry picked from commit 478e159fb76c497423e370bd583958295bbbb443)

* RobustToolbox

* fix: stun

* fix: stun

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
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2024-12-14 10:41:27 +02:00
VMSolidus
f34a12c44c Backpack Loadout Category (#957)
# Description

https://github.com/Simple-Station/Einstein-Engines/pull/794 apparently
silently deprecated the Backpack Preferences button. Selecting a
backpack preference no longer actually does anything, and instead your
backpack comes from your Loadout. This would have been fine if we were
warned about this, but because nobody merged upstream for 2 weeks after
the release of PR794, this issue went unreported.

Well now the solution is going to require adding every backpack in the
entire game to a new Backpacks tab. I've started this PR, but because
it's really late and I have Calculus classes in the morning, I won't be
able to finish it tonight. So I'm enlisting the help of a few other
people I know to PR to this PR to help get the backpacks in.

After we have backpacks in the loadout tab, and after Wizmerge, I'll
probably do a separate PR to actually remove the now useless Backpack
selection button.

This is probably for the better long term. Since this technically means
Backpack slots are no longer hardcoded to "Backpack/Duffelbag/Satchel",
and now the back slot is freeeeee to be used for anything.

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


![image](https://github.com/user-attachments/assets/7081660f-68f0-471e-99eb-67f026b7e122)

</p>
</details>

# Changelog

🆑
- add: Backpacks, Duffelbags, and Satchels have been added to loadouts.
- remove: The button for "Backpack Preference" has been removed.
Backpacks selection is now done via Loadouts.
- remove: The button for "Suit/Skirt Preference" has also been removed.
Suit selection is done via Loadouts.
2024-10-19 13:21:19 +07:00
Remuchi
cebab3b3f6 [Upstream] Upstream. Yappie (#50)
* Fix Prize Balls' Pet Rock (#831)

# Description


This PR fixes an undetected bug in Prize Balls where an error would
occur if a prize ball tried to give out a BasePetRock.

---

No CL No Fun

Signed-off-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* More/Better Tips (#844)

# Description

This PR adds several new Tips that are specific to Einstein-Engines. I
also removed some tips that are completely irrelevant to the game. These
should be as a whole, relevant only to SS14 and Einstein Engines. While
some joke tips are probably fine, they should still be game relevant.

# Changelog

🆑
- add: Several new tips have been added to the game, many of which
reference new content available on Einstein-Engines.

---------

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

* Automatic Changelog Update (#844)

# Conflicts:
#	Resources/Changelog/Changelog.yml

* Fix some Things with Interaction Verbs (#854)

# Description
Fixes:
- Interaction verbs being usable regardless of whether the user can
access the target (I checked for CanInteract but not CanAccess 😭), which
fixes #836
- Certain close-range verbs having a ridiculous 2-tile range (now it's
1.2, similarly to hugging and other things)
- Certain locale strings missing

This also separates verb checks into its own method in the interaction
verb system and adds more error messages instead of one generic "some
requirements are not met".

# Changelog
🆑
- fix: Fixed a couple issues with the new interaction verb system.

* Automatic Changelog Update (#854)

* Fix Colored Jumpskirts Actually Being Skirts (#848)

# Description

This matters for Birbs. All Colored Jumpskirts were incorrectly parented
to Jumpsuit and not Jumpskirt, meaning that Harpies couldn't wear them.
This fixes that issue.

# Changelog

🆑
- add: Due to NUMEROUS complaints, NanoTrasen has swapped the sticker
labels on all colored jumpskirts to correctly state that they are
infact, "Skirts", so now they can legally be worn by Harpies, Lamia, and
Arachne.

* Automatic Changelog Update (#848)

* Ports Trait Rebalance From Floof (#842)

# Description


This PR ports my trait balance changes from Floof. You can find the PR
for that repo at https://github.com/Fansana/floofstation1/pull/170.

---


# Changelog

🆑
- tweak: The cost of many traits have been updated
- tweak: A few traits have been tweaked

---------

Signed-off-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com>
Co-authored-by: Fansana <116083121+Fansana@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* Automatic Changelog Update (#842)

* Roboticist (#801)

# Description
By a (somewhat) popular request from floofstation, this adds the
roboticist job (each existing map gets 1 job slot, since robotics on
each of them is just one tiny room that's more similar to a broom closet
than a subdepartament).

The job is purely cosmetical and does not offer any new accesses since
that would require changing a lot of maps and would probably make being
a scientist in the absense of a roboticist miserable. If needed,
roboticists can always build blast doors on the entrance to robotics, as
someone has done before in my experience.

This also adds the robotics PDA, robotics ID card, robotics satchel,
backpack, and duffel (duffel icon taken from paradise station, rest of
the sprites is respective science bags recolored by me to match the
palette of the icon). This also increases the capacity of mystagogue's
science PDA box to incorporate the new PDA type.

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


![image](https://github.com/user-attachments/assets/cb086058-8257-4281-82ad-0f59873a1308)


![image](https://github.com/user-attachments/assets/f9e9e1dd-567c-4d47-a778-5704b3a72265)


![image](https://github.com/user-attachments/assets/60bd6769-026e-4fdc-b5f3-825f99dd92a7)


![image](https://github.com/user-attachments/assets/54a27d9c-b91d-4115-b2d6-258a320d8093)


![image](https://github.com/user-attachments/assets/7168edd5-465a-49a7-99e6-5b1592beb3eb)

</p>
</details>

---

# Changelog
🆑
- add: A new Roboticist job has been added. The job does not offer any
new accesses, but lets you distinguish yourself from scientists.
Existing maps will need to be updated to support the new job.
- add: Added new PDA, ID, and bag variants for roboticists. The
mystagogue will now also find a roboticist PDA in their office.

---------

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>

* Automatic Changelog Update (#801)

* Loadouts V3 (#736)

# Description

Resolves #723
Resolves #708
Resolves #691
Resolves #671
Resolves #643

Adding/removing loadouts and categories (and trait stuff) will require
disconnecting and reconnecting to the server (or anything that will
reload the lobby UI) due to how I've done my caching.

---

# TODO

- [x] Test entity IDs from loadouts
- [x] Better Tab Container
	- [x] Scroll props
	- [x] Margin props
	- [x] Make vertical work
	- [x] Merge buttons
- [x] Subcategories
	- [x] Allow the same for traits (their tab is completely broken)
- [x] Give the Job Picker tab a BoxContainer
- [x] Different selected unusable color
- [x] Deselect unusable button
- Sort menu/Reverse sort direction button
- [x] Fix scroll resetting on updating
	- [x] Cache loadouts
- [x] Ensure everything that can affect reqs updates everything that
checks reqs
- [x] More Requirements
	- [x] Height
	- [x] Width
	- [x] Weight
	- [x] Gender
	- [x] Sex
	- Markings
	- [x] Logic
		- [x] And
		- [x] Or
		- [x] Xor
	- [x] Item groups
- [x] #643
- Something better than `Exclusive`
	- Allow picking slots for things to go in (hands and inventories too)
- [x] Add a background to the loadout spriteView
- [x] Get better style colors
---
- [ ] More PRs
- [ ] Remove duplicate command loadouts that are outside the command
folders/categories
	- [ ] Categorize job loadouts (By dept?)
- [ ] Fix [every
loadout](https://discord.com/channels/1218698320155906090/1218698321053356060/1279260210208440361)'s
IDs (who reviewed them??)
		- [ ] Make loadout ID migrations?

---

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

## New loadouts/traits UI

<!--

![image](https://github.com/user-attachments/assets/3b296f66-2502-49fb-8e24-5a98117bd5e5)

![image](https://github.com/user-attachments/assets/48b1ac49-6afb-49d4-ba6e-03a2551f6dfa)

![image](https://github.com/user-attachments/assets/6c10f68c-a858-478c-a880-f1ac2cf5f033)
-->

![image](https://github.com/user-attachments/assets/9a9c3f64-6ba4-40ea-a89e-d5f57efcf7c0)

![image](https://github.com/user-attachments/assets/3b6f0a36-a474-4ca6-a7c8-90c13e3faa0b)

## NeoTabContainer allows changing the tab orientation

### https://youtu.be/krg8TJoQG3I

![image](https://github.com/user-attachments/assets/81491ad9-45bd-41ed-833e-7295a2216a04)

![image](https://github.com/user-attachments/assets/deb72919-7efe-4be9-a661-b12aa7dc6976)

</p>
</details>

---

# Changelog

🆑
- fix: The loadout/trait editors' performance has been improved by
100~1000x
- tweak: The character editor's tabs look, feel, and function much
better
- fix: Unusable loadouts/traits have an orange color when selected
- tweak: Loadout previews are now inside the button
- add: Added a button to remove any unusable loadouts (or traits) you
have selected
- add: Loadouts and traits can have subcategories, though only Command
loadouts use them at the moment
- fix: Fixed empty loadout categories not hiding
- fix: Fixed spacing on some loadout requirements' reason text
- fix: Fixed traits not updating after saving
# Conflicts:
#	Content.Shared/Customization/Systems/CharacterRequirements.Profile.cs
#	Resources/Locale/en-US/customization/character-requirements.ftl
#	Resources/Prototypes/Loadouts/Jobs/service.yml

* Automatic Changelog Update (#736)

* Fix For Discord Changelog (#869)

Signed-off-by: Evgencheg <73418250+Evgencheg@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* Civilian Uniform Loadout Group (#872)

# Description

I'm going to split the other groups into their own PRs, next up is
Shoes. This PR adds all of the "Civilian" uniforms to the first of what
will be many new Loadout Groups, and now takes the opportunity to
significantly cut down on the loadout point costs of all non-job
uniforms. Now the overwhelming majority of them are 0 or 1 point, with
rare few examples being only 2 points. The tradeoff for this is that you
are limited to a single selection of civilian uniforms to take with you
to the station, presumably in addition to your job uniform as a spare
outfit, if desired.

Next up, shoes.

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


https://github.com/user-attachments/assets/47804a59-189d-4432-bac9-0b010c50f61e

</p>
</details>

---

# Changelog

🆑
- add: The first of all new loadout groups has been added, Civilian
Uniforms. Only one civilian uniform can be selected, in exchange for...
- tweak: All non-job specific uniforms have had their points reduced
drastically, almost all of them down to 0 points, with only a tiny
handful at 2 points, and the rest as 1.

---------

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

* Shoes Loadout Group (#873)

# Description

This is the next PR after
https://github.com/Simple-Station/Einstein-Engines/pull/872
This time adding an item group for Shoes, and drastically cutting down
on the base cost of shoes to compensate.

# Changelog

🆑
- tweak: The cost of all shoes in loadouts has been reduced, in most
cases to 0.

---------

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

* Hat Loadout Group (#876)

# Description

Cheaper Hats

# Changelog

🆑
- tweak: All non-job specific headgear has been significantly reduced in
Loadout point costs, most of them to 0.

* Outerclothes Loadout Group (#877)

# Description

And now Outerwear. :)

# Changelog

🆑
- tweak: All non-job outerwear has had their Loadout point costs
significantly reduced.

* Gloves Loadout Group (#878)

# Description

Gloves Next. Woo.

# Changelog

🆑
- tweak: All gloves have had their Loadout point costs reduced, many to
0.

* Miscellaneous Item Groups (#880)

# Description

This is the last of the Loadout Item Group PRs I'm going to do for now.
This PR adds several more than the previous ones, primarily to split up
the Items tab into several distinct groups so as to push down the costs
of many items. In particular, the new groups are:

1. Smokes
2. Lighters
3. Instruments
4. Air tanks
5. Box Kits(Survival Boxes or Medkits)
6. Writables

Survival boxes sharing an Item Group with Medkits is kind of intentional
here. Both of them take up a SIGNIFICANT amount of your starting
inventory space. Now we can have free survival kits once again, but also
have as an option, where you can elect to spend some of your loadout
points to take a personal Medkit instead of a survival box. You can
think of it as an upgrade over a standard survival kit. :)

# Changelog

🆑
- tweak: Item groups for Smokes, Lighters, Instruments, Air Tanks,
SurvivalBoxes/Medkits, and Writable items have been added. All items in
these categories have received discounts to their costs, and in some
cases have become free.
# Conflicts:
#	Resources/Prototypes/Loadouts/items.yml

* Neck Loadout Group (#874)

# Description

And another one! This time Neck slot items. Sequel to
https://github.com/Simple-Station/Einstein-Engines/pull/872

# Changelog

🆑
- tweak: All neck slot Loadout items have had their costs significantly
reduced, most of them to 0.

---------

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

* Automatic Changelog Update (#872)

* Automatic Changelog Update (#874)

* Eyewear Loadout Group (#879)

# Description

Now for Eyes...
Last one to do is split apart the "Items" tab.

# Changelog

🆑
- tweak: Eyewear have had their loadout point costs significantly
reduced.

---------

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

* Masks Loadout Group (#875)

# Description

Yet another sequel to
https://github.com/Simple-Station/Einstein-Engines/pull/872
This time Masks

# Changelog

🆑
- tweak: All masks have had their loadout point costs substantially
reduced.

---------

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

* Automatic Changelog Update (#879)

* Automatic Changelog Update (#875)

* Update discord-changelog.yml (#881)

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

* Revert "[Feature] Short Construction System / Система Крафтов В Руках (#17)"

This reverts commit 5f67b5e429.

* [Feature] Shortcut Construction System (#861)

# Description

Interacting with some materials now opens up the radial menu with some
often used recipes. Port from White Dream.

---

# Why?

It looks cool I guess. Also required by Blood Cult.

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


https://github.com/user-attachments/assets/8207ea19-f4a3-45e1-b6f2-c870b46b6837

</p>
</details>

---

# Changelog


🆑
- add: Interacting with some materials now opens the radial menu
containing some of the most used recipes of that material.

* Automatic Changelog Update (#861)

* fix: a few fixes

* Make Height Sliders Affect Your Bloodstream Volume (#858)

# Description
Something that just makes sense, this makes your effect character weight
affect your bloodstream volume. As a minimum size felinid you will get
33% of normal blood volume, whereas as something as huge as a lamia you
may get up to 3 times the normal blood volume.

The resulting volume of your bloodstream can be calculated as `V =
clamp(normal_volume * mass_contest ^ 0.6)` (assuming default
parameters), where mass_contest is the result of a mass contest between
your entity and the average humanoid. For average species like vulps,
this means that their bloodstream can become up to ~40% smaller than
normal (at minimum size), or up to 50% larger than normal (at maximum
size). For onis the range is shifted towards higher values, a maximum
size oni will have twice as much blood as an average human.

This has both drawbacks and advantages. For instance, having little
blood means you can bleed out easily, but at the same time it means it
will take way less blood packs/saline/iron/proteins to restore your
blood to the normal level. Opposite is also true, having more blood
means you will be harder to heal.

Also, this PR slightly refactors the HeightAdjustSystem to be more
flexible.

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



https://github.com/user-attachments/assets/951c2391-09d8-4a4a-812b-a2394862fadd


</p>
</details>

# Changelog
🆑
- add: Your character size now affects your blood level. Smaller
characters will have less blood, and larger characters will have more.

---------

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* Automatic Changelog Update (#858)

* Change Slime Scream (#849)

# Description

This PR replaces slime_scream_f2.ogg with a modified version of
Voice/Human/femalescream_5.ogg. The original scream doesn't feel like it
belongs in SS14 with the other slime sounds (laugh, cry, sigh, etc).

---

# Changelog

🆑 router
- tweak: Female slimes no longer have movie screams.

* Automatic Changelog Update (#849)

# Conflicts:
#	Resources/Changelog/Changelog.yml

* Make Hugging/Petting Interactions Affect Mood (#823)

# Description
Something that was omitted in #733. Hugging and petting now give
positive moodlets.

The petting interaction was split into two: one for animals and one for
humanoids. The one for animals improves both your own mood and the mood
of the animal, whereas petting a humanoid only improves their own mood.
In addition to all that, being hugged and being pet do not stack.

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


https://github.com/user-attachments/assets/47e8f722-44ee-4d03-a580-65a2946a1920

</p>
</details>

# Changelog
🆑
- tweak: Hugging and petting interactions now influence mood, just like
the old hugging.

---------

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* Display Language Fonts/Colors in Chat Bubbles (#812)

# Description
4 FTL lines changed

Finally them native GC speakers will know what language to respond in
when speaking to us

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


https://github.com/user-attachments/assets/68d1b1b2-373d-4f98-958d-3659b7cff440

</p>
</details>

# Changelog

🆑
- add: Chat bubbles now use the font & color of the language of the
message.

* TraitSystem Component Removals (Anomalous Positronics Trait) (#885)

# Description

This PR implements a new functionality for Traits, while also making
clever use of the new Loadouts Version 3.0 addition of logic gates.
Traits have been extended to now also allow for Component Removals,
ostensibly so that traits can remove species Innate traits. In theory
this could also be used to completely wipe a pre-existing component, and
then let the trait fully replace it with a new component.

To make use of this feature, I've added a new trait called Anomalous
Positronics, which allows for IPCs to "Buy off" their innate Psionic
Insulation, and thus allow them to be psionic. The previously existing
psionic traits that required you not be an IPC, now make use of new
logic gates to require that you are either not an IPC, or have the
AnomalousPositronics trait. Additionally, roundstart psion jobs, like
the Mystagogue, Mantis, Chaplain, also all now have a check for "Not
IPC, OR has AnomalousPositronics".

Finally, thanks to the logic gates, it's now possible to simultaneously
disallow the roundstart psions from buying Latent Psychic, while also
still allowing the Chaplain and Librarian to buy Natural Telepath.

# Changelog

🆑
- add: Traits now allow for full component removals, enabling traits
that directly remove innate species traits without the need to hardcode
new systems for it. Or, to allow species components to be fully removed
as preparation for being replaced with a new component.
- add: Anomalous Positronics has been added as a new trait. It removes
the psionic insulation from IPCs, allowing them to be affected by
psionics, as well as take roundstart psion jobs like the Mystagogue, and
also buying traits such as Latent Psychic.
- remove: NormalVisionComponent and NormalVisionSystem have been
removed. The NormalVision trait now uses
TraitSystem.RemoveTraitComponents to do its work.
- add: Chaplain and Cataloguer can now purchase Natural Telepath.

---------

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

* Cherry-Pick "Shrimp Mob for Metempsychosis (#862)" (#882)

# Description
Cherry-picks https://github.com/deltaV-Station/delta-v/pull/862 on
behalf of the author.

This was not tested; need someone to check if it actually works before
merging.

# Changelog
🆑
- add: A shrimp morphotype was added to the failure pool of the
metempsychotic machine.

---------

Signed-off-by: leo <136020119+leonardo-dabepis@users.noreply.github.com>
Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: leo <136020119+leonardo-dabepis@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: Null <56081759+NullWanderer@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

* Automatic Changelog Update (#812)

* Automatic Changelog Update (#882)

* Fix Translators Not Working Correctly Under Certain Conditions (#834)

# Description
This completely refactors the translator system, fixing various issues,
such as being unable to hold multiple translators at once normally,
entity languages not getting updated properly if a translator was
removed from it via stripping or similar, etc.

Also fixes translators being utter shitcode.

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


https://github.com/user-attachments/assets/239f831b-7262-4980-932d-c6231dcecf72

</p>
</details>

# Changelog
🆑
- fix: Multiple issues with translators were fixed. Additionally, you
can now hold multiple handheld translators at once without issues.

* Automatic Changelog Update (#834)

* Re-Enable Recycler Gibbing (#822)

# Description

WAITER, WAITER, PLEASE FEED ME MORE FELINIDS.

# Changelog

🆑
- add: Recyclers can now once again eat people when emagged.
- add: The ability for emagged Recyclers to eat people is now controlled
by the CVar "reclaimer.allow_gibbing".
- add: Recyclers require power to eat people. No more dragging emagged
recyclers into crowds.

---------

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

* Adds a Toy Which Makes Bwoink Sound (#759)

<!--
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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]?
-->

This adds a toy hammer based on the old BanHammer from ss13 which was a
joke toy that made a bwoink sound. It also had a really old description
which made minor fun of the russian translation changing it to
'bangammer' and 'reisin' which I decided to keep for the veterans.

---

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


![image](https://github.com/user-attachments/assets/802c1896-f175-4e39-8f2e-97f1df2e88ba)

![image](https://github.com/user-attachments/assets/39add23b-1503-41ec-b9ce-080cd5757677)


</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 bwoink hammer with bwoink sound

---------

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

* Automatic Changelog Update (#822)

* AddPsionicPower Command (#807)

# Description

This PR adds a new console command for directly adding psionic powers to
an entity. Should an entity not already be psionic, this command will
additionally make them psionic.

# Changelog

🆑
- add: A new console command, AddPsionicPower has been added.

---------

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

* Automatic Changelog Update (#759)

* Automatic Changelog Update (#807)

* Fix Maps Missing Assistants (#838)

# Description

Glacier, Core, and Saltern were missing their assistant job slots(My
mistake, when the Linter said I needed to set the Overflow job, I
assumed it meant "Replace the [-1, -1] slot with the Overflow", but
apparently both are needed.

Additionally, Glacier, Core, and Saltern are now added to the Map Pool.

🆑
- add: Glacier, Core, and Saltern now have assistant job slots.
- add: Glacier, Core, and Saltern are now able to be voted on for map
selection.

* Automatic Changelog Update (#838)

* Update Clothing Assignments of Suit/Skirt (#857)

<!--
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the order/format should be kept the same
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-->

# 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]?
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Changes some outfits, notably the Operative Jumpskirt, Kimono,
Dark/Light Monastic Robes, and the Gladiator Uniform to be assigned as
skirts, rather than suits. This allows harpies to wear them. In
addition, the UnsensoredClothingSkirtBase base now possesses the
'ClothMade' tag, allowing moths to eat outfits with this base.

---

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media
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# Changelog

<!--
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in the changelog (ex: `🆑 Death`)
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This includes all available types for the changelog
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🆑
- tweak: Fixes a few typos in outfit descriptions
- fix: The Kimono, Dark/Light Monastic Robes, Gladiator Uniform, and
Operative Jumpskirt should be properly considered jumpskirts, and are by
extension wearable for harpies.
- fix: Moths should be able to eat outfits with the
UnsensoredClothingSkirtBase parent.

* Americanize Contests System (#814)

# Description

I have updated the Contests System to make it safe to use by Americans.
This is accomplished by adding very helpful warning labels, as well as
restricting the Range of all its functions so that they cannot return
either a negative number, or a zero. Therefore, all Contests are now
perfectly safe to divide by.

# Changelog

🆑
- tweak: ContestsSystem(Mass Contest, Stamina Contest, Health Contest,
Mind Contest, Mood Contest, and Every Contest) have all been updated to
be safe to divide by, since it is no longer possible for them to ever
return 0. Instead they will just return
0.0000000000000000000000000000000000000000000001401298, so if you divide
by an unclamped contest, I hope you like your function randomly
returning the 32bit integer limit.
- add: Warning labels have been added to all Contests to make them
comply with the demands of the American consumer market.

* Step Trigger Minor Refactor (#884)

# Description

I made this PR in response to a bug report from Floof, where it was
discovered that a "Minimum Size Felinid or Harpy" is instantaneously
killed by mouse traps. Which confused me, because Felinids and Harpies
are intended to be immune to floor traps like landmines, glass, and
mouse traps. Then I discovered that mouse traps overwrite the step
trigger cancellation, meaning that mouse traps will just completely
ignore a Felinid/Harpy canceling the step trigger. Additionally, to my
endless frustration, the Felinid/Harpy floor trap immunity is handled by
a Tag and not a Component, which isn't really acceptable in this day and
age.

I decided to take a little bit of a different approach to this problem,
first by doing the usual code cleanup to EE standards. Then by adding a
new StepTriggerImmuneComponent. This component acts as an early-exit for
the entire StepTriggerSystem, immediately at the initial entrypoint,
during the CanTrigger bool. This component is given to Felinids and
Harpies by default, representing their "Extremely low density bodies"
having too much surface area and not enough mass to trigger floor traps.
Effectively, they are now working as originally intended, by having
immunity to setting off landmines.

Because we have a trait point system, and this is coincidentally also a
trait requested by Nuclear14, I have gone ahead and created a Trait that
gives this component to anyone willing to pay the points for it.

# Changelog

🆑
- fix: Felinids and Harpies will now correctly never set off floor
traps, such as landmines and mouse traps.
- add: Trap Avoider has been added as a new trait, allowing characters
to buy the innate ability to avoid floor traps. I would have named this
"Light Step", after the trait from Fallout that shares its name and
effect, but someone already gave that name to a different trait
entirely.

---------

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

* Automatic Changelog Update (#884)

# Conflicts:
#	Resources/Changelog/Changelog.yml

* Fix Logic Requirements Not Checking Inversion (#891)

* Split Arm And Leg Markings (#870)

# Description

It's time to finally rip off a bandaid, and cease fucking with awful
layer garbage and marking workarounds. This PR completely removes the
Arms and Legs marking categories, replacing them with:

1. Right Arm
2. Right Hand
3. Left Arm
4. Left Hand
5. Right Leg
6. Right Foot
7. Left Leg
8. Left Foot

Finally, removing harpy layer shitcode is within our grasp.

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


![image](https://github.com/user-attachments/assets/7cb5cb2d-ec5a-4269-a29b-08eeabc5668b)


![image](https://github.com/user-attachments/assets/a5b8861d-ae25-45cb-96d7-2d4dbf17be98)

</p>
</details>

# Changelog

🆑
- add: Arm and Leg markings are now split between individual arms,
hands, legs, and feet.

* Automatic Changelog Update (#870)

* feat: перевод ченджлога

* fix: fix maid and hobo

* fix: fixed hobo and maids loadouts

---------

Signed-off-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Signed-off-by: Evgencheg <73418250+Evgencheg@users.noreply.github.com>
Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Signed-off-by: leo <136020119+leonardo-dabepis@users.noreply.github.com>
Co-authored-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: Fansana <116083121+Fansana@users.noreply.github.com>
Co-authored-by: Evgencheg <73418250+Evgencheg@users.noreply.github.com>
Co-authored-by: router <messagebus@vk.com>
Co-authored-by: leo <136020119+leonardo-dabepis@users.noreply.github.com>
Co-authored-by: Null <56081759+NullWanderer@users.noreply.github.com>
Co-authored-by: Blu <79374236+BlueHNT@users.noreply.github.com>
Co-authored-by: Tirochora <leotabletdb@gmail.com>
2024-09-09 23:06:49 +07:00
RedBurningPhoenix
60d7000fc0 [Port] Hobo and Maid (#20)
* MAID AND BOMZH (#605)

* First

* Second

* oops

* translate

* rework

* resprite

* resprite1

* a

* forgot

* Reorganisation

* whatthefuckiamdoing

* blyat

* REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

* character-requirements, loadouts and other

* burnthis

* *clap*
2024-09-01 14:21:33 +07:00
DEATHB4DEFEAT
54c119ecfd Make Jobs & Antags Use CharacterRequirements (#596)
# Description

- Makes jobs use CharacterRequirements
- Makes antags use CharReqs
- Splits CharReqs into multiple files
- Adds a Whitelist CharReq
- Prays the tests pass

---

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Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2024-07-29 18:17:34 -04:00