Commit Graph

51 Commits

Author SHA1 Message Date
Coolsurf6
a4189d8de8 Added Pain Numbness Trait (#34538)
* added pain-numbness component and system

* added numb as a trait that pulls the pain numbness component

* removed new event as mob threshold event as already being fired

* checked for MobThresholdsComponent first before running VerifyThresholds

* refacted force say to using LocalizedDatasetPrototype and added numb messages

* added severity check alert

* added comment for BeforeForceSayEvent

* removed space formatting

* changed Cancelled to CancelUpdate, fixed spacing and added two more damage-force-say-numb

* changed prefix damage-force-say-numb to 5 (whoops)

(cherry picked from commit 012c8355594823bc327fc42693a43a7c00f0caf9)
2026-02-13 17:48:10 +03:00
Spatison
a6ec414625 Merge branch 'master' into upstream 2025-07-21 21:15:30 +10:00
Mr. 27
926edcab69 Don't disable collision on dead mobs, fixes an issue with pulling (#30532)
Update MobStateSystem.Subscribers.cs

(cherry picked from commit d4ad2e473a398319a891df7b5b64493aa7708e20)
2025-07-20 14:12:32 +10:00
Mervill
d772904f06 Remove unused IoC dependency references. (#31704)
Remove unused IoC dependencies

(cherry picked from commit 3414abb970bc1cd31f1653c82da5ede40e94b10e)
2025-07-20 14:08:43 +10:00
DrSmugleaf
b30c7bbb85 Use EntityQuery for mob state system resolves (#29021)
(cherry picked from commit 32e1d1a3b5bac3b81ad4f580d1001459ed7e2556)
2025-07-20 14:08:42 +10:00
Nemanja
01ebec354f Revamped Meteor Swarm (#28974) 2025-07-14 13:23:01 +10:00
RedBurningPhoenix
4d965cb2a4 [Fix/Tweak] "Heal no longer automatically stands you up" (#669)
* No more automatic getting up after treatment

* Await
2025-07-12 12:28:45 +10:00
vanx
e9565e4408 [Tweak] Aiming And Hitting (#623)
* dead can collide

* xray pog

* throw hit prone

* test

* Update Content.Shared/Projectiles/SharedProjectileSystem.cs

---------

Co-authored-by: vanx <discord@vanxxxx>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
2025-06-28 15:14:11 +10:00
RedFoxIV
7f33f5f733 Stab++ (#556)
* эмалированная репа

* локалка, ветка и коммит

* Компилить тяжело и неуютно

* Зато уютно набегать

* и тихо капает ОЗУ

* и гит растрёпанный, как блядь
2025-06-11 11:05:17 +03:00
Spatison
80e7848e88 [Fix] Lay Down (#446)
fix lay down
2025-04-20 06:19:33 +03:00
vanx
2654233356 [Tweak] Movement In Crit + No Breaking Pull (#259)
* no breaking pull in crit

* condition to species prototypes

---------

Co-authored-by: vanx <discord@vanxxxx>
2025-03-03 14:29:16 +02:00
sleepyyapril
3330acd9f2 Revert ""Proper" "Softcrit" "Support" (#1545)" (#1741)
traits need to be updated with new "params"

@RedFoxIV

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

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

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

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

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

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

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

</details>
---

# TODO

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

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

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

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

---

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

:p

</p>
</details>

---

# Changelog

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

---------

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

(cherry picked from commit 9a357c1774f1a783844a07b5414f504ca574d84c)
2025-02-15 00:12:50 +03:00
Leon Friedrich
92ae508bee Station AI (#30944)
* Station AI overlay

* implement

* Bunch of ports

* Fix a heap of bugs and basic scouting

* helldivers

* Shuffle interactions a bit

* navmap stuff

* Revert "navmap stuff"

This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.

* AI wires implemented

* Fix examines

* Optimise the overlay significantly

* Back to old static

* BUI radial working

* lots of work

* Saving work

* thanks fork

* alright

* pc

* AI upload console

* AI upload

* stuff

* Fix copy-paste shitcode

* AI actions

* navmap work

* Fixes

* first impressions

* a

* reh

* Revert "navmap work"

This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.

* OD

* radar

* weh

* Fix examines

* scoop mine eyes

* fixes

* reh

* Optimise

* Final round of optimisations

* Fixes

* fixes

(cherry picked from commit 56451fa5e7fd9910cf38d27e5cc0800bd71b9a2f)
2025-01-14 02:02:07 +03:00
VMSolidus
1631333035 Some MobState Refactoring (#1382)
# Description

This PR does *some* refactoring of MobState in preparation for adding a
more in-depth SoftCritical system, mostly adding code support for the
new threshold existing in the first place. Additionally, the
MobStateComponent now also includes several DataFields that allow more
precise fine tuning of what all mobs are allowed to do in each state, as
opposed to hardcoding a majority of these interactions.

The actual SoftCritical state isn't currently used by anything, and so
is a largely vestigial feature. It would have to be added individually
to mobs, such as the BaseMobSpeciesOrganic when the time comes to
actually add this feature.

# Changelog

🆑
- add: Lots of refactoring of the Mob State Systerm in preparation for
implementing a much more detailed Soft Critical state.

---------

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

(cherry picked from commit 1e9cb1ce0bc70d76379e86ff311070c01cb9da06)
2025-01-14 00:37:03 +03:00
sleepyyapril
885ee5a831 Wizmerge for Station AI (#1351)
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# Description

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

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00
gluesniffler
2a33691a1c Ports Shitmed Updates From Goob (#1387)
Lots of stuff. Also moved everything I could to the _Shitmed namespace
as I do in Goob. Will make future ports way faster

# Changelog
🆑 Mocho
- add: Added some fun organs and other thingies, check out the Goob PRs
if you want more details.
- fix: Fixed tons of issues with shitmed. Too many for the changelog in
fact.

(cherry picked from commit 3c9db94102cb25b28a83d51ac8d659fa31fe7d12)
2025-01-13 23:01:51 +03:00
Spatison
afaceb8a42 Upstream 12.12-26.12 (#208)
* Pistol-Whipping (Guns as Melee Weapons) (#1335)

# Description

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

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

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

## Balance

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

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

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

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

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

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

## Media

**mk 58**

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

**Kardashev-Mosin (Wielded)**

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

**Basic Combat**

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

**Particle Decelerator Combo (80 damage)**

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

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

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

## Changelog

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

(cherry picked from commit 5899f4ea5a978ded0362bdf46185f8fbb1a2607c)

* local #1335

* Fix Interact Verb (#1346)

Finally fixed it.

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

(cherry picked from commit 3e3ca59850f1a21f2bb8e249455d655ec6b63d2c)

* Fix Ripley Hydraulic Clamp (#1344)

# Description

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

---

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

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

</p>
</details>

---

# Changelog

🆑
- fix: Hydraulic clamps now drop entities correctly

(cherry picked from commit f0e4612612fe18a126cdf47d712b63bc083b5483)

* Automatic Changelog Update (#1344)

(cherry picked from commit 6dcb367adb769f51bcaf1a647a4ca6c886a10be7)

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

<!--
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# Description

<!--
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i fixed it

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

Resolves #1131

---

# Changelog

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

---------

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

(cherry picked from commit c4c3e4283ae077fd0f55e4cce31710f31de046f7)

* Automatic Changelog Update (#1347)

(cherry picked from commit 8ff70215d9f6e2a73150b55313333b9d5ca87749)

* Update Credits (#1350)

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

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

* Fix Bartender Mosin (#1337)

Bartender Mosin was replacing their duffel bag at roundstart.

(cherry picked from commit 3aa430f486dcdf40629468c715092aee0089187c)

* Trait Purchasable Mentalic Powers (#1343)

# Description

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

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

# Changelog

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

(cherry picked from commit acec14d08879ebaf16e5425fccd26d8f066eda55)

* Automatic Changelog Update (#1343)

(cherry picked from commit adddc1df27184f74e5e48e5220e0cd4eeb57084c)

* Pointy Ears For Harpies And Arachne (#1348)

# Description

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

# Changelog

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

(cherry picked from commit 59a55c9d6ae6772d4ead0e73d5dab7b24c539e53)

* Automatic Changelog Update (#1348)

(cherry picked from commit 99d616953af89462d827fd8ca6e50a92e63e8203)

* Port Cosmatic Drift Arrivals (#1340)

# Description

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

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

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

Dock

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

Dorms(Spawn points)

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

Medbay:

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

Security

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

Captain/HOP

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

Cargo:

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

Epistemics:

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

</p>
</details>

# Changelog

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

(cherry picked from commit 4509a9d030efb7eb45378824559a3f88c4caf4b4)

* Automatic Changelog Update (#1340)

(cherry picked from commit 9a1cda889a085974f666adb99c753ba4e1392355)

* More Dangerous Mindbreaking (#1249)

# Description

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

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

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

</p>
</details>

# Changelog

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

---------

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

* Automatic Changelog Update (#1249)

(cherry picked from commit 4d87be6ea66356156cdac6e7e9cd70af36daae24)

* Redshirt And Brittle Bone Traits (#1352)

# Description

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

# Changelog

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

(cherry picked from commit 88edcd05aef76acb10e3d0924dd874eef22c7f71)

* Automatic Changelog Update (#1352)

(cherry picked from commit ed0e56aa446ea9ad9ecae1a1a1685438378b1814)

* Jackboots Slowdown Mitigation (PORT) (#1342)

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# Description

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

---

# Changelog

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

---------

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

* Automatic Changelog Update (#1342)

(cherry picked from commit 03dc85aa7071c70cd9f01392cabf7cb7fb2fa6ac)

* Fix Redshirt & Brittle Bone Traits (#1355)

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

(cherry picked from commit ec60940fe5eae5d7d3e969bac132e1da2a659272)

* Example Hub Ad List (#1356)

# Description

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

(cherry picked from commit 577126f987ff70ba213f2898ea9e5170b0dc5ea6)

* Saltern Update (#1357)

# Description

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

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

Sorry, Map Renderer is dead right now.

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

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

</p>
</details>

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

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

(cherry picked from commit a06b4661b08abe6f64460655962b98f4ccb9db07)

* Automatic Changelog Update (#1357)

(cherry picked from commit aab36bfe65d82cff13bb6d8b6a55c2b70a031aa2)

* v237.3.0 (#1354)

the robust toolbox updater!!

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

* Hotfix Saltern (#1359)

# Description

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

# Changelog

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

(cherry picked from commit 3c1ed56ed3122866b32249006496c37be825c82a)

* Automatic Changelog Update (#1359)

(cherry picked from commit 48413d6a435de700197a4f6ceb1290d61f5130b4)

* Loadouts Debloating (Colorable Items) (#1364)

# Description

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

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

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

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

</p>
</details>

# Changelog

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

(cherry picked from commit 452b9113f61790e8258b95904361de5ed34a034f)

* Automatic Changelog Update (#1364)

(cherry picked from commit cd5a6f8b5743904dbecbf04e5d70614e4444d149)

* More Colorable Items (#1365)

# Description

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

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

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

</p>
</details>

# Changelog

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

(cherry picked from commit 0674895a3b6a84c2761eb13c7b5f35bc826fe19c)

* Automatic Changelog Update (#1365)

(cherry picked from commit cc1e52c47c7b27b8da9be5da701580efe42590ca)

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

# Description

Light mode logo

(cherry picked from commit 35c95a5da3ccb7d23620eaa1aad43022be3d6673)

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

# Description

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

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

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

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

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

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

</p>
</details>

# Changelog

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

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

* Automatic Changelog Update (#1366)

(cherry picked from commit 18a751d5c3d53cd4ff36728dd585ada37e9175b9)

* Plushies! (#1369)

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# Description

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

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

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

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

---

# Changelog

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🆑
- add: two new cuddly friends to the station! (harpy and morty plush)

---------

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

* Automatic Changelog Update (#1369)

(cherry picked from commit 5293b92007f7ca81375d9806cccf9be38846c8d3)

* Traits System Anticheat (#1358)

# Description

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

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

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

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

</p>
</details>

# Changelog

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

(cherry picked from commit 2fc1f25bc0daa29e2017490adbdf41f9db4f4927)

* Automatic Changelog Update (#1358)

(cherry picked from commit 9d738c8f36c0762e0ba3942fb26ef25735ade327)

* Make Prisoner Not Shitter Role (#1341)

# Description

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

# Changelog

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

(cherry picked from commit 7f8d76ea6f63d334c894fc0f7ada6fd1359408f1)

* Automatic Changelog Update (#1341)

(cherry picked from commit 68cb9ea4888c16056c6cfe9fea17de1a78420374)

* Fix Jittering (#1334)

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# Description

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

---

# Changelog

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

(cherry picked from commit a13d9640ec77e07b532b729ac540dc95b689c557)

* Automatic Changelog Update (#1334)

(cherry picked from commit bfb32cf24eda47ff3dbd5d4b15b58e25ae597947)

* Basic Soft-Crit Implementation (#1370)

# Description

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

# Changelog

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

(cherry picked from commit dff8c69f2afff6714b893a7c9572a84bd384ff89)

* Automatic Changelog Update (#1370)

(cherry picked from commit 9430b9046a9a40cc2f96bb3c66251aabbaf9e80a)

* local upstream

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

This reverts commit c7d0eddc96.

* RobustToolbox 237.3.0

* fix: snowball testfailing fix

---------

Co-authored-by: Skubman <ba.fallaria@gmail.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
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2024-12-31 08:58:44 +02:00
Spatison
2fd69f53e3 [Fix] Mass Bug Fix (#130)
* Mass Bug Fixing (#1256)

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# Description

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

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

---

# Changelog

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

---------

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

* Automatic Changelog Update (#1256)

(cherry picked from commit 9798f5363135cbe71479d0a14cf3215d01ed28f0)

* fix

* Fix animation looping bugs. (#29457)

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

This commit requires engine master right now.

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

Fixes #29144

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

* Fix arcade machines (#30376)

(cherry picked from commit e72393df712cb2f5d1b4f6b4e2dc417c5584f07a)

* fix

* fix test

* fix test

* fix test

* fix

---------

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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2024-11-25 01:20:13 +07:00
Spatison
a2557f75a6 Upstream (#129) 2024-11-21 17:49:04 +07:00
DEATHB4DEFEAT
47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

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

---

# TODO

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

---

# Changelog

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

---------

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Co-authored-by: ShadowCommander <shadowjjt@gmail.com>
Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>
Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com>
Co-authored-by: ERROR404 <100093430+ERORR404V1@users.noreply.github.com>
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: Jezithyr <jezithyr@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
Co-authored-by: no <165581243+pissdemon@users.noreply.github.com>
Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com>
Co-authored-by: Ciac32 <aknoxlor@gmail.com>
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Co-authored-by: NotSoDana <75203942+NotSoDana@users.noreply.github.com>
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: nao fujiwara <awkwarddryad@gmail.com>
Co-authored-by: Michael <107807667+Doc-Michael@users.noreply.github.com>
Co-authored-by: Vasilis <vasilis@pikachu.systems>
Co-authored-by: Lamrr <96937466+Lamrr@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Jay <67732946+DuskyJay@users.noreply.github.com>
Co-authored-by: Just-a-Unity-Dev <67359748+Just-a-Unity-Dev@users.noreply.github.com>
Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Tyzemol <85772526+Tyzemol@users.noreply.github.com>
Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com>
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
Co-authored-by: RumiTiger <154005209+RumiTiger@users.noreply.github.com>
Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: Ty Ashley <42426760+TyAshley@users.noreply.github.com>
Co-authored-by: exincore <me@exin.xyz>
Co-authored-by: 0x6273 <0x40@keemail.me>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Łukasz Mędrek <lukasz@lukaszm.xyz>
Co-authored-by: Hannah Giovanna Dawson <karakkaraz@gmail.com>
Co-authored-by: TurboTracker <130304754+TurboTrackerss14@users.noreply.github.com>
Co-authored-by: OnsenCapy <101037138+LGRuthes@users.noreply.github.com>
Co-authored-by: pigeonpeas <147350443+pigeonpeas@users.noreply.github.com>
Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com>
Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com>
Co-authored-by: Rio <110139251+Riolume@users.noreply.github.com>
Co-authored-by: vorkathbruh <152932728+vorkathbruh@users.noreply.github.com>
Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com>
Co-authored-by: PrPleGoo <PrPleGoo@users.noreply.github.com>
Co-authored-by: Moomoobeef <62638182+Moomoobeef@users.noreply.github.com>
Co-authored-by: username <113782077+whateverusername0@users.noreply.github.com>
Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com>
Co-authored-by: Джексон Миссиссиппи <tripwiregamer@gmail.com>
Co-authored-by: Brandon Li <48413902+aspiringLich@users.noreply.github.com>
Co-authored-by: Jajsha <101492056+Zap527@users.noreply.github.com>
Co-authored-by: RiceMar1244 <138547931+RiceMar1244@users.noreply.github.com>
Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
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Co-authored-by: ike709 <ike709@users.noreply.github.com>
Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com>
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Geekyhobo <66805063+Geekyhobo@users.noreply.github.com>
Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00
gluesniffler
ed3ca940b8 Draw Depth Fixes For Downed Entities (#1017)
# Description

Fixed some logic issues on downed entities, as beds and being carried
would change their draw depth to a SmallMobs without setting it back
appropriately.

---

# Changelog

🆑 Mocho
- fix: Fixed downed entities having their draw depth set incorrectly
after being picked up, or laying on a bed.
2024-10-19 13:36:41 +07:00
VMSolidus
40d411bbbc Cherrypick "Shoot Over Bodies" And Related PRs (#479)
# Description
This is a manual cherry-pick of the following PRs:
https://github.com/space-wizards/space-station-14/pull/27905
https://github.com/space-wizards/space-station-14/pull/28072
https://github.com/space-wizards/space-station-14/pull/28571

I REQUIRE these for my work in PR #11 , and cannot complete said PR
without these cherry-picks. This set of PRs from Wizden adds a feature
where entities can selectively opt-out of being shot at unless a player
intentionally targets them, which I can use as a simple and elegant
solution to one of the largest glaring issues for Segmented Entities. I
could simply give Lamia segments the new
RequireProjectileTargetComponent, which adds them to the system. Future
segmented entities such as the hypothetical "Heretic Worm" may or may
not use this feature, depending on their intended implementation.

---------

Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
2024-06-23 01:00:32 -04:00
SimpleStation14
151b5e1007 Mirror: Fix SCRAM implant not working while cuffed. Incidentally fix freedom implant working while dead/crit (#266)
## Mirror of PR #25978: [Fix SCRAM implant not working while cuffed.
Incidentally fix freedom implant working while
dead/crit](https://github.com/space-wizards/space-station-14/pull/25978)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `22e9d6562f21bdd4f0962d6e3b6fcdd81bb4c253`

PR opened by <img
src="https://avatars.githubusercontent.com/u/32041239?v=4"
width="16"/><a href="https://github.com/nikthechampiongr">
nikthechampiongr</a> at 2024-03-10 19:33:05 UTC

---

PR changed 13 files with 142 additions and 3 deletions.

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


---

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

> fixes #25662 
> 
> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> This pr makes it so you can use the SCRAM implant while cuffed. Also
fixes the freedom implant working while you are in crit, or even dead.
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> The implant is made so you can escape horrible situations. It should
as such work while in crit.
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> ActionBlockers now has a specific check to see if someone is
conscious. It is also used in the Interaction check now. Actions can now
use that check if the bool is set. The bool is now set for the freedom
and SCRAM! implant actions. Additionally the SCRAM! action now ignores
whether the user can interact in order to be able to use it while
cuffed.
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
> - [x] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> 
> **Changelog**
> <!--
> Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
Changelog guidelines located at:
https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog
> -->
> 
> <!--
> Make sure to take this Changelog template out of the comment block in
order for it to show up.
> 🆑
> - add: Added fun!
> - remove: Removed fun!
> - tweak: Changed fun!
> - fix: Fixed fun!
> -->
> 🆑
> fix: You can now use the SCRAM! implant while cuffed.
> fix: The freedom implant can no longer be used while in crit, or dead.


</details>

Co-authored-by: SimpleStation14 <Unknown>
2024-05-12 00:40:56 -04:00
Krunklehorn
c12dacd966 Travelling pointing arrows, brains can no longer point (#24864)
* Decoupled from gravity, constant animation time, manual networking, cubic interpolation

* Reduced overshoot

* Implemented PointAttemptEvent, reacts with mobstate & sleeping

* Brains can no longer point, PBs must be inside a chassis

* Removed chassis check, made callback more obvious

(cherry picked from commit d01d75073cc4179ca5e34cacccd2ca6387e2bf99)
2024-02-08 12:32:04 +01:00
Leon Friedrich
2d52ea3771 Revert to v196.0.0 (#23074)
(cherry picked from commit d82767be7db6d0cdf0782600b6a46b3a34b4c026)
2024-01-22 18:44:31 +01:00
Kara
f56d45f8ef Pacifism rework (#23037)
* Pacifism rework

* grammar

(cherry picked from commit faca1d7043927b502afb3f0ee2e362e01516eaef)
2024-01-22 18:38:03 +01:00
DrSmugleaf
845a35b639 Fix health alert not being updated when a system overrides the current state through UpdateMobStateEvent (#21741) 2023-12-02 19:04:08 +01:00
Nemanja
f2b749bd31 Fix borg mobstates (#21307)
* Add dead states to borgs

* this?

* ack
2023-11-12 20:52:59 +01:00
Leon Friedrich
8d876150a1 Fix mob state error (#21431) 2023-11-12 20:49:22 +01:00
DrSmugleaf
9cc8a7fc81 Remove 700 usages of Component.Owner (#21100) 2023-10-20 15:31:13 +02:00
Debug
fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

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

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

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

* Automatic changelog update

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

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

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

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

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

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

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

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

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

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

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

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

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

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

* Automatic changelog update

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

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

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

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

* Automatic changelog update

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

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

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

* Automatic changelog update

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

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

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

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

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

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

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

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

* Automatic changelog update

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

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

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

* Add TestPair.WaitCommand() (#20615)

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

* Adjust hard bomb shape (#20608)

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

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

* Automatic changelog update

* Added generic empty liquids tank (#20563)

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

* saltern update (#20325)

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

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

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

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

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

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

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

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

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

* Automatic changelog update

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

* Automatic changelog update

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

* Automatic changelog update

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

---------

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>
Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com>
Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com>
Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com>
Co-authored-by: Miro Kavaliou <miraslauk@gmail.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com>
Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com>
Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com>
Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com>
Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com>
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Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com>
Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
2023-10-03 14:15:46 -05:00
Kara
c7c8f1f3e9 Allow picking up items in combat mode (#20431)
* Allow picking up items in combat mode

* dont hardcode that
2023-09-27 21:59:12 +02:00
Leon Friedrich
cd2489bff4 Action container rejig (#20260)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-09-27 21:59:12 +02:00
Doru991
c2216aa2a8 Cyborg health alert and damage examining (#20084)
* Option for alt health alert and no overlay

* Fancy borg health indicator

* Borg damage examine localization

* EENENGHHHH ENNNGHHH

* Requested code changes

* Legal sound

* Revert "Legal sound"

This reverts commit 35715c88898aeb78dfe800319852c230395fdd7e.

I misunderstood what Sloth meant

* Annoying buzzer is back
2023-09-27 21:59:12 +02:00
DrSmugleaf
09bce85f19 Fix actions not being usable, ordering, and containers (#19964) 2023-09-09 16:14:17 -07:00
DrSmugleaf
c71f97e3a2 Refactor actions to be entities with components (#19900) 2023-09-08 18:16:05 -07:00
Nemanja
4d677f0685 1v1 me first to 31 no powerups [Deathmatch Gamemode] (#19467)
Co-authored-by: Kara <lunarautomaton6@gmail.com>
2023-08-30 18:06:15 -07:00
DrSmugleaf
a88e747a0b Refactor serialization copying to use source generators (#19412) 2023-08-22 18:14:33 -07:00
Kara
7b51cebfea Deathgasp + last words / succumbing / fake deathgasp as crit actions (#18993) 2023-08-11 22:56:34 -07:00
Leon Friedrich
9da4679220 Remove or fix broken Dirty() calls. (#18933) 2023-08-10 14:17:43 +10:00
Nemanja
19742f72b1 Fix defibs not reviving (#17195)
* defib tweaks

* fix defibs not actually reviving
2023-06-07 13:12:49 -06:00
Nemanja
273e101477 Fix SetMobStateThreshold and MobThresholdsComponent networking (#16840) 2023-05-27 13:50:33 +10:00
metalgearsloth
0e81cb4319 Remove diseases (#15684) 2023-05-07 17:50:37 +10:00
Nemanja
0604c93d50 Defibrillator (#15922)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2023-05-03 10:10:19 +10:00
metalgearsloth
b9a805b352 Reduce some state handling allocs (#14301) 2023-02-28 08:05:29 -08:00
metalgearsloth
c8f89eca60 ECS dragdrop (#12973)
* ECS dragdrop

No more excuses.

* AAAAAAAAAAAAAA

* kry

* events

* aaaaaaaaaa

* HUH

* Fix stripping

* aaaaaa

* spoike

* asease

* fix table vaulting

* ded

* rebiew

* aaaaaaaaaaaaa

* drag

* aeaeae

* weh
2023-02-13 13:29:34 +00:00
Jezithyr
2e0121b21e Fixing health alerts not properly updating when players are damaged (#13480) 2023-01-14 23:52:20 -08:00
metalgearsloth
bf79d76666 Content update for ECS physics (#13291) 2023-01-15 15:38:59 +11:00
Jezithyr
f42bbb226a Fixing MobState issues (#13465)
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
Fixes https://github.com/space-wizards/space-station-14/issues/13461
2023-01-14 01:32:57 -08:00