Commit Graph

22 Commits

Author SHA1 Message Date
Spatison
ed336144ab content change for JobRequirementOverride 2025-07-14 17:22:07 +10:00
Leon Friedrich
631c760fd6 Add JobRequirementOverride prototypes (#28607) 2025-07-14 17:22:06 +10:00
Spatison
8a95ee85bf Upstream 28.02-03.03 (#268)
* More Tajaran Markings (#1834)

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# Description

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Description.
Adds separate eye colors to Tajaran and makes most of the markings from
"Fashion Update: Earrings & Makeup" available to Tajarans
---

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---

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

![image1](https://github.com/user-attachments/assets/4ceace8e-c1bd-4ee8-833a-19cf2cf9626d)

![image2](https://github.com/user-attachments/assets/7b2d6d25-4335-4f5e-96eb-8f0ae187e459)

</p>
</details>

---

# Changelog

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🆑 Tonk
- add: Tajarans now have separate eye, wrist, tattoo, and makeup
markings

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de)

* Automatic Changelog Update (#1834)

(cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839)

* Cybernetics Trait Changes (#1828)

# Description

Changes/buffs to Cybernetic Traits.
Some lesser used traits get some love, while some other stuff gets some
logical re-balancing.

Feel free to point out if some shitcode is broken or need explaining.

---

# TODO

- [ ] I got ideas cooking that I don't know how to code

---

# Changelog

🆑

tweak: Striking Calluses no longer require you to be one of 3 jobs and
Human. Also increased the +1 damage to +2.
tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and
costs less.
tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss
from 0.7 to 0.25 and healing cap increased from 200 to 400.
tweak: Decreased the cost of Thermal Vision to be in line with Night
Vision.
    tweak: IPC Platelet Factories healing cap increased from 200 to 250
    tweak: Cyber-Eyes Omnihud now pickable by Command too.
fix: Fixed name and description of Cyber-Eyes Modules for Night Vision
and Thermal Vision.
    remove: Mind over Machine from Cyber-Eyes Modules.

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

- **New Features**
- "Striking Calluses" now delivers increased unarmed strike damage,
enhancing combat performance.

- **Documentation**
- Trait names and descriptions have been updated for greater clarity and
consistency, including changes to "Cyber-Eyes" terminology.

- **Chores**
- Redundant trait options were removed from the selection pool to
streamline gameplay.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d)

* Automatic Changelog Update (#1828)

(cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7)

* Shadowkin Age Fixes & Plus Plushies (#1684)

# Description

Shadowkin middle-aged increased to 80, old age lowered to 175, max age
lowered to 250. Shadowkin can now collect their goofy little plushie
from a variety of sources

---

# TODO

- [x] Adjust Shadowkin age brackets
- [x] Add Shadowkin plushie to crates and stuff

---

# Changelog

🆑 ShirouAjisai
- add: Added Shadowkin plushie to crates and stuff
- tweak: Tweaked Shadowkin age brackets

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

- **New Features**
- Introduced a new "shadowkin plushie" loadout item, enhancing
customization options.
- Expanded the collectible pool by adding a new plushie available in
multiple game areas, including reward systems and random spawners.
- Enhanced the variety of items available for the `PresentRandom` entity
with the addition of the "shadowkin plushie."

- **Adjustments**
- Refined life-stage parameters for the Shadowkin species, adjusting age
thresholds to better define maturity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: SixplyDev <einlichen@gmail.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0)

* Automatic Changelog Update (#1684)

(cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14)

* Trait Add Tag (#1846)

# Description

Added TraitAddTag Function, which for example can be used to add
Spidercraft to the Spinerette trait.

# Changelog

🆑
- add: TraitAddTag Function

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

- **New Features**
- Entities now receive automatic tag assignments at spawn, enhancing the
system's trait interaction and overall categorization capabilities.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit b1acdc4017dc1181b7f557351e82ef1df93635c2)

* Automatic Changelog Update (#1846)

(cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272)

* Arachne SpiderCrafting (#1847)

# Description

Added SpiderCraft Tag to Arachne

# Changelog

🆑
- add: Added SpiderCraft to Arachne

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

## Summary by CodeRabbit

- **New Features**
- Introduced a new "SpiderCraft" classification for the Urist McArachne
entity, expanding its behavior and interactions related to
spider-specific mechanisms.

<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit ff4146f879d397993eee22a2a4807e986e404641)

* Automatic Changelog Update (#1847)

(cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00)

* Add Centcom Disabler (#1845)

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# Description

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it self recharges a bit. It's also green. It's also a steal target,
because it's green.

I noticed the Nanotrasen Representative has a disabler in his locker by
default, but does not get to pick one in a loadout. I figured I'd remedy
this, by giving him a shiny green Disabler that slightly recharges on
its own.

It deals the same stamina damage as the normal Disabler. The only
differences are:
- Green
- Steal Target
- Slightly higher rate of fire
- Slightly recharges itself (half as slow as the antique pistol)
- Admits Centcom doesn't trust you with lethals in its description

---

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<p>

![image](https://github.com/user-attachments/assets/e1e36ae6-8888-4d60-b946-50c90af16f9f)

![image](https://github.com/user-attachments/assets/887aa64f-53cd-4e91-bea5-23f83243bfbc)

https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588

![image](https://github.com/user-attachments/assets/15dcb85c-7675-4477-bda3-c790e26aebd6)

</p>
</details>

---

# Changelog

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🆑
- add: Added CentCom disabler as loadout option for the Nanotrasen
Representative.

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

- **New Features**
- Expanded loadout options for the Nanotrasen Representative role with a
dedicated weapon configuration.
- Introduced the "CentCom disabler," a new self-defense weapon option
with advanced features.
- Updated localization entries to reflect the new representative weapon
grouping.
- Added a new steal target group for the Nanotrasen representative's
weapon.
- Enhanced visual assets with updated animations and states for the new
weapon.
- Introduced new objectives related to the Nanotrasen Representative
role, enhancing gameplay experiences.
	- Added the "Nanotrasen Representative" job title to localization.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

(cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca)

* Automatic Changelog Update (#1845)

(cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136)

* Plant Analyzer Port (#1849)

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# Description

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Ported directly from
https://github.com/Goob-Station/Goob-Station/pull/1685
I tweaked the sprite, and changed its usage of a Papersystem. I can't
speak for the code quality, since I didn't write it, but I'm willing to
fix things so long as I have the capability to do so.

---

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

![image](https://github.com/user-attachments/assets/18e93d53-9537-49fd-9dfb-b4983d2630f0)

![image](https://github.com/user-attachments/assets/91ceaaca-7441-4afc-be2e-489b00c320d4)

![image](https://github.com/user-attachments/assets/e03cc8b6-6b07-449b-918f-2eb7783dcfac)

https://github.com/user-attachments/assets/0189567a-57ca-4e9d-ba0d-74e622e1d30d

https://github.com/user-attachments/assets/25ea6100-1458-4804-98e4-5f70b6bfcd45

</p>
</details>

---

# Changelog

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🆑
- add: Port Plant Analyzer from botanySupremacist, who took it from
ian321

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

- **New Features**
- Introduced a comprehensive plant analyzer interface that displays
detailed plant health, tray data, and environmental conditions.
- Added an in-game report printing feature for easy access to analysis
results.

- **Enhancements**
  - Refined yield calculations and plant metabolism behaviors.
- Integrated the analyzer item into crafting recipes, vending machines,
and locker inventories.
- Expanded localization for clearer, user-friendly plant analysis
information.
  - Added new localization strings for printer status feedback.
- Introduced new classes and messages for improved data handling and
user interaction within the plant analyzer system.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce)

* Automatic Changelog Update (#1849)

(cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8)

* Mind Role Entities (#31318)

* Mind Role Entities wip

* headrev count fix

* silicon stuff, cleanup

* exclusive antag config, cleanup

* jobroleadd overwerite

* logging stuff

* MindHasRole cleanup, admin log stuff

* last second cleanup

* ocd

* minor cleanup

* remove createdTime datafield

* now actually using the event replacement I made for role time tracking

* weh

(cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab)

* Fix error

(cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5)

* Update SharedContentIoC.cs

(cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2)

* dragon antag refactor (#28217)

* remove dragon system usage of GenericAntag

* add AntagRandomSpawn for making antags spawn at a random tile

* add AntagSpawner to make an antag spawner just spawn an entity

* add antag prototype for dragon since it never had one

* make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag

* make dragon rule use AntagSelection and stuff

* remove dragon GenericAntag rule

* add back to spawn menu

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145)

* Cultist Mind Roles

(cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3)

* Update midround.yml

(cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055)

* Update ghost_roles.yml

(cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47)

* Solarian Alliance Content (#1851)

# Description

This PR acts as a proper introduction to players for the Sol Aliance
faction, a major antagonist group from my old home server's lore. To do
so, I've ported a large number of assets from Aurora.3 to this repo, as
well as created a new Midround Antagonist called "Deserters", which
shows off this group to players.

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

![image](https://github.com/user-attachments/assets/c57f48d7-ecf9-4099-998f-4ea3e3e95008)

![image](https://github.com/user-attachments/assets/b0fcd092-4072-4c2f-a61d-9118bc1ab140)

![image](https://github.com/user-attachments/assets/9fc2049f-1197-4eb8-93ea-7c2be2531085)

</p>
</details>

# Changelog

🆑
- add: A new Midround Antagonist has been added to the game. The
"Solarian Deserters" are a group of highly trained soldiers who haven't
been paid for far too long, whom have come to the station to loot it for
everything valuable.
- add: Lore guidebook entry for the Solarian Alliance, a majorly
antagonistic faction.

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

- **New Features**
- Introduced the "Solarian Navy Deserter" role with detailed
localization, objectives, and traits.
- Launched a dynamic shuttle event featuring interactive elements like
secure doors, turret defenses, and specialized equipment.
- Expanded gameplay with new storage options, tactical helmets,
uniforms, identification cards, and door access tailored for the Sol
Alliance.
- Added a new NPC faction and game events enhancing combat and role-play
dynamics.
- Introduced various clothing items and uniforms associated with the Sol
Alliance, including tactical gear and dress uniforms.
- Added new metadata and structured entries for various clothing and
equipment assets.

- **Documentation**
- Enriched lore and guidebook entries with expanded nation details,
emphasizing the Solarian Alliance.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a)

* Automatic Changelog Update (#1851)

(cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909)

* Supermatter Atmos Mapping Assets (#1859)

# Description

This adds "High Flow" variants of all existing atmos devices, which are
useful for supermatter engines. I also added the ability for
FixAtmosMarkers to optionally accept a gas mixture directly, as opposed
to the stupid hardcoded gas mixes that they were limited to using
previously.

# Changelog

🆑
- add: Added high pressure variants of atmos devices intended for
supermatter engines.
- add: Added engineering locked high security doors, also for use in
supermatter engines.
- add: Fix Atmos markers can now accept a gas mixture directly for
modifying their tile.

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

- **New Features**
- Enhanced atmospheric commands now dynamically use specific gas
mixtures for more flexible performance.
- Introduced a new supermatter coolant entity, offering an alternative
liquid nitrogen-like option.
- Added several high-pressure and high-flow gas components, including
pumps, filters, mixers, vents, and injectors.
- Updated map elements by refining door access prototypes and labels for
improved in-game clarity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

(cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94)

* Automatic Changelog Update (#1859)

(cherry picked from commit 468a263863f17772e6233032e5099d6c83764616)

* Rerotate Arena (#1853)

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# Description

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Rerotates Arena. Adds an AI satellite, and maps a few station maps,
cameras, and psionic registry computers.
Adds myself as the maintainer for it. Do note that I am still learning
how to map. Please state any changes that is wished to be seen before it
is ready to merge.
It is 3AM, I need sleep.

---

# TODO

<!--
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- [x] Space cleanup
- [x] Psionic Registry Computers
- [x] AI Satellite & Related Stuff

---

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

![Arena](https://github.com/user-attachments/assets/883ce04f-70c4-4628-8b2c-2ad75439421a)

</p>
</details>

---

# Changelog

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🆑
- add: Arena is back

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

## Summary by CodeRabbit

- **New Features**
- The Arena map is now reactivated with updated configurations and
active maintenance.
- Enhanced gameplay details and role assignments have been enabled for a
more engaging experience.
- The configuration for the Arena map has been fully activated,
including various roles and attributes.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

(cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67)

* Automatic Changelog Update (#1853)

(cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2)

* Port Grab Intent From Goob (#1856)

# Description
After months, Grab intent is finally ported to EE, as a result of a 4
hour Adderall induced code binge.

##  This PR is more shit than code.
Required for CQC, an attempt to port that will come later.
@Erisfiregamer1 requires this for
[Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855).

Thanks to Gus for the Goobstation pr, and to Spatison for the original
port on WWDP
Tests on my local repo worked.
# TODO
* [ ]  Await review
* [ ]  pain

# Media

![dqt2naw4ox651](https://github.com/user-attachments/assets/9a97cea7-d2c8-47df-85e1-de243409bbe6)
# Changelog
🆑 Eagle

* add: Ported Grab Intent from Goobstation

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

- **New Features**
- Enhanced pulling and grabbing interactions now feature multiple stages
that impact how actions and collisions feel.
- Virtual item handling during throws and drops has been refined for
more dynamic in-game outcomes.
- Alert visuals have been updated to provide nuanced feedback depending
on the intensity of pulls and grabs.
- Player movement and breathing mechanics have been fine-tuned for more
realistic behavior.
- New localization strings deliver clearer, context-sensitive
notifications for grab-related actions.
- Introduced a new component and system for managing entities thrown
while grabbed, including damage handling and visual effects.
- New event classes enhance interaction handling for virtual items
during grabbing actions.

- **Bug Fixes**
- Improved logic for stopping pull actions to ignore grab states when
necessary.

- **Chores**
- Added metadata for new textures related to alerts in the user
interface.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49)

* Automatic Changelog Update (#1856)

(cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b)

* Port Role Types (#1860)

Ports https://github.com/space-wizards/space-station-14/pull/33420

This is the last requirement before we can start mass-porting new
antags.

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

- **New Features**
- Enhanced role displays in player and character interfaces with a new
"Role Type" column.
  - Updated admin overlay options, including a classic antagonist label.
- Expanded ghost role behaviors for various entities, offering more
dynamic gameplay.
- New localization entries for role types and UI settings for sounds and
layout customization.
- Added new mind roles and role types, improving role management and
gameplay interactions.
- Introduced new events for player spawning processes to enhance
gameplay scenarios.

- **Refactor**
- Streamlined role management and update processes for improved
reliability and performance.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
(cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e)

* Rock And Stone

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# Description

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Ports Lavaland and required systems from Goobstation.

---

# 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] Port over _Lavaland
- [x] Port over required codepatches
- [-] Test locally (Should be fine)
- [X] Pass tests

---

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

![No](https://github.com/user-attachments/assets/cfede61a-80c9-4ecd-9473-5170d080ac34)

</p>
</details>

---

# Changelog

<!--
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in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
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🆑
- add: Lavaland has been ported!

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

- **New Features**
- Introduced a dynamic mining voucher interface allowing players to
redeem various mining kits.
- Enhanced shuttle docking systems with an updated console interface for
smoother FTL transitions.
- Added immersive boss music management for enhanced in-game boss
encounters.
- Expanded Lavaland gameplay with new procedural map generation, weather
events, and storm scheduling.
- Integrated new interactive commands and UI improvements for advanced
weapon upgrades, Hierophant boss actions, and research features.
- Added new components and systems for managing various gameplay
elements, including damage squares, tendrils, and block charges.
- Implemented new localization entries for improved player experience
across various game features.
- Introduced new components for managing mining vendors and vouchers,
enhancing the interaction with mining kits.
- Added a new system for managing the deployment of shelter capsules in
the Lavaland environment.

- **Tests**
- Added integration tests to validate Lavaland planet generation and map
initialization.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

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

(cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a)

* Automatic Changelog Update (#1844)

(cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf)

* fixs

* fix

* fuck

---------

Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: Raikyr0 <kurohana@hotmail.com.au>
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Co-authored-by: Eris <eris@erisws.com>
2025-03-03 18:02:48 +02:00
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!

---------

Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: FungiFellow <151778459+FungiFellow@users.noreply.github.com>
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Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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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
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]?
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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.

---

<!--
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media
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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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🆑
- 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
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

---

---------

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
metalgearsloth
0d64e2878d Don't throw on player spawn for playtime failure (#24148)
Still gets logged but won't abort the entire startup process.

(cherry picked from commit 3b7679f9c94371528aa2f7fc7f9ac8bc6e66eb38)
2024-01-26 22:56:29 +01:00
Leon Friedrich
e66c0b5035 Un-revert IPlayerManager refactor (#21244) 2023-10-31 19:00:44 +01:00
Debug
4e714951a1 Whitelist refactor number 5834 (#291) 2023-10-25 16:15:05 +02:00
Debug
c37a4d53c8 Role whitelists (#191)
* Add job whitelists

* Redo whitelist system with jobrequirements

* Remove unused function

* Fix linter errors

* Remove unused dependency and whitespace
2023-10-19 00:23:17 +02:00
metalgearsloth
72a3caff80 Fix playtime tracker (#20014) 2023-09-27 21:59:12 +02:00
metalgearsloth
6b942c4d45 Make role timer tooltips pretty (#19605)
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2023-09-27 21:59:12 +02:00
DrSmugleaf
3f3ba6ac62 Move minds, roles, jobs and objectives to shared (#19679) 2023-08-30 21:46:11 -07:00
DrSmugleaf
9567ae3b7f Fixed not tracking job playtime (#19639) 2023-08-29 13:39:16 -07:00
DrSmugleaf
15c0211fb2 Refactor minds to be entities with components, make roles components (#19591)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2023-08-28 16:53:24 -07:00
metalgearsloth
20748cc542 Hotfix round restart loops (#16292)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2023-05-11 11:00:39 +10:00
Moony
5cc78c2c75 Revert "Oops, All Captains! (#14943)" (#14994)
This reverts commit 8128759ea8.
2023-03-30 18:55:09 -05:00
Skye
8128759ea8 Oops, All Captains! (#14943) 2023-03-30 18:54:38 -05:00
Jezithyr
eeb5b17b34 Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component

Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
2023-01-13 16:57:10 -08:00
metalgearsloth
4b48f7e1ef Add missing break on RemoveDisallowedJobs (#10511) 2022-08-11 22:47:54 +10:00
Pieter-Jan Briers
e852ada6c8 Play time tracking: Job timers 3: more titles: when the (#9978)
Co-authored-by: Veritius <veritiusgaming@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2022-08-07 16:00:42 +10:00