Commit Graph

66 Commits

Author SHA1 Message Date
Plykiya
bc829b4687 Create Generic DamageOnInteract/Attacked Comps/Systems (#30244) 2025-07-12 02:49:51 +10:00
VMSolidus
06fb0bbae3 aaaa
(cherry picked from commit 161fc20c287a22b0a3cbe3886ba07b712922d09b)
2025-04-26 12:17:19 +03:00
VMSolidus
64ba1b5323 destroy the flying blender code
(cherry picked from commit 893357ecb863dece0947fb44045775f454122fc0)
2025-04-26 12:17:13 +03:00
Eagle-0
e4c3993afd Security Buffs But Real (#2022)
# Description
Ports Security buffs from
[/Goob-Station#953](https://github.com/Goob-Station/Goob-Station/pull/953)

## Once Again, I am John Combat
I don't have the energy today for the witty PR jokes. Apologies, people.

# TODO
* [x] Oil floats on water
* [x] Cover yourself in oil
* [x] Wait for it to rain
* [x] :trollface:

# Media

# Changelog
🆑 Eagle

* add: Flashbangs now stun and knockdown people. Wear over-ear headset
or combat hardsuit helmet to reduce flashbang effective range.
 * add: All sec and command members received over-ear headsets.
* add: Wearing security, ert, syndie or deathsquad gas mask blocks smoke
inhalation even if internals are off.
 * tweak: Epinephrine now speeds up by 10%.
* add: Jackboots, combat and mercenary boots now reduce all stun and
knockdown times by 20%.
 * add: Combat hardsuit helmets now protect from flashes.
 * tweak: Tear gas is now stronger.
 * tweak: Stamcrit stun time is once again 6 seconds.
 * tweak: Security hardsuits now have heat resistance.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Aviu00 <93730715+Aviu00@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 9bae47bc6d3e44fba8b86e18c78e6b0f3fe00ed6)
2025-03-21 18:53:10 +03:00
Spatison
a3a8c195e5 Upstream 09.03-15.03 (#349)
* Trait Cost Balancing (#1906)

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# Description

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Makes a lot of disabilities give more points (based off community and
personal opinions), and makes some very strong traits cost more points.

# Changelog

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🆑
- tweak: Narcolepsy gives 6 points instead of 2
- tweak: Pacifist gives 8 points instead of 6
- tweak: Muted gives 6 points instead of 4
- tweak: Sluggish gives 5 points instead of 3
- tweak: Snail Paced gives 8 points instead of 5
- tweak: Blood Deficiency gives 6 points instead of 5
- tweak: Hemophilia gives 4 points instead of 2
- tweak: Clumsy gives 4 points instead of 1
- tweak: Bad knees gives 5 points instead of 3
- tweak: Will to live costs 3 points instead of 1
- tweak: Tenacity costs 4 points instead of 3
- tweak: Steadfast costs 6 points instead of 4
- tweak: Bionic Arm costs 10 points instead of 8
- tweak: Bionic leg costs 8 points instead of 6

---------

Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>

(cherry picked from commit d38eb0b536a34475feefa8253b9a3ed128e57f4d)

* Automatic Changelog Update (#1906)

(cherry picked from commit 8a2626ef6b62508a6479525555522b516e090feb)

* Lightbehaviour Bug Fix (#1908)

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# Description

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Description.

Fix bug affecting torches, flares and glowsticks that made them not emit
light when turned on as described by [this
issue.](https://github.com/Simple-Station/Einstein-Engines/issues/1685)

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

https://github.com/user-attachments/assets/799631e0-bcf1-4008-9683-3d0ba7c02a24

</p>
</details>

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# Changelog

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🆑
- fix: Torches, flares, glowsticks now able to emit light again

(cherry picked from commit b25e3447148948ee658d1b81dac0d1e076641fcc)

* Automatic Changelog Update (#1908)

(cherry picked from commit 83fbb13c3aab8fedb1e56f73b949ac1a458eee41)

* Mining Shuttle & Dignitary Stuff for Arena (#1893)

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# Description

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<p>
Adds the mining dock & mining shuttle console for travel to lavaland.
Adds NTR office with the NTR locker mapped. Also adds the BSO locker to
bridge without an office cause BSO is not worthy.
Map render under images. NTR office is south east of brig. Just has a
desk and a bed. No fax as the NTR already has their own fax, I feel like
having a second fax would increase where the NTR would need to look for
faxes.
Referring to the shuttle that takes one to lavaland as mining shuttle,
not the pathfinder.
</p>

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

![Arena](https://github.com/user-attachments/assets/a9719209-becd-4315-8b57-e0179b8eb8d7)

</p>
</details>

---

# Changelog

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🆑
no cl no fun

(cherry picked from commit e481e2f182f162b78e22524dfe6988b2135bd32f)

* Automatic Changelog Update (#1893)

(cherry picked from commit f59bd7df32f6942f3b2646c1e3a08ee88343301d)

* Fireplace Construction (#1897)

# Description

Porting - Allow Construction of Fireplaces and Bonfires

Ported from - https://github.com/Goob-Station/Goob-Station/pull/1646

Yeah it's a port of a port. Yes there was sofas, benches and banners,
I've very lazily stolen just the fires. Sofa might be nice but that's
lot more code pinching.

---

# TODO

- [ ] Pray it works

---

# Changelog

🆑
- add: Recipes to build Fireplaces and Bonfires

---------

Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
(cherry picked from commit 90485d5a0c49f76950d61e42c3cc596f988dc982)

* Automatic Changelog Update (#1897)

(cherry picked from commit c7327f55f8576267f30a384d4a84fd85f357d52f)

* Terminus (#1881)

# Description

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Added a new weapon, the DT-8 "Terminus"
It's a large melee weapon capable of firing a spread of disabler rounds
on alternate fire.
It's an arsenal tech research, and uniquely can only be wielded by onis.

(I'm being bribed to make this)
Also, I had to move the OniComponent.cs file to shared. I'm not sure if
that borked anything but tell me if it does.

(PS. Thank you VMSolidus for helping me make this ten times less
shitcoded.)

---

# TODO

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- [x] Textures complete
- [x] Add lathe recipe
- [x] Add to research

---

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

!![image](https://github.com/user-attachments/assets/cf02d64a-53a8-4454-9312-010fa92cf597)

</p>
</details>

---

# Changelog

🆑 SolsticeOfTheWinter, OtherPersonPlaceHolder
- add: Added a new weapon for oni security players, the terminus.

---------

Signed-off-by: Solstice <solsticeofthewinter@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 3fdf1102dc20af7bd724e449808d2d38571e62c2)

* Automatic Changelog Update (#1881)

(cherry picked from commit 9de8ab79e61227620833b88f5c616c63f38c9a86)

* Add RPD and Pipe Stacking (#1857)

# Summary

To add the RPD into the game for both atmos and CE's to use. Introduce
pipe stacking as well since the RPD will introduce better atmos
configuration. Most of the code was ported over from goob LRP. With some
of it being touched up on and adding a bit of quality of life to the
RPD.

This was a PR originally made for goob-mrp but requested to be moved to
EE. Check out the detailed commits here:
https://github.com/Goob-Station/Goob-Station-MRP/pull/96

---

# Description

## RPD
From the original PR made on goob-station the RPD has been ported over.
It is similar to the RCD where you will be able to make
pipes/vents/pumps/mixers quickly. Each dial on the main radial will
bring up specific pipes like ie pipes-> corner, t-shape -cross shape.

The RPD starts out in the CE and Atmos lockers with 50 charges. Each
construction and deconstruction cost 1 charge. There is also one extra
compressed matter in the starting lockers for both CE and Atmos for the
RPD.

You can research the recipe of the RPD with the reverse engineering
machine. The recipe cost of the RPD is a bit more compared to the RCD.

![RPD_UI](https://github.com/user-attachments/assets/ed2fe76b-009a-4081-abe4-7c431f21ab27)

## Pipe Stacking

With the introduction of the RPD, it was fair to check for pipes that
overlapped when making new pipes. But with introducing the code from LRP
goob station it was decided to bring over the pipe stacking feature too.
You can make certain components pipe stackable or allow if you can put
multiple of the same pipe on the same tile. If you want you change a
pipe to be non-stackable by using the component type:
PipeRestrictOverlap

Here's an example of pipe stacking. You can make a simple scrub loob
tighter or keep it normal. The freedom is given.
![pipe-stacking
example](https://github.com/user-attachments/assets/69aa19d4-2ff4-4cee-a2d1-b6709884c6e0)

Here is an extreme example. This compact design creates a ton of frezon.
Obviously, replace the trit miner with an actual burn chamber.

![image](https://github.com/user-attachments/assets/4db7b627-0d3a-4c78-b5a1-8d52551b3127)

## Belt overlay

I decided to add a simple belt overlay sprite to the game for the RPD.

Here's what it looks like outside the belt and inside the belt

![RPD](https://github.com/user-attachments/assets/d599dbed-56d0-42c7-acee-20fa23f04f2c)

## RPD Borg Module

I decided to add experimental RPD that will self-charge. The only way to
get this RPD is through admeme spawn or being a borg. The starting
charge of the Borg module is 25 and will self-charge at the same rate at
10 seconds per charge. I also added an admeme version that charges at 1
second per charge.

Here is what the borg module looks like
![Borg
module](https://github.com/user-attachments/assets/6fd1bcff-fdb7-49ad-a8f5-e4bab86bd8f4)

The borg module can be researched in the t2 industrial branch as the
same research for the RCD module.

![Research-rpd](https://github.com/user-attachments/assets/d325dd3f-eed9-4744-9003-3b7d51387432)

---

# credit
Original RPD PR: https://github.com/Goob-Station/Goob-Station/pull/1203
Original Pipe Stacking PRs:
https://github.com/Goob-Station/Goob-Station/pull/391
https://github.com/Goob-Station/Goob-Station/pull/389
Prevent stacking pipes (#28308) - Original Link is dead.

---

# TODO
- [X] Add RPD
- [X] Add RPD to reverse engineering
- [x] Add toolbelt equipped sprites
- [x] Add Pipe Stacking
- [x] Add an experimental RPD module for engie borgs.

---

# Changelog

🆑
- add: Added RPD, glory to atmosia!
- tweak: RPD now spawns in Atmos and CE lockers
- tweak: Extra compressed matter has been added into both Atmos/CE
lockers for more RPD/RCD uses
- add: You can research RPD with the reverse engineering machine.
- add: A belt overlay sprite to the CE and utility toolbelt.
- add: Pipe Stacking ported over from LRP Goob station. Compress those
frezon factories!
- add: Toolbelt overlay sprite for the RPD.
- add: RPD Borg module researched in t-2 industrial advanced tools.

---------

Co-authored-by: Nathaniel Adams <60526456+Nathaniel-Adams@users.noreply.github.com>

(cherry picked from commit b32710c94628f90e4b2c43796ac3ab81892926f3)

* Automatic Changelog Update (#1857)

(cherry picked from commit 3270ee0327054fd0187cb03756d23a1a84d7916c)

* SS13 Combat Parity Part 0.5: Stun Meta [PREREQUISITE] (#1914)

# Description
Ports Stun Meta from
[/Goob-Station#788](https://github.com/Goob-Station/Goob-Station/pull/788)
Splits stuncrit into knockdown and paralysis, like on 13. knockdown lets
you crawl on the floor, and paralysis is the same as current stamcrit.
The stun baton has been buffed, doing 15 stamina damage per swing, and
40 stamina damage overtime.
This lets you stamcrit someone in two baton swings, but it takes a few
seconds before they actually fall down to the ground. About the same
amount of time as 4 baton swings back to back.

This PR also reverts #809, since I plan on reworking shoving entirely
soon.
(also for my sanity. wouldn't have been able to port stunmeta
otherwise.)

## Condemn Trillions
Required for the rest of the SS13 Combat Parity changes listed
[here](https://discord.com/channels/1218698320155906090/1348171706061033502)

# TODO
* [x] Await merge
* [x] Gaming

# Media

![shitcurity](https://github.com/user-attachments/assets/4f83937f-7eaa-4d6d-a446-4044f9ec0286)

# Changelog
🆑 Eagle

* tweak: Stamina Crit has been split into Knockdown and Paralysis
* tweak: Stun batons now do 15 stamina damage on hit, and 40 over time

(cherry picked from commit b8045750e91b8e43fcf91deaeb49b295a0984cdc)

* Automatic Changelog Update (#1914)

(cherry picked from commit cbadf45b9e1bbb8cbb122a579e9c37a3234d506b)

* Miscellaneous Fixes From White Dream (#1911)

# Description

Ports the following PRs:
https://github.com/WWhiteDreamProject/wwdpublic/pull/271
https://github.com/WWhiteDreamProject/wwdpublic/pull/282
https://github.com/WWhiteDreamProject/wwdpublic/pull/255
https://github.com/WWhiteDreamProject/wwdpublic/pull/254
https://github.com/WWhiteDreamProject/wwdpublic/pull/246
https://github.com/WWhiteDreamProject/wwdpublic/pull/223
https://github.com/WWhiteDreamProject/wwdpublic/pull/220
https://github.com/WWhiteDreamProject/wwdpublic/pull/219
https://github.com/WWhiteDreamProject/wwdpublic/pull/213

This is a rather huge variety of fixes to be honest.

# Changelog

🆑 White Dream
- fix: Fixed airlock opening and closing visuals
- fix: Fixed Weather spamming infinite sounds.
- fix: Cockroaches no longer spam organs when stepped on.
- fix: Fixed the timer on the Return To Round button
- fix: Fixed Return to Round not remembering how long it's been since
you died if you re-enter your body.
- fix: Fixed harpy flight visuals not showing for other people.
- fix: Fixed disabler bolts not going through windows like other kinds
of lasers.
- fix: Fixed Vim Harness being free
- fix: Fixed handcuffs not respecting your arm length.
- fix: Made tending wounds not as message spammy.
- fix: Fixed shuttle windows not preventing you from being electrocuted
by grills under them.

---------

Co-authored-by: vanx <61917534+Vaaankas@users.noreply.github.com>
Co-authored-by: vanx <discord@vanxxxx>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>

(cherry picked from commit ced8a565a32cfa340140674c073d90a2a6002799)

* Automatic Changelog Update (#1911)

(cherry picked from commit 89f27f4b2f3882ba97132d69f9d6477cea3195d1)

* Faction Clothing Bug Fix (#1917)

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Fixed bug that made ClothingAddFactionComponent not add the faction of
the clothing to the mob when the clothing is equipped.

The bug is described in greater detail in [this
issue](https://github.com/Simple-Station/Einstein-Engines/issues/1228).

---

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https://github.com/user-attachments/assets/41fe9411-0eac-478d-956c-b094f211f565

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# Changelog

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🆑
- fix: Fixed bug that made ClothingAddFactionComponent not work.

(cherry picked from commit 639f46a68b84ad6d0655ec318ccc62fa3061c5cd)

* Automatic Changelog Update (#1917)

(cherry picked from commit b4c488af30ad9e21e41b409282aeac1f8ae37c9e)

* Crafting Curtains and Tables No Longer Consumes Entire Stack (#1916)

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Stolen from https://github.com/Fansana/floofstation1/pull/152, courtesy
of cynical24. When you craft a curtain or make a table into a _fancy_
table, it doesn't take the entire stack of carpet. This should hopefully
stop me from having to return to the HoP to ask for another 10 carpet.

---

# TODO

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- [x] general thievery of text (with permission)

---

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![curtains](https://github.com/user-attachments/assets/0c960653-311a-40e7-bcbe-53e50d771c63)

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# Changelog

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🆑
- tweak: you don't use the entire stack of carpet now when crafting
colored curtains or fancy tables.

(cherry picked from commit 508dbc35d3576be768122604d39194ee715ab02a)

* Automatic Changelog Update (#1916)

(cherry picked from commit f4641de5073d3cf1ccc54a5599281bb6025149fc)

* Markings From Impstation 2 (#1925)

what the funny title says

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Adds some markings from Impstation (Again, who would have thought it'd
be Impstation again?), ports the merciful IPC wings from Goob LRP, adds
some markings to arachnids, a bunch of markings for Reptilians, and a
new hairstyle.

---

# TODO

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- [ ] Task
- [x] Completed Task

---

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# Changelog

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🆑 Diggy
- add: New markings for arachnids, reptilians.
- tweak: Allows IPCs to pick up overlay markings such as the gauze
stuff, Onis can now have the curved horn marking humans can have.

(cherry picked from commit b955652cf18f1a11e7d48206f32c8d3e24e819bd)

* Automatic Changelog Update (#1925)

(cherry picked from commit 78149f74ac386a81b4ecb46679db29c9e5f1946e)

* Fix Vulpkanin Markings (#1894)

# Description

Vulpkanin no longer wear their undergarments "Superman Style"

# Changelog

🆑
- fix: After lengthy retraining, NanoTrasen has taught Vulpkanin that
underwear is meant to be worn inside pants, not outside them.

(cherry picked from commit 190dddf7c59537ffc2781f3d8f7bcb16e5a449fb)

* Automatic Changelog Update (#1894)

(cherry picked from commit a7138473115dfe767b822eb2b24179a04f6133e5)

* Fairer Turrets (#1923)

# Description

It had basically always bothered me, and evidently a lot of other people
that turrets were previously "Unfair enemies". They had perfect aimbot
accuracy, tracked targets instantly at any angle, and were
nigh-indestructible. It was telling that players were pretty much only
ever killed by turrets once or twice, and then they figure out that the
turrets are outright impossible to beat in a fair fight, so they end up
resorting to underhanded tactics like using an RCD to wall the turret
off. Or use a pickaxe to go around them.

I previously added a new turret for the SAN dropship, and with it had
tried out a very different approach for "Fairer Turret" balancing. A
more reasonable healthbar, no instant tracking, and no perfect accuracy,
The players enjoyed these a lot more than the original turrets. Plus
they were more visually interesting firing an inaccurate spray at their
targets.

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

I'm on my lunch break at college right now, so no media.

</p>
</details>

# Changelog

🆑
- tweak: Adjusted turrets to be a more "Fair" fight. They no longer have
perfect aimbot accuracy, they don't track targets instantly, and they
also have a "More fair" healthbar that can reasonably be shot through by
someone with good enough weapons and armor,

(cherry picked from commit 6bdd73efe210d6e556e6accbc89cb9134f716e2e)

* Automatic Changelog Update (#1923)

(cherry picked from commit bedcd65d4d8324a651101a978ba90d46d4199cfa)

* Fix A Minor Test Fail (#1902)

Just a random event that had a tiny chance to spawn an Abstract entity.

(cherry picked from commit f49712f82569d7e5f0a486d00130216dc73520bd)

* Throw Errant Into The Spider Pit (#1896)

# Description

@Errant-4 by request in your comment.
I had annihilated this before during the NyanoCombat reworks, but during
a recent wizmerge most of said reworks were accidentally reverted. This
is the one that was brought back, comment and all. So this PR fixes for
a second time a problem left by the old combat system.

# Changelog

🆑
- fix: Power attack and light attack damages are no longer swapped.

Signed-off-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 4b988b2b01e379d5a2c6c8eae72f70c00876d024)

* Automatic Changelog Update (#1896)

(cherry picked from commit 505765017a164ca20582571f92f5ec95ff3e5579)

* Nerf .45 (#1895)

# Description

Somehow I didn't realize that .45 magnum, despite being a common ammo
type available to a lot of people, deals literally double the damage of
all other comparable smallarms. No wonder people were complaining about
the Universals being comically overpowered. This PR normalizes their
damage so that it's still "More than other equivalent small arms
calibers", but not ".45 is more than double the damage of 9mm".

# Changelog

🆑
- tweak: Nerfed universals and other .45 auto guns. I get the meme that
.45 is better than 9mm, but not "More than double" the damage of 9mm.

(cherry picked from commit f7f49f67d69e6a19a3b83eec1d4cb4b0b7ca93a1)

* Automatic Changelog Update (#1895)

(cherry picked from commit cfd95ca7c4237030cebba16cf1d81798a5d801a6)

* More Lavaland Fixes (#1892)

# Description

Apparently the lavaland ore crates are supposed to have an ore magnet,
but this didn't work because they're missing something from the ore
bags. So this fixes that. Also I made sure the lavaland's ores actually
have the same naming conventions as our regular ores.

# Changelog

🆑
- tweak: Ores mined from lavaland now have names matching their
real-world counterparts.
- fix: Fixed the lavaland ore crates not having working ore magnets.

(cherry picked from commit 2f02dd1a0621437587d143641b4a66ef59d87bab)

* R25 Rifle Tweaks (#1869)

# Description

This PR tweaks the stats of the R25 rifle so that it isn't completely
useless. Its accuracy when wielded has been improved so that it can more
consistently hit targets at between half and a full screen length away.
As a tradeoff, its cooldown between bursts has been increased so that
its DPS isn't comically overtuned.

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

https://github.com/user-attachments/assets/7b862f2a-09c3-450b-9482-a6ce69b4c971

</p>
</details>

# Changelog

🆑
- tweak: Increased the accuracy-when-wielded of the BRDI-R25 rifle. As a
tradeoff, it has a longer cooldown between hyperbursts.

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

- **Gameplay Adjustments**
	- Updated the weapon's handling by refining its firing angles.
	- Adjusted the burst cooldown period to alter the firing rhythm.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

(cherry picked from commit be595f4fbe52e612dbaf58363287e9d483442a12)

* Automatic Changelog Update (#1892)

(cherry picked from commit 2cc6e37b996d5074affebd7d8813778b3f9824d2)

* Automatic Changelog Update (#1869)

(cherry picked from commit fd9c5bb1bfddb94e8aa8d4ecfcb4587629110949)

* Footstep Netcode Fixes (#1909)

# Description

Port of https://github.com/WWhiteDreamProject/wwdpublic/pull/298

---------

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

(cherry picked from commit 36627e2e655471e118867c1ae05870b1cb9c0be4)

* Automatic Changelog Update (#1915)

(cherry picked from commit a8994b38b0ade548152a5868a0ab87fd727da81d)

* Embeddable Projectile Fixes (Courtesy Of White Dream) (#1907)

* embed children

* locale

* fix

* Update Resources/Locale/ru-RU/weapons/throwing/throwing.ftl

* // WWDP MY BELOVED

# Description

This is a port (and general cleanup of)
https://github.com/WWhiteDreamProject/wwdpublic/pull/278
Plus clearing a bunch of compiler warning causing things, and also a fix
for one of our Heisentests. This PR mainly fixes issues with embeddable
projectiles being potentially unintentionally destroyed when the thing
they are embedded in gets destroyed. Which can be disastrous for example
if my energy sword embeds into a wall, and also destroys that wall,
which destroys my precious energy sword...

# Changelog

🆑 Spatison
- fix: Embeddeable projectiles are no longer always destroyed when the
thing they are embedded in gets destroyed. Energy Sword throwing
enthusiasts may rejoice now that their precious sword is safe.

Co-authored-by: vanx <61917534+Vaaankas@users.noreply.github.com>
Co-authored-by: vanx <discord@vanxxxx>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

(cherry picked from commit 2c30abbb072238ed7478c9716a66db58f69ddc67)

* Automatic Changelog Update (#1907)

(cherry picked from commit a97ae4aa2fdaf1bf70149fa994682debd2162779)

* Health Analyzer UI Fix (#1928)

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# Description

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Fix the bug described by [this
issue.](https://github.com/Simple-Station/Einstein-Engines/issues/1820)

---

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![image](https://github.com/user-attachments/assets/567f62e6-bdae-4a9b-a4eb-bd8c15fae8c9)

</p>
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# Changelog

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🆑
- fix: Health analyzer's doll is now in the normal size.

(cherry picked from commit ce489662c54195cd3f5865f5003d40fe3ba7c0d3)

* Automatic Changelog Update (#1928)

(cherry picked from commit 0b4b338af37f2222065063364b76db3c63fa8025)

* Magma Hand (#1927)

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Sprited by Greenwall, YML'd by myself. The Magma Hand is a slime-like
creature that you can encounter in Lavaland. It's very hostile, but you
_can_ pet it!

---

# TODO

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- [x] Add to Lavaland spawning list

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<p>
Its blood is sulfur!

![image](https://github.com/user-attachments/assets/7008c190-5502-4e7e-800a-a1027e2ef9f8)

Its attacks burn you!

https://github.com/user-attachments/assets/0bf21207-1dc2-4cf5-9b9b-89a558488963

Ice makes it die very quickly!

https://github.com/user-attachments/assets/4c742c6e-ac5e-462f-9f1e-e05ce0fcaa0b

![image](https://github.com/user-attachments/assets/feb78377-179c-47bd-991a-b88e37af7c95)

![image](https://github.com/user-attachments/assets/92a875cd-fdb2-4edf-843b-a26c671fbd99)

</p>
</details>

---

# Changelog

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🆑 Greenwall
- add: Magma Hand! Sprite by Greenwall, YML by Timfa. Bring a water gun
filled with ice, and you'll be fine!

(cherry picked from commit 545a20fd19a25f833cc32e21c6f0f53f7f872e22)

* Automatic Changelog Update (#1927)

(cherry picked from commit f8c127f1432d24f98e5eeeb4099fa2899db74c15)

* Cyber Eye Changes (#1876)

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Removes the flare shielding trait, instead adding welding arc protection
to the diagnostics hud, and giving the medical hud a built in chem
scanner.

No trait will give you access to immunity to flashes however, and you
will instead be required to have proper eye protection on again to
counteract it. This makes securities lives a lot better, and makes the
flash a viable tool again.

# Changelog

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🆑
- remove: Removes flare shielding
- tweak: Adds eye protection to diagnostics hud
- tweak: Adds chemical analyser to med hud
- tweak: Increases med hud and diagnostics hud costs to 2

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

- **Gameplay Balance**
- Reduced the negative impact for the `FlareShielding` trait, offering a
milder penalty.
- Removed the flash immunity effect from the `FlareShielding` trait to
streamline its behavior while retaining it in the
`FlareShieldingModule`.
- Updated requirements for the `Blindness`, `Nearsighted`, and
`Photophobia` traits by removing the dependency on the
`FlareShieldingModule`.
- Adjusted point values for several traits, reflecting a more
significant negative impact for others.
- Introduced new components, enhancing the functionality of various
traits.
- **Feature Enhancements**
- Expanded the description of the `CyberEyesMedical` trait to include a
Chemical Analysis Hud.
- Updated the `CyberEyesDiagnostic` trait description to incorporate
flare shielding for improved eye protection.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>

(cherry picked from commit 516c53e8ea97680b8029b79dae9fab0a229d0709)

* Automatic Changelog Update (#1876)

(cherry picked from commit 085163904a3bc64c2217553afe5e43a8938cfc8c)

* Space Wind Version 5 (FINAL) (#1765)

# Description

MY ASCENSION IS COMPLETE, I HAVE DEFEATED THE ATMOS SYSTEM. MY POWERS
HAVE GROWN TO NEW AND UNFATHOMABLE HEIGHTS. THE EQUATIONS FOR SPACE WIND
ARE NOW PERFECTED. I HAVE BECOME THE PHYSICS CHAD THAT CAN NOW ACCOUNT
FOR FRICTION AND AIR RESISTANCE.

SPACE WIND HAS BEEN PERFECTED. THERE IS NO MORE WORK FOR ME TO DO ON IT.

# TODO

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

PROOF THAT MY EQUATIONS HAVE BEEN PERFECTED.

https://github.com/user-attachments/assets/b3eb43b2-e8db-4f75-a142-2c86308e8113

</p>
</details>

# Changelog

🆑
- add: Added Space Wind V5. This version of space wind now accounts for
the coefficients of friction and gravity as a calculated way to resist
space wind. There is no more guesswork on if space wind should be able
to throw an object. Additionally, thanks to a standalone module from
Matrix Airflow System, space wind is capable of calculating airflow at
arbitrarily any point in a room, regardless of whatever garbage
Monstermos is saying.

(cherry picked from commit a5151c7622c424af6fd7e4c0b916e8ddda75c3df)

* Automatic Changelog Update (#1765)

(cherry picked from commit ba32a82331ffba42919ff57b48c1d80ba02c1343)

* Fix Oni (#1935)

# Description

I didn't notice during the last PR that someone added an override for
the Tags component of Oni, otherwise I'd have said something about it.
You can't add a tag component to a species because it overrides a
massive shitton of tags that are needed for player characters to be able
to do certain things, such as DoorBumpOpener...

# Changelog

🆑
- fix: Fixed Oni not being able to do a ton of things that required
hardcoded tags. I fucking hate the tag system.

(cherry picked from commit 3950fb0a6c9cbb9febb30b00f183a8d049f0ca0c)

* Automatic Changelog Update (#1935)

(cherry picked from commit 12876a1ce113a68a79d2cae79e99a6748446c13e)

* Rev Manifesto Inhand Use Cooldown (#1936)

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Add a two second cooldown on the Revolutionary Manifesto's secondary use
(the purely cosmetic one) to not make it cause chat spam.
I made this change from web and have NOT tested it yet (unless I checked
the checkbox below in the TODO section!

---

# TODO

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- [ ] TEST IF IT WORKS

---

# Changelog

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🆑
- tweak: Tweaked rev manifesto to not spam chat anymore

(cherry picked from commit 3a6634125445a3a71ab33dae090942ce3216d340)

* Automatic Changelog Update (#1936)

(cherry picked from commit 0ba6aae78f5ee3804f8eaf30afc2e35bafc8e17c)

* More Tolerable Default CVars (#1945)

# Description

I can't believe we never cleaned these up. Yea so our codebase made an
astoundingly fucking poor first impression on BPL during their huge
playtest, and most of these CVars were to blame. In particular is the
godawful Ramping Event Scheduler having "Murder the station with
ventcritters every 10 seconds at the 30 minute mark" as its settings.

# Changelog

🆑
- tweak: Disabled Monstermos Tile Ripping by default.
- tweak: Default settings for Ramping Event Scheduler no longer throws
"Ventcritters every 10 seconds, 30 minutes into the round".

(cherry picked from commit ef5dc3441aa3b7c62d771039c3e1a93ba04a0d32)

* Automatic Changelog Update (#1945)

(cherry picked from commit 0fce50daf5ba999e3bc9b8c97e8e7b8791fb7f7e)

* BRDI Repaints (#1957)

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A downstream port of https://github.com/TheDenSS14/TheDen/pull/306
providing Blue and Red paintjobs for the Blueshield and Head of Security
BRDIs respectively.

---

# Changelog

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🆑
- tweak: Gave the BSO and HoS BRDIs a fancy paintjob.

(cherry picked from commit 4f23e0d40549fc3780d1dd94f7fea2ff83e37c24)

* Automatic Changelog Update (#1957)

(cherry picked from commit 2d7e39eca59cee8c8c883501c8f185bcb8bff4cb)

* ADT Markings Port (#1951)

Truly the PR of all time...

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The markings by themselves have localization or whatev. When you color
them they will however appear as marking_etc_etc.
Yes, i'm aware it's lazy, but i'm not doing it for over 80 markings,
just not feeling it, this is really just a test to see if it gets
allowed without some locale files setup.

---

# TODO

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- [ ] Task
- [x] Completed Task

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🆑 Diggy
- add: Most markings from ADT, along with two new hairstyles, new
markings for Shadowkin (Despite all my hate for them).
- fix: Shadowkin ears are now colorable again, fuck around and find out
if you want your Shadowkin's ears to be pink with red or something.

(cherry picked from commit a36b5dc2404578c64a93a9881714f00180c1da02)

* Automatic Changelog Update (#1951)

(cherry picked from commit cd81f90db975061f9d968b45beab9a461834f4c1)

* Cyberiad 1.0: Service Rework (#1938)

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Changes Box to Cyberiad, with the service area receiving a rework, in
the future there will be more updates in the depts, with the next one
probably being the Sec.
Make some fixes on Gax and Bagel.

I changed the maintainer of some maps from "Estação Pirata" to "Ichai".
I am not part of the Estação Pirata

---

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# Changelog

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🆑 Ichai
- add: Cyberiad added to the rotation.
- fix: Gax: Fixed missing window in CE office, Fixed walls in SM to
prevent radiation leaks.
- tweak: Port changes to Bagel from GoobStation
- remove: Box is no more.

---------

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

(cherry picked from commit 3da2771a5509b189b4599a2323e9df5d7b9fb562)

* Automatic Changelog Update (#1938)

(cherry picked from commit 755fc9912d4152dca446477ea2693ed91aac59c1)

* R-25 BRDI Back Slot Sprites (#1962)

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Added back slot and suit storage sprites for the R-25 BRDI.

---

# Changelog

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🆑
- add: Added back worn sprites for the R-25 BRDI.

(cherry picked from commit 2cf4957ccd3ed2e0a673c7a7c774f4d779428cb5)

* Automatic Changelog Update (#1962)

(cherry picked from commit d6ba9f7c0da450e0b8ae6623b33e6933360ae43c)

* Remove Random Stencil Clear On Left Leg (#1955)

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I don't know why this was being done, but it didn't seem to do anything
and I know for a fact it was causing issues with shaders that were
applied on all humanoid layers, so... "Imaginary Technique: Shitcode
Removal" go.

If anything breaks, it's this.

---

# TODO

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- [X] Check that the game didn't incinerate itself.

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# Changelog

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no cl

Signed-off-by: Eris <eris@erisws.com>

(cherry picked from commit e674f782e24da7a7825520ca650473f155e9e4c1)

* fix upstream

---------

Co-authored-by: EctoplasmIsGood <109397347+ectoplasmisgood@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: Paulo Artur Pinheiro Viana Villaça <112904295+algumcorrupto@users.noreply.github.com>
Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com>
Co-authored-by: Raikyr0 <Kurohana@hotmail.com.au>
Co-authored-by: Solstice <solsticeofthewinter@gmail.com>
Co-authored-by: Solaris <60526456+solarisbirb@users.noreply.github.com>
Co-authored-by: Eagle-0 <114363363+eagle-0@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Tirochora <leotabletdb@gmail.com>
Co-authored-by: BloodfiendishOperator <141253729+Diggy0@users.noreply.github.com>
Co-authored-by: Timfa <timfalken@hotmail.com>
Co-authored-by: Rosycup <178287475+Rosycup@users.noreply.github.com>
Co-authored-by: Ichaie <167008606+ichaie@users.noreply.github.com>
Co-authored-by: Eris <eris@erisws.com>
2025-03-15 16:05:58 +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
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
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>
Co-authored-by: Kyoth25f <41803390+Kyoth25f@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Blu <79374236+BlueHNT@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: juniwoofs <jakbroeder@gmail.com>
Co-authored-by: Remuchi <72476615+Remuchi@users.noreply.github.com>
2024-12-31 08:58:44 +02:00
Spatison
0e0ffb6d14 Upstream (#142)
* Fix Power Attacks Being Faster Than Left Clicks (#1252)

# Description

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

# Changelog

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

(cherry picked from commit 049a995f64c42734e5286229b524161a730aaea9)

* Automatic Changelog Update (#1252)

(cherry picked from commit 8a88bfd11f1384fa2fb01fd7ace6477202a68499)

* Tweak Wizden Trait Descriptions (#1260)

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

---

TODO:
- [ ] Test this

---

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

---------

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

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

# Description

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

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

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

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

# TODO

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

TraitPushDescription

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

TraitAddArmor

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

</p>
</details>

# Changelog

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

---------

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

* Automatic Changelog Update (#1260)

(cherry picked from commit 8d54aa2fffdd3726e948d6d228287b01c0a81413)

* Feat: Anomaly Scanner Data Copying (#1250)

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

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

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

</p>
</details>

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

(cherry picked from commit 0574be444b90137808c07f85e10b59c464f054cf)

* Automatic Changelog Update (#1253)

(cherry picked from commit 6fa8d6817fa81e6d6d20b61f5ec4b7b96fdb185b)

* Automatic Changelog Update (#1250)

(cherry picked from commit 1b5704535ce42041c068d201cdb447af42004c20)

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

# Description

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

# Changelog

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

(cherry picked from commit 992b2e486855cea6646cf5d4af51ca8cbf61b29d)

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

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# Description

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

---

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

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

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

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

# TODO

<!--
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- [x] Cherry-pick Medical changes merged in Goobstation

---

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 ## Breaking changes
<!-- List any breaking changes, including namespaces, public
class/method/field changes, prototype renames; and provide instructions
for fixing them.
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Should values be overtuned, they can be reduced in a future PR or before
this PR is merged.

**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
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🆑
- tweak: Increased applicable medication heal values.
- tweak: Increased stack size of applicable medications.
- tweak: Slightly increased dylovene, burn, and brute chemicals heal
values.
- tweak: Decreased Medical item application time from 3s to 2s

---------

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

* Automatic Changelog Update (#1267)

(cherry picked from commit 02dd8ab06333a5b2dabe03845bfd6719ca09ef48)

* Automatic Changelog Update (#1259)

(cherry picked from commit 09d59007d4c55ee9f7daa0f56cae672c51951843)

* The Blood Cult (#1001)

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

---

# TODO

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

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# Changelog

🆑
- add: Added Blood Cult Gamemode.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Signed-off-by: Remuchi <RemuchiOfficial@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 150020866ddd383f297dfccd7717017c23222d82)

* fix

* Automatic Changelog Update (#1001)

(cherry picked from commit a179e186fa812e5dbce34983e11ef7af56ccdcf4)

* Engine Update v237.2.0 (#1270)

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

---------

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

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

# Description

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

## Technical details

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

## Media

**Normal damage values**

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

**Oni damage values**

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

# Changelog

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

(cherry picked from commit 613e7937392d5d4fd9bf906f571adc237c706367)

* Automatic Changelog Update (#1268)

(cherry picked from commit 5fe4b1e94b987f787807cc10df06f667b87d124e)

* Loadouts V4 (#1164)

# Description

# TODO

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

---

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

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

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

</p>
</details>

---

# Changelog

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

---------

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

(cherry picked from commit f0463062812428625da9e8adad60c8a567fdacbe)

* Automatic Changelog Update (#1164)

(cherry picked from commit 57917a746f514aba3f142d870a9280c9b1eb9a4f)

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

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

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

* Update Credits (#1274)

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

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

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

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

(cherry picked from commit 6c2b2a8a4ab7c7b0c5e18d796ccd94d09b087509)

* IPC Instrument Menu Fix (#1287)

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# Description

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Fixes IPCs being unable to use the midi menu.

---

# Changelog

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

(cherry picked from commit f133b9b7cf175815a3c6de59d541e12f0fc60790)

* Automatic Changelog Update (#1287)

(cherry picked from commit 92a6e099fca1581ea8a0cfd16bf7f13ae8d1108a)

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

# Description

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

(cherry picked from commit 327247585612d9d65e20b8b856864701ceb1c933)

* Fix Applicable Medication Stack Bug (#1278)

<!-- Guidelines:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->

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

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

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

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

* Automatic Changelog Update (#1278)

(cherry picked from commit 8d485e8c0d4e3932835aeed210388e85988a0213)

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

# Description

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

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

## Media

**Nekomimetic**

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

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

**Bubblish**

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

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

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

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

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

**Rootspeak**

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

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

## Changelog

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

(cherry picked from commit 1a9763528a9b15f11f474a2fa7ecfdde98aa9a15)

* Automatic Changelog Update (#1294)

(cherry picked from commit 7d802e35dc45c37016681c3a009bdaebe2707178)

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

# Description

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

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

---

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

---

# Changelog

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

---------

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

(cherry picked from commit 2eafa0d47e7b9a3270ae797f82dd7b1772dffb15)

* Admin Tooling Cherry Picks (#1290)

<!--
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# Description

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

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

---------

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

(cherry picked from commit b8e75dae0e25301da4ffdd1f6ca5b4aebdf5a2b8)

* Automatic Changelog Update (#1271)

(cherry picked from commit d58d397a69fc2bb5b2bbce9280a978d5d899bba0)

* More Loadout Equipment (#1281)

# Description

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

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

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

</p>
</details>

# Changelog

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

(cherry picked from commit 0bd9a9ea81c2e6e9ef775a131b547b8b861548b1)

* Automatic Changelog Update (#1281)

(cherry picked from commit c7f1b4fa3c57f3650154150e1c30ce28e3302230)

* Dynamic Hostname System (#1296)

<!--
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# Description

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

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

---

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

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

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

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

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

</p>
</details>

---

# Changelog

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

(cherry picked from commit de98c2aec2c072abeb6c81c74b830d72e29ba0c8)

* Religious Headgear For Character Customization (#1297)

# Description

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

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

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

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

</p>
</details>

# Changelog

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

(cherry picked from commit e46a8636eb235e627023cdd3d42428b34c134353)

* Automatic Changelog Update (#1297)

(cherry picked from commit 56be69053045a2d2184c975c2325889df69838e0)

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

(cherry picked from commit f2871885b6dd13b418dfd7ff55ffe0559a4f7044)

* Update Credits (#1300)

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

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

* Start of Lore Documents

(cherry picked from commit dfb12e53abf1ef5d767240a19b28ba12dd35ef9b)

* Finally Done

(cherry picked from commit 2a8bf58dfc61f24796a55940e4a7ab6be3ced3ec)

* Automatic Changelog Update (#1298)

(cherry picked from commit 8a368bbdce5dd05adae998ec55f15fd5ff04b52f)

* Fashion Update: Earrings & Makeup (#1299)

# Description

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

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

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

## Media

### Pauline

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

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

### Red and Blue

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

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

### Pink

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

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

### Psychic

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

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

### Cyclops

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

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

### 😂

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

### Arachne

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

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

## Technical Details

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

# Changelog

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

(cherry picked from commit 932f9e31eab9b2c11c4429b7c9c36effc327e733)

* Automatic Changelog Update (#1299)

(cherry picked from commit b05ab8e0d1e8aa043a60ca96843061f4778136e6)

* ♂️ Add Male Arachne (#1301)

# Description

Adds the ability for Arachne to be male.

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

## Media

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

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

## Changelog

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

(cherry picked from commit 1bab6b8844c679897b3a695b363620589292d783)

* Automatic Changelog Update (#1301)

(cherry picked from commit 5476ee090bd735d7791b4ae7f1e8aeea674cd55a)

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

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# Description

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

---

# TODO

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n/a

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

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# Changelog

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

(cherry picked from commit 4bf762411e866952c0257ce7d255b2610d7a3a21)

* Automatic Changelog Update (#1302)

(cherry picked from commit 9169818f60ef0cf156bb1b095d66e5e9d0b4575b)

* Make Cultist Constructs Speak Eldritch (#1303)

# Description

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

## Changelog

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

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

* Automatic Changelog Update (#1303)

(cherry picked from commit 114ecde8384ae3d98350aa80d38b96766dc49cfa)

* Fix Lobotomy (#1306)

# Description

Fixes several bugs in the lobotomy procedure.

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

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

## Technical Details

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

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

## Media

**Lobotomy**

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

**Mend brain tissue**

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

**Remove organ step picture**

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

## Changelog

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

---------

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

* Automatic Changelog Update (#1306)

(cherry picked from commit 71c641283a13fc79c68f8ad23fa1397052b7e74b)

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

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

---

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

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obs is broken part 295

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

---------

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

* Automatic Changelog Update (#1279)

(cherry picked from commit cbc76ef649396a827a6c3b38b83c4a20f1affc7b)

* Revert "Emp Flashlight (#5)"

This reverts commit 932f1f6c

* Emp Flashlight (#5) (#1189)

# Description

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

# Changelog

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

---------

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

(cherry picked from commit 7c0c16e3f2c07bad045c09e13a95855c356024ac)

* Automatic Changelog Update (#1189)

(cherry picked from commit 7beea8901ceea287918f35bd33f8d9445582427a)

* Add Europa Map to Rotation (#1152)

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# Description

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

---

# TODO

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

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

- [x] Minor fixes on the map

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

---

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

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

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

---------

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

(cherry picked from commit 831a7b3092aaab0ef130072a8dfde5354d7809df)

* Automatic Changelog Update (#1152)

(cherry picked from commit b1c3703cdec223ba10aa8e46d28c88694f97450c)

* Update medicine.yml (#1210)

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

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

---------

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

* Atmospheric Alerts Computer Upgrades (#1313)

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# Description

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

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

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

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# TODO

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n/a

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

</p>
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# Changelog

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

---------

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

* Automatic Changelog Update (#1313)

(cherry picked from commit 6c9270d0cf4526bd632d9d975eaa98c9d6767513)

* More Bug Fixes (#1311)

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

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

---------

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

(cherry picked from commit 978173efd5f6e7a7cd9f5a52234291e29ed862dc)

* Automatic Changelog Update (#1311)

(cherry picked from commit 1b156683af55eb6e4fef1f1be46f69ff6b258856)

* ChemMaster Sorting (#1310)

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# Description

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

---

# Changelog

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🆑 DmitriTheDemon
- tweak: The ChemMaster is now sorted.

---------

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

* Automatic Changelog Update (#1310)

(cherry picked from commit 01a13e3c9f0beaa595b03acd0e50af4cb6de40bf)

* Port Shipyards (#1314)

# Description

I needed this extremely badly.

# TODO

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

# Changelog

🆑
- add: Added Shipyards.

---------

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

(cherry picked from commit d69b516ce2fe3f8da65db745f1157ae259f60e96)

* Automatic Changelog Update (#1314)

(cherry picked from commit 36cd6ca4706196e9c3097efcff3443bc30896c19)

* Port UserActivateInWorldEvent and BypassInteractionChecksComponent (#1295)

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

---

# Changelog

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nuh uh

---------

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

(cherry picked from commit 1016a0809c6636147647347e9736846cf0536e68)

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

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

It fixes Pacman generators and god knows what else.

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

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

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Ejecting steel from a pacman gen

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

Them working after the fix.

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

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

* Build Your Own TEG! (#1316)

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

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

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

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

---

# TODO

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n/a

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

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# Changelog

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

(cherry picked from commit f1b8f960f7aa9f29e638cb794d6f2639b63225e8)

* Automatic Changelog Update (#1316)

(cherry picked from commit 3d2cdd73bfd52e89ae9c11d60cba5c801bf68c8e)

* Several Small Map Fixes to Europa (#1319)

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# TODO

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

---

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Previous docking issue:

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

Change in cargo dock design

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

Crew monitoring replacing medical records

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

Autolathe added to cargo

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

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

Added missing Hv connection to a substation in the bridge

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

Added one missing Mv wire to this APC

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

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

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

Radiator added to SM

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

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

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

Showing the changed pump after being inverted

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

---

Recenter changes:

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

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

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

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

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

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

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

</p>
</details>

---

# Changelog

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

(cherry picked from commit 50eb2173c25073d8bed2aaf3dc5a8e4db44a261d)

* Automatic Changelog Update (#1319)

(cherry picked from commit f4152a5597156c58731308e0ef0869862035dce2)

* Fix Rules (#1321)

# Description

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

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

# Changelog

🆑
- fix: Server rules work again.

(cherry picked from commit 06a8cee785e74db4c820d072aa3fdafcf2e4c403)

* Automatic Changelog Update (#1321)

(cherry picked from commit 9989c4d3d2214b22f90045c15e32b04f93adb3b0)

* fix

* 237.2.0

* fix

* 237.2.0

* Uplink: Remove Deception Category (#1309)

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# Description

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

---

# Changelog

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

---------

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

* Automatic Changelog Update (#1309)

(cherry picked from commit 5d64873978b40fc03108674d9554e0cf11e4b454)

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

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# Description

Title

---

# Changelog

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

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

* Automatic Changelog Update (#1307)

(cherry picked from commit 33f80d679da22d870fb5e7d0beddfd67366b77a4)

* Automatic Changelog Update (#1323)

(cherry picked from commit 3ae43708cadfc9e1ab1b3ef1b4f8bc7144017065)

* The Throwing Update (#1307)

# Description

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

## Technical/Balance Details

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

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

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

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

## TODO

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

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

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

### Traits

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

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

### Embeds

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

</details>

## Media

**Throwing Toolbox Tools**

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

**Examine**

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

**Examine After Embedding**

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

## Changelog

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

---------

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

(cherry picked from commit c40af73e43c394edb1e96f2bfcc278ca0d54f94e)

* fix

* Automatic Changelog Update (#1307)

(cherry picked from commit 33f80d679da22d870fb5e7d0beddfd67366b77a4)

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

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

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

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

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

----

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

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

* Fix Debug Assert. (#1325)

nothin' crazy, just annoying.

(cherry picked from commit ca7e5768be4350d13a0541005ad795b9fb17c2a7)

* Fix Melee Weapon Attack Speed (#1330)

Description.

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

🆑
- fix: Fixed melee weapons.

---------

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

(cherry picked from commit f9133933e72bb9c3f7b5d130fc3c3ceb4358b9cd)

* Automatic Changelog Update (#1330)

(cherry picked from commit 1592c0e225593707d03626f24e009ad089631e49)

* CVar CharacterRequirement (#1322)

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# Description

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

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

---------

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

* Update Credits (#1326)

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

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

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

Original commit changeset: c3dcc7a124

# Description

Dark flash is cowardly. Billions must be flashbanged irl

# Changelog

🆑
- tweak: Flashes are bright again!

(cherry picked from commit 6b1feac3b12fecb33cfb7e30354347e8443b9c41)

* Automatic Changelog Update (#1331)

(cherry picked from commit 48951ffc83393b6d0d007283206efc8af678c92a)

* Nix housekeeping

(cherry picked from commit 142ff101a3e7794250bd91422db7c3dbabcf1161)

* Port N14 Mapper Assets (#1315)

# Description

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

# Changelog

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

(cherry picked from commit 3e9387686105cc7a0928e65682b8075f7e7737f4)

* Automatic Changelog Update (#1315)

(cherry picked from commit b4e9e44b0e2641fc5ea7936d9cdb5c156d3a2d39)

* Billions Must Flip (#1318)

# Description

Billions must flip.

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

# Changelog

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

---------

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

* Automatic Changelog Update (#1318)

(cherry picked from commit 39d250fb74e5da7d87fae08c662cd88f914d2df6)

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

# Description

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

## Media

**Hardsuits (renamed to Vacsuit)**

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

<br>

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

**Honk Mimimimi**

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

## Changelog

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

---------

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

* Automatic Changelog Update (#1324)

(cherry picked from commit 48d63bacf6bd665c8ff98e33d5da3a0e1e4ffb52)

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

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# Description

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

# TODO

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- [x] Fix bugs from discord thread.

---

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

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</p>
</details>

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# Changelog

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

---------

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

(cherry picked from commit 975c673d41f7379975e3d9bed07d29a33371b39a)

* Automatic Changelog Update (#1276)

(cherry picked from commit 149afb608d2f84f4bd8c48443374ba7b9d72ff34)

* Automatic Changelog Update (#1335)

(cherry picked from commit 478e159fb76c497423e370bd583958295bbbb443)

* RobustToolbox

* fix: stun

* fix: stun

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
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2024-12-14 10:41:27 +02:00
Spatison
a2557f75a6 Upstream (#129) 2024-11-21 17:49:04 +07:00
gluesniffler
1b4f129428 Harpy Flight System (#919)
# Description

This PR adds a generic system which gives an entity the ability to fly.
Optionally increasing their speed in exchange for a continuous stamina
drain, which can, and **will** stamcrit them if left unchecked.

---

# Technical Details?

We normally dont have this section but I'd like to outline the changes
since I messed with quite a few systems:

- Introduces a `FlightComponent` which can be added to any entity in
YML, needs to be tied to an action with an event of type
`ToggleFlightEvent` This component holds properties for:
- Toggling animations on and off, either at the entity level or the
layer level.
    - Altering shader animation properties
- Altering speed, stamina drain, sounds played, delay between sounds,
etc etc.
- Adds a `FlyingVisualizerSystem` that can take a given `AnimationKey`
which points to a shader, and optionally can apply it to either the
entire sprite, or a given layer.
- Adds a check in `SharedGravitySystem` for making the entity weightless
when it has the `FlightComponent` and is flying.
- Adds a check in `SharedCuffableSystem` to disable cuffing when the
target has the `FlightComponent` and is flying.
- Introduces a new field in the `StaminaComponent` which serves as a
dictionary for persistent drains, with the key being the source (UID) of
where it came from. The drains can also indicate if they should apply
the stamina slowdown or not (relevant for both this PR, and for an
eventual sprinting PR)

---


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

[![Flight
Demo](https://i.ytimg.com/vi/Wndv9hYaZ_s/maxresdefault.jpg)](https://youtu.be/Wndv9hYaZ_s
"Flight Demo")
</p>
</details>

---

# Changelog

🆑 Mocho
- add: Harpies are now able to fly on station for limited periods of
time, moving faster at the cost of stamina.

---------

Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2024-10-19 12:53:54 +07:00
Remuchi
24f26f21dd [Upstream] Апстрим фич и фиксов с Einstein Engines. (#39)
* Remove the Stupid Station Records Check From News (#739)

# Description
It was never used but caused annoyance all the time: the listening post
could never use the news console and ghosts/centcom officials/skeletons
could never publish news because of it.

(This was not tested, I recommend either waiting til I test it or making
someone else test it before merging)

# Changelog
🆑
- fix: You no longer need to have a station record to publish news.

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

* Morale System (Port From White Dream) (#620)

# Description

This Feature has been graciously provided for Einstein Engines to port
from the White Dream codebase.

Mood is a system for tracking a character's current Mental State, which
fluctuates throughout the round as a result of various events that can
modify it. Each consisting of a single line event that can be trivially
inserted into any other system, and a yml configured "Moodlet", which is
applied to said character. Moodlets can be temporary or permanent, and
can also modify a characters mood in either positive or negative
directions. Things like, "Being Hungry", "Being Injured", "Petting a
cute animal", "Being Hugged", all create a Moodlet.

Mood can provide buffs or debuffs, primarily to movement speed. In fact
Mood's movement speed modifier actually completely replaces the movement
speed modifiers from Hunger & Thirst. Instead Hunger & Thirst create a
negative moodlet that persists until you eat and drink, which _can_ give
you a speed penalty. But you might for instance diminish the negative
effects by seeking out other positive sources. Or they might just get
worse, who knows what could happen?

# Media

Mood takes the form of a series of Moodlets, which modify your
character's internal Mood stat. It's kinda like a healthbar, but for
your mental state. Whenever you gain a moodlet, it appears in a popup.
White text for standard moodlets, red text for negative moodlets. By
clicking on your mood icon, text will show up displaying all of your
currently active Moodlets.

https://github.com/user-attachments/assets/3e9420bb-3a43-4d97-9127-31d704c15287

New traits!

![image](https://github.com/user-attachments/assets/4ddf968e-3dbd-44e1-a53e-79bb7b955d01)

Permission from Codeowners:
![morale code
permission](https://github.com/user-attachments/assets/c3d089fa-3e0f-4402-8757-c47e911c3554)

# TODO

- [x] Refactor the Crit Threshold modification, and Movement Speed
Modification to make it more granular.

# Changelog

🆑 VMSolidus & Skubman
- add: The Mood System has been ported from White Dream. Mood acts as a
3rd healthbar, alongside Health and Stamina, representing your
character's current mental state. Having either high or low mood can
modify certain physical attributes.
- add: Mood modifies your Critical Threshold. Your critical threshold
can be increased or decreased depending on how high or low your
character's mood is.
- add: Mood modifies your Movement Speed. Characters move faster when
they have an overall high mood, and move slower when they have a lower
mood.
- add: Saturnine and Sanguine have been added to the list of Mental
traits, both providing innate modifiers to a character's Morale.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: Angelo Fallaria <ba.fallaria@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
# Conflicts:
#	Content.Server/GameTicking/Rules/TraitorRuleSystem.cs

* Automatic Changelog Update (#739)

# Conflicts:
#	Resources/Changelog/Changelog.yml

* Automatic Changelog Update (#620)

# Conflicts:
#	Resources/Changelog/Changelog.yml

* Psionic Refactor Version 2, Part 1 (#731)

# Description

Finally, after many long months, and this project surviving a complete
restart from square one, I have now made actual, real progress on an
actual proper "Refactor" of Psionics. This PR primarily moves ALL of the
logic for initializing Psionic Powers into highly configurable YML. The
initialization of psionics is no longer handled by components, and is
instead now handled entirely by a centralized system. To even further
cut down on component bookkeeping, nearly all logic needed for
generating Psions has been moved to the PsionicComponent. The
PotentialPsionicComponent now no longer exists.

Additionally, and although they are not currently implemented(I will do
so in the next PR after this), I have also laid the groundwork for
substantial reworks to the other aspects of Psionics. Power generation,
casting stats, feedback messages, non-action powers, and so on. It's
actually possible to now add a psionic power that does not add any
active abilities at all, rather by adding one or more components, thus
enabling purely Passive Powers. Or a combination of the two,
active-powers with a passive component.

# Media

https://github.com/user-attachments/assets/0fd6b9a4-7d84-4e6e-980a-9d7dd4264f6f

# Changelog

🆑
- add: Latent Psychic has been added as a new positive trait.
- tweak: Psionics have received a substantial refactor. While no new
powers have been added this patch, this initial refactor lays the
groundwork so that new psionic powers will be easier to create.
- tweak: Latent Psychic is now fully required to become psionic, or to
interact with Oracle.
- tweak: Psychics can now have more than one active power.
- remove: Mimes are no longer Psionic.
- tweak: Chaplain, Mantis, & Mystagogue all receive the Latent Psychic
trait for free, automatically.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com>
# Conflicts:
#	Content.Server/Zombies/ZombieSystem.Transform.cs

* Automatic Changelog Update (#731)

* Fix Overlays (#756)

# Description

Overlays have a funny bug where the calls to update them are global.
Meaning if any single person gets a bad enough mood to greyscale
themselves, everyone globally gets greyscaled. This bug was also present
on Dogvision and Ultravision, and had the same cause. Frontier luckily
had a fix for those two, and the fix works here as well for the Mood
Overlay.

# Changelog

🆑
- fix: Fixed an issue where Overlays(Dogvision, Ultravision, Mood) would
apply globally to all entities when updating.

* Automatic Changelog Update (#756)

* Missing Psychic Trait Strings (#758)

# Description

I accidentally deleted these at some point, so here they are again.


![image](https://github.com/user-attachments/assets/c6216f11-f2bc-48a6-86ae-739de0cfe1df)

No changelog because I don't want to publicly admit the error. :)

---------

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

* Action Blacklists (#760)

# Description


![image](https://github.com/user-attachments/assets/febab792-59ca-4938-8f84-e4a94f2a5b31)

I noticed that EntityTargetAction prototypes have a Whitelist field, but
no Blacklist field. This turned out to be trivial to add, and now it's
no longer necessary for Psionic powers to hardcode in C# that they can't
affect anyone psionically insulated or Mindbroken. In total only 3
powers had this change, but new powers in the future that affect a
target can now arbitrarily blacklist any component(Most likely,
PsionicInsulation and Mindbroken. :))

All of this, just to remove 9 total lines of C# hardcoding. 

# Changelog

🆑
- add: Actions no longer need to hardcode in target blacklists, and can
now blacklist entities in YML. This is notably useful for Psionic
powers, which all share a common feature that they can't target people
with Psionic Insulation (Or have been Mindbroken).

* Automatic Changelog Update (#760)

* Psionic Powers Add Components With Arguments. (#763)

# Description

While coding another Psionic Power feature, I discovered that the
current implementation of iterating over components does not carry over
arguments for the components. So I copied over the method used by Traits
exactly-as-is, and just changed the names of the variables to
accommodate the PsionicSystem.

# Changelog

🆑
- add: PsionicPowers that add a Component now also allow for adding a
Component with Arguments. This works exactly like the trait system's
implementation of components.

* Automatic Changelog Update (#763)

* DeltaV/DS14 IPC Port (#744)

<!--
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# Description

<!--
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How might this affect the game? The codebase?
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Ported over IPC from DS14, with the fixes from DeltaV.

---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->

- [X] Port
- [ ] Check for errors (Local tests wouldn't run on this one)

---

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



</p>
</details>

---

# Changelog

<!--
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in the changelog (ex: `🆑 Death`)
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🆑
- add: Added IPC as a playable species.

---------

Signed-off-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Daniela <43686351+Day-OS@users.noreply.github.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

* Automatic Changelog Update (#744)

* Update MoodSystem.cs (#761)

# Description

MoodSystem was lacking a Component Shutdown to yeet the alert, so it was
causing intermittent test fails.

---------

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

* Traits Refactor (#765)

# Description

I decided traits weren't flexible enough, so I refactored them to also
optionally add Actions(Activatable Abilities), and PsionicPowers(Going
through the PsionicAbilitiesSystem). Neither of these have any current
implementations, I'll leave that to other people. Trait Components are
by extension no longer a hard requirement, although if you add a blank
trait that adds nothing, you have only yourself to blame. But doing so
won't crash the game or throw an error anyway.

# Changelog

🆑
- add: Traits can now add Active Abilities to a character.
- add: Traits can now add Psionic Powers to a character.

* Automatic Changelog Update (#765)

* Made Stamres Show in Resistances View Take 2 (#767)

<!--
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-->

# Description

title

for some reason something went horribly wrong
[here](https://github.com/Simple-Station/Einstein-Engines/pull/766)

---

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


![image](https://github.com/user-attachments/assets/a9e71b67-ae47-437f-a370-d25b6388d48d)

</p>
</details>

---

# Changelog

no cl no fun

---------

Co-authored-by: whateverusername0 <whateveremail>

* Minor Ifrit Health Rework (#762)

# Description
Closes #754

Ifrit is a fire spirit, he really shouldn't be taking 1.5x fire damage.
This makes sense and should help with players accidentally killing
themselves with the fire ball.
For balance, the cold damage modifier was changed to 0.5x, unsure if it
should be lower.

Minor passive regeneration has also been added, since there isn't
another way to heal other than the Mystagogue sitting there hitting them
with the book of mysteries.

# Changelog

🆑 
- tweak: Ifrit has received some damage resistance changes

---------

Signed-off-by: stellar-novas <stellar_novas@riseup.net>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

* Automatic Changelog Update (#762)

* Xenoglossy (#772)

<!--
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# Description
Adds xenoglossy to the power pool. I originally planned it for
cataloguer but it looks like that doesn't exist anymore.

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# Changelog

<!--
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🆑 Rane
- add: Added Xenoglossy to the psionic power pool.

---------

Signed-off-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* Automatic Changelog Update (#772)

* Increase Trait Point Granularity (#775)

# Description

Since we now have a LOT of Traits, and soon to be another fresh batch of
Traits coming in now that they've been refactored to offer even more
options, it's come up that Traits are kinda hard to balance with the
current combination of point costs and allotted starting points. To help
alleviate this problem, I've both doubled the point values of every
trait in the game, as well as doubled the default allotted starting
points. There is now more room to balance trait costs against each
other.

I have not however actually made use of the new range of point costs
yet, and would like to consult with other contributors and maintainers
on which traits need to be adjusted.

# TODO

- [ ] Go over trait point costs again to address balance.
- [ ] Do this again in 6 months when we have 200 traits.

# Changelog

🆑
- tweak: Trait points have been made more granular by both doubling the
available number of trait points, and increasing the base cost of all
pre-existing traits.

* Automatic Changelog Update (#775)

* Fix Heisentests (#778)

# Description

Attempt number 5000 to get the Heisentests to STOP.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* Fix RGB Moths (#777)

# Description

Magic single line Yml Fix obtained by digging through DeltaV's Blame 
**GO!**

# Changelog

🆑
- tweak: Moths can now be colorful again.

* Automatic Changelog Update (#777)

* Remove DV AGPL License Headers (#781)

# Description

They're confusing.

Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>

* Return Of The Cataloguer (#779)

# Description

Cataloguer has returned to Epistemics as the newest 4th member of the
"Crew Aligned Wizards Club". The Cataloguer is a variation on the
Librarian role, which automatically starts with the new Xenoglossy
Psionic Power, which allows him to know and speak all languages.
Additionally, the Cataloguer is now once again a member of Epistemics
instead of Civilian, and has had Epi added to his access.

On all maps that previously did not have a Librarian spawner, one
Scientist spawner has been replaced with a Cataloguer.

# Changelog

🆑
- add: Cataloguer has been re-added to the game as a new roundstart
Psionic role. The Cataloguer is a unique role that will always start
with the Latent Psychic trait, as well as the new Xenoglossy power,
which allows him to know and speak all languages.

* Automatic Changelog Update (#779)

* Psionic Power Feedback Messages (#776)

# Description

This PR implements the previously planned feature whereby obtaining a
Psionic Power plays some form of notification to alert the player that
they have gained a new ability. Since some Psionics like Xenoglossy are
purely passive, it's very important to give an indication to players
what's going on. To that end, PsionicPowerPrototype has been expanded to
include new datafields related to Initialization Feedback. There are now
three kinds of feedback messages: Popup, Feedback, and Metapsionic.

All feedback will only play for powers obtained during the round, rather
than for entities that innately start with powers.

- Popups will appear over your character's head as a small, brief
message. These should be no more than a sentence at most.
- Feedback will appear in the Chat window as a message only visible to
the Psion themself. These can be as much as a paragraph in length.
- Metapsionic messages are coming in their own separate PR:
https://github.com/Simple-Station/Einstein-Engines/pull/774

In a separate PR, I also wish to add Audio feedback as well.

# Media

I apologize that the video has been bitcrunched to a point that the chat
window can't be read.


https://github.com/user-attachments/assets/11e30e91-8fc6-48a2-b6a5-9ecf7127065e

# Changelog

🆑
- add: Gaining a new Psionic Power can now display messages to alert the
player, both as a short popup, and optionally a lengthier message sent
to the user's Chat window.

---------

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

* Automatic Changelog Update (#776)

* Allow Playing Multiple Announcement Sounds at Once (#740)

# Description

@VMSolidus said he had issues with SuperMatter announcements not playing
correctly.

---

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


https://github.com/user-attachments/assets/e0cbbe77-00ce-4c9e-837a-00c91fee8623

</p>
</details>

---

# Changelog

🆑
- fix: Announcements can play multiple sounds now (you can revert to the
old behavior in sound setting if you want though)

* Automatic Changelog Update (#740)

* Add Insulation to Robots (#773)

# Description

Soulless Robots didn't have PsionicInsulation, which meant they were
eligible targets for powers such as Mindswap. This is a pretty simple
fix.

# Changelog
🆑
- fix: Robots and other mechanical creatures are now correctly immune to
non-physical psionic powers.

* Implement Mind Contests (#757)

# Description

Now that the initial Psionic Refactor is out of the way, this is my
first new standalone Psionics PR, filling in the MindContest function
that was added over a month ago(but was set to always return 1f as a
placeholder).

Mind Contests are unique among the Contests System in that they do not
treat the lack of a Psionic Component as a failure condition, and
instead as a variable.

No changelog because MindContests are not currently used anywhere, all
I'm doing is adding the actual function logic.

* Added Language and Healing Components to IPC Entities (#786)

# Description

This pull request introduces two new components to the IPC entities:

1. **LanguageKnowledge**: This component allows IPCs to speak and
understand Galactic Common and RobotTalk. Previously, IPCs were limited
to Universal language, which caused communication issues with the crew.
With this addition, IPCs can now effectively communicate using the
Galactic Common and RobotTalk languages.

2. **WeldingHealable**: This component enables IPCs to heal themselves
using a welding tool. Given the nature of IPCs as robotic entities, this
feature is essential for self-maintenance and ensures they can stay
operational even after sustaining damage.

These changes aim to improve the functionality and immersion of IPCs
within the game, allowing them to better integrate and interact with
other entities while also providing them with the ability to
self-repair.

---

# TODO

- [x] Add `LanguageKnowledge` component to IPC entities to support
Galactic Common and RobotTalk.
- [x] Add `WeldingHealable` component to IPC entities for self-repair
with welding tools.

# Changelog

🆑
- add: Added the ability for IPCs to speak and understand Galactic
Common and RobotTalk languages.
- add: Enabled IPCs to heal themselves using welding tools via the
WeldingHealable component.

Signed-off-by: v0idRift <163446847+v0idRift@users.noreply.github.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

* Automatic Changelog Update (#786)

* Fix supermatter.ftl (#790)

supermatter .ftl was broken, this fixes it.

<!--
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-->

# Description

<!--
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How might this affect the game? The codebase?
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Easly fix the supermatter .ftl files that was not set correctly, why? i
dunno.
now its works.

---

# Changelog

<!--
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🆑
- fix: Supermatter Annoncements

Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>

* Automatic Changelog Update (#790)

* Fix Door Access (#798)

# Description
Somehow all the doors accesses broke. Seems somebody used the
AccessReader Component on the door instead of the door electronics. This
PR fixes all the doors that I could find that were broken.

# Changelog


🆑

- fix: Fixed most door accesses including: Lawyer, Mantis, Corpsman,
Boxer, Clown, Mime, Musician, Reporter, Library, Zookeeper, Salvage and
Psychologist.

* Automatic Changelog Update (#798)

* Cherry-Pick PR #27113 (#803)

# Description

This is a cherry-pick of
https://github.com/space-wizards/space-station-14/pull/27113
Which fixes a bug that has been reported here where the FixGridAtmos
command does not work.

# Changelog

🆑
- fix: Fixed the FixGridAtmos command.

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* Automatic Changelog Update (#803)

* Return Of The Pibble (#789)

# Description

This PR Rebases one of Nyanotrasen's funniest features: The Pibble.
I mean "Lab Mix", according to the description. Lab Mixes are comically
muscular dogs famous for their ability to attack and destroy Felinids,
Mailmen, and more recently Harpies. Watch out, there is also a rare
variant of Lab-Dachshund Mix, colloquially known as the "Ventbull",
which can occasionally be found roaming the station's vents. Please keep
your children, Felinids, and Birbs at a safe distance.

# Changelog

🆑
- add: Lab Mixes have been added to the game as a new random animal. Be
sure to keep Felinids and Harpies away from them.

---------

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

* Automatic Changelog Update (#789)

* Make IPC Sounds Great Again (#811)

# Description

This PR brings back Ekrixi IPC sounds, and rebases IPC sounds on top of
silicons.
Duplicate of #810 [due to](# "Due to your attempt to evade your ban, you
are banned indefinitely. You may appeal your ban, but only at least 6
months after your last ban evasion attempt, and only with a voucher of
good behavior from another SS13/SS14 server.") `master` branch skill
issues.

<details open><summary><h2>Media</h2></summary>
None
</details>

---

# Changelog

🆑 router
- add: Added more sounds to IPCs. IPCs can now also whistle, whirr,
beep, boop, ping, chime, buzz and buzz twice.
- fix: IPCs no longer have the default wilhelm sound.
- tweak: Silicon deathgasps are now darker.

* Automatic Changelog Update (#811)

* Add IPC's Missing Components (#793)

# Description

IPCs were missing Offer Item, Laying Down, and Carriable.

# Changelog

🆑
- fix: IPCs can now lay down, offer people items, and be picked up and
carried.

* Automatic Changelog Update (#793)

* Temporarily Disable Telegnosis (#795)

# Description

Telegnosis is broken, and so I'm temporarily disabling it. 

# Changelog

🆑
- fix: Temporarily disabled Telegnosis pending a lengthier update.

* Automatic Changelog Update (#795)

* IPC Missing Deathgasp (#800)

# Description

IPC were missing a deathgasp, so I wrote one for them.


![faridaiscute](https://github.com/user-attachments/assets/2e78dcc0-0163-4ec7-bf07-424dbd9d0a91)

# Changelog

🆑
- fix: IPC now have their own unique deathgasp message.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>

* Automatic Changelog Update (#800)

* Make Shoving and Stamina Great Again (#809)

# Description
First off, shoving was broken badly. It would roll shoving chance twice,
meaning that you had only about 6% chance to actually shove someone, and
it would only remove 6% of their stamina. Additionally, stamcrits have
always pissed me off by just how stupid they were. Also, some of the
code in the stamina system had highly misleading names, which has led
vmsolidus to implement mass contests the wrong way there.

This PR introduces changes to fix those issues:
- Shoving only rolls the shove chance once.
- Shoving deals 50 * shove chance stamina damage, as intended, without
depending on target's stamcrit threshold. In the future it should depend
on the weapon used (claws, fists, etc), but for now it's fine.
- Shoving advantage ranges were re-evaluated. Mass difference now can
give 0.5x-2x advantage, and health difference can give 0.75x - 1.25x.
Stamina difference still gives a neglectable 0.9x - 1.1x advantage.
- The stamina slowdown is now added and calculated dynamically using
MovementSpeedModifierSystem, which means the slowdown will no longer
disappear 3 seconds after receiving damage, and will not stack (however,
it now scales with stamina damage).
- When you exit stamcrit, you start at (100 - epsilon) stamina damage.
There still exists another check that prevents you from getting
re-stunned in the next ~5 seconds (maybe we should remove that too?),
but the slowdown and combat disadvantages will apply as they are
supposed to. This means you can no longer stand up after being exhausted
to the point of fainting on the ground and immediately rush back into
combat.

In addition to that, I also did the following:
- Re-added the mass contest to EscapeInventorySystem. It seems like it's
been nuked when the new mass contest system was being implemented and
never added back.
- Fixed the mass contest in carrying again

<!--
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media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->

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



https://github.com/user-attachments/assets/076b3c3b-cdd1-4ec7-969d-2564c814a40e


</p>
</details>

---

# Changelog
🆑
- fix: Shoving once again works correctly, and mass difference matters a
lot when shoving someone.
- fix: The time it takes to escape one's hands once again depends on the
mass difference between the escapee and the holder.
- tweak: Exiting stamina crit now leaves you with 0 stamina. You can't
be immediately stunned again, but you will suffer from slowdown and
combat disadvantages!

* Automatic Changelog Update (#809)

* Thieves Outside of Traitor (#799)

# Description


Mirroring a PR from Floof that I was much too lazy to cherry-pick. This
just changes gamemodes outside of tator and rev to allow thieves if it
makes sense to.

---


# Changelog

🆑
- tweak: Thieves are now in Survival, Hellshift, and Extended.

Signed-off-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>

* Automatic Changelog Update (#799)

* Telepathy (Minor)Refactor (#819)

# Description

This PR re-introduces a feature that was present in the Psionic Refactor
version 1, that of the Natural Telepath trait. Where before Natural
Telepath was treated as an "Upgraded" version of Latent Psychic, now it
is a standalone trait that makes use of new functionality, where traits
can add psionic powers directly, as opposed to relying on just adding
components. To accomodate for this, the Telepathy functionality has been
modified such that it no longer makes the expectation that
PsionicComponent users have the ability to coherently speak
telepathically, and instead checks for a specific TelepathyComponent.
Since Telepathy is added to a Psion via their ActivePowers list, it is
also eliminated when the Psion is mindbroken.

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


![image](https://github.com/user-attachments/assets/b017b027-d283-484e-812e-37804d839c4a)

</p>
</details>

# Changelog

🆑
- add: TelepathyComponent has been split off from the PsionicComponent,
now as it's own standalone feature.
- add: Telepathy has been added as a new Psionic Power
- add: Natural Telepath has returned from Psionic-Refactor V1, now using
new functionality from the trait system that allows traits to buy
psionic powers directly.
- add: Latent Psychics who have neither bought Natural Telepath, nor
acquired Telepathy during the round, can sometimes hear snippets of
conversation from telepathic chat.
- tweak: The cost of Latent Psychic has been reduced from 6 to 4 points,
this is to accommodate for the loss of Telepathy as a bonus feature for
all Psionics. Since Natural Telepath is a 2 point trait, this gives a
net 0 change in trait points for anyone who wishes to keep being a
roundstart Telepath.
- tweak: Psionic Mantis, Mystagogue, Chaplain, and Cataloguer are all
Naturally Telepathic, and thus get the new trait for free.

* Automatic Changelog Update (#819)

* Psionic Insulation Trait (#820)

# Description

This PR brings back the x-Waveform Misalignment trait from Psionic
Refactor version 1. There's not really much to say here. Having this
trait means that you are completely immune to most psionic powers and
effects, with the only exception of the physical effects of Elementalist
abilities. It is also an extraordinarily expensive trait, the most
expensive in the game by far.

This trait will get even more useful when Cultists, Wizards, and
Heretics are brought into the game.

# Changelog

🆑
- add: x-Waveform Misalignment has been rebased from the Psionic
Refactor v1. x-Waveform Misalignment is an extraordinarily expensive
trait that grants full immunity to nearly all psionic powers and
effects, both positive and negative.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>

* Automatic Changelog Update (#820)

* New Interaction System (#733)

# Description
This implements the New Interaction Verb System™©, designed to allow
defining verbs using yml and make adding new verbs way easier than it
was before. This was initially designed just to bring back generic no-op
interactions like hugging, but can now be used to create way more unique
interactions for all the different entities.

In the core of the system lies InteractionVerbPrototype. Besides
defining the obvious qualities of the verb itself, such as the name,
description, interaction constraints, it also has several important
properties:
- The requirement of the verb - what is required for the verb to show up
as "enabled" in the context menu and be allowed to be performed. There's
just one requirement slot, but using the ComplexRequirement class you
can use multiple requirements and choose whether they are combined via
boolean or, boolean and, or something in-between.
- The action of the verb - it defines its own IsAllowed (whether the
action is applicable to the target entity at all), CanPerform (called
before and after the potential do-after), which defines whether this
exact attempt at performing the action succeeds and shows a success
popup, or fails and shows a fail popup, and finally Perform, which tries
to perform the action and return a boolean result, which determines...
well, what was stated before. Similarly to requirements, there are
complex and conditional actions which can be combined into whatever
monstrousity you can imagine... In fact, it is entirely possible to
build a turing-complete programming language out of actions!
- Effects, specifically three of them: one that is shown when the
interaction performs successfully, one that is shown when it fails, and
one that is shown when the do-after for the interaction begins
succesfully (which means the first CanPerform check of the verb has
succeeded). Each one of them defines a popup (configuration for which is
stored in a different prototype) and a sound. Those are also designed to
be highly customizable: you can choose who sees the popup and where, and
more.

Verbs can be global or local. Global verbs are added to any entity
should it meet the prerequisites and pass all the necessary checks
(which are also designed to be highly configurable). Local verbs are
defined in OwnInteractionVerbsComponent and InteractionVerbsComponent of
the user and target respectfully.

At the moment of writing there are 8 built-in global verbs and 1
non-global verb, not including abstract verbs:
- 3 no-op actions that are made for RP purposes, that is looking at
someone, hugging someone, petting someone. The latter two may be later
used to modify the target's morale should the PR for it be merged.
- 2 actions related to standing: one for forcing someone down, and one
for helping them get up, waking them up and removing 2.5 seconds of stun
in addition to that (before you could click someone with empty hand to
remove 1.5 seconds of stun - I removed that in favor of the new system)
- 1 action for making someone who's laying down (on the bed or
otherwise) to sleep.
- 1 actions for falling asleep yourself (no need for bed or bag or
whatever to tell you that you can sleep - this does not provide any
healing properties or anything like that, purely an RP feature).
- 1 action for pinching yourself - made simply with the intent of
testing some possibilities of the new system, I decided to keep it
because it's a bit funny.

Local actions include:
- An action for knocking on windows, doors, windoors, computers,
machines.

More are to be added to this list as the progress continues.

# TODO
- [X] Implement the core of the system
- ~~Add more, way more actions. Possible ideas include:
[slapping/kicking someone, hugging toys/plushies, pressing random
buttons on a computer, ... ]. I could use some ideas for that.~~ -
skipping for now, we can do it in follow-up prs to clutter this one
less.
- [X] Port all InteractionPopupComponents to the new system, and remove
their old usages from non-animals.
- [X] Introduce contests and a way to configure them (could reuse
RangeSpecifier for that; certain actions such as pushing down/helping up
would benefit a lot from this).
- [X] Hide chat logs for people who cannot see the action being
performed.
- [X] Implement cooldowns
- [ ] Cleanup.

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

Note: this video was made before a few important fixes were made.


https://github.com/user-attachments/assets/17b616dd-4bc8-4af3-916c-6a5d16c77064

Newer video - demonstrates various actions and shows that chat logs
cannot be seen if the source of the logged popup is outside the view.


https://github.com/user-attachments/assets/d6228855-fb7f-45d1-812f-56afe10f3f86

</p>
</details>

---

# Changelog
🆑
- add: A new interaction system has been implemented. The right-click
menu now provides a wide variety of different interactions with
different entities. Some old default interactions, such as hugging,
knocking, fence rattling, have also been moved to that system.

---------

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

* Automatic Changelog Update (#733)

* feat: translation for new interaction system

* fix: fix interaction system changing state action to ours

* Glacier Real (#1169) (#728)

* glacier real

* troll

* atmosia tweaks

* 1 less can of plasma not too op

* replace troll generator with solar crate

* add StationSurface to glacier

* add surface map

* biome stuff upstream #28017

* unpause after loading

* fix no terrain

* comment out the surface spawning

* shipyard

* glacier justiceroid

* updateprototype and cleanup

* fix random shit

* untroll

* courier

* add to test :trollface:

* fix

* futureproofing

* hot loop inlet lmao

* tweak some pumps in atmosia

* carpy and make salv locker lighting better

* Edit lights, move salv dock, add justice maints, edit entity names for
casing consistency, other minor edits

---------

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

Ports Glacier from DeltaV. Justice department has been yeeted.

# Changelog

🆑
- add: Glacier Returns.

---------

Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>

* Automatic Changelog Update (#728)

# Conflicts:
#	Resources/Changelog/Changelog.yml

* Rebase Saltern (#804)

# Description

Saltern, now featuring a full Epistemics department, and a Supermatter
engine. :)

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


![Saltern-0](https://github.com/user-attachments/assets/10de83fa-5ddb-47fe-b62f-3441314225be)

</p>
</details>

# Changelog

🆑
- add: Saltern has been added to the map rotation. Now featuring a
compact Supermatter engine, full Epistemics department, and a
significantly expanded Chapel and Library.

* Automatic Changelog Update (#804)

* Core Supermatter (#792)

# Description

**Walks into a room**
**Slaps down CORE, but with Supermatter**
**Doesn't elaborate**
**Leaves**

<!--
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media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->

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


![Core-0](https://github.com/user-attachments/assets/4fbb8e6d-b4b8-4c73-b048-7349711a624a)


![image](https://github.com/user-attachments/assets/d5c37ac8-e500-404e-a0ad-520a68ca6d8e)

</p>
</details>

# Changelog

🆑
- add: Core has been added to the list of maps in rotation. This time
featuring a custom Supermatter Engine

* Automatic Changelog Update (#792)

* Fix InnatePsionicPowers For Mapped Entities (#824)

# Description

InnatePsionicPowers needed to be moved from ComponentStartup to
MapInitEvent, which is a deceptively named event that ALSO functions
identically in use to ComponentStartup, except that it's safe to use for
entities that are mapped in, in addition to joining the round or being
spawned in. Whereas ComponentStartup isn't allowed to modify or add
components for any entity that is mapped(which includes Spawners
apparently).

This change allows for entities like Oracle and Sophia to make use of
InnatePsionicPowers, which is done by request from Rane, who for
mysterious reasons wishes for the two divine statues to be both
Prayable, and have the Noospheric Zap Power.

I have also verified by ingame testing that this does infact apply to
people who join after the map is initialized, as well as things
pre-existing on the map. So Oracle still gets her powers, while a
latejoining Mystagogue still gets his.

# Changelog

🆑
- fix: InnatePsionicPowers now operates on MapInitEvent instead of
ComponentStartup, meaning that it can now be safely used on entities
that are mapped in instead of spawned.
- add: Oracle and Sophia are now recognized as Divine, and as such are
creatures that can be prayed to.

* Automatic Changelog Update (#824)

* Update Credits (#837)

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>

* Disable Mood In Debug (#806)

# Description

MoodSystem has a Race Condition against DeleteAllThenGhost.

# TODO

- [ ] Run the tests 10 times in a row to see if DeleteAllThenGhost will
appear.

* Diagonal Window Smoothing (#805)

# Description

Diagonal windows weren't updated to use the new smoothing when we added
a bunch of new sprites designed around connected textures. This PR fixes
that for all diagonal windows.


![image](https://github.com/user-attachments/assets/4a54a00f-32d6-4365-ad0a-d96ecdbe6114)

# Changelog

🆑
- add: Diagonal windows now use connected textures.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>

* Automatic Changelog Update (#805)

* Maximize Default Description Limits (#788)

# Description

The current in game UI can reasonably support names up to 48 characters
in length, as well as descriptions up to 1024 characters long. Any
longer, and the UI requires a scroll bar. This change is present on
Cosmatic Drift, which uses the same character UI we currently have. I've
had many people requesting this change, and while I am aware that we
wish to at some point update to a new character UI(such as Parkstation's
UI), but a stopgap here is still nice, and it's just two Const
variables.

# Media


![image](https://github.com/user-attachments/assets/d68c3e05-9659-464b-8fb1-8de7e41a674b)

# Changelog

🆑
- tweak: Character names can now be up to 48 characters in length.
- tweak: Character descriptions can now be up to 1024 characters in
length. This is the maximum size descriptions can be without the menu
having a scroll bar. And while we'd like it to be bigger, we're going to
want to get a new UI for this in the future!

* Automatic Changelog Update (#788)

* Bot for Changelog (#833)

🆑
- add: Changelogs should be shown in Discord now

---------

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

* Update actions_changelogs_since_last_run.py (#841)

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

* Added Jukebox (#26736) (#802)

<!--

-->

# Description

<!--

-->

Adds super cool super nice Jukebox to the bar! Ran off .ogg files, can
use any royalty free song.



---
<!--
-->

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

![Example Media on] 
![Screenshot 2024-08-26
061947](https://github.com/user-attachments/assets/352a0491-5cec-4b03-949b-8407aa858cb8)

</details>

---

# Changelog

<!--

-->

🆑 Kacey, Nova
- add: Added Jukebox with basic songs.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: iNVERTED <alextjorgensen@gmail.com>
Co-authored-by: DJBIGYAPPA420 <antoniobryandiii@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

* Automatic Changelog Update (#802)

# Conflicts:
#	Resources/Changelog/Changelog.yml

* remove: wrong changelog

* remove: wrong changelog

* fix: a few more incorrect translations

* Psionic Extraplanar Creatures (#829)

# Description

Certain things in the game were intended to be classed as Psionic(And
mostly without powers), but were apparently lacking the components. To
clarify, ANYTHING that comes from an alternate layer of reality,
alternative plane of existence, extra dimensions, other universes,
bluespace, etc, is intended to have a PsionicComponent to abstract
represent their nature as a magical being of some variety. The
importance of this is largely related to the use of Metapsionics to
detect them, but also for the valid target lists for Anti-Psychic
abilities, such as the bonus damage from the Anti-Psychic Knife.

While here, I've also added the "Loto Oil Slime" from Psionic Refactor
Version 1, now that Reagent Slimes(as Extraplanar creatures brought to
this world by Liquid Anomalies) have a PsionicComponent.

needs https://github.com/Simple-Station/Einstein-Engines/pull/824

# Changelog

🆑
- add: Revenants, Reagent Slimes, and Ore Crabs are now considered to be
Psionic(But cannot gain powers randomly). This is due to their status as
"Magical And/Or Extraplanar Creatures", which makes them valid targets
for anti-psychic abilities such as the Psionic Mantis' Anti-Psychic
Knife.
- add: Some Reagent Slimes can now contain Lotophagoi Oil.

* Automatic Changelog Update (#829)

* Cloning Refactor (#735)

# Description

Since Cloning code is effectively abandonware by it's original
codeowners, and I was the last person in this entire game to update it,
I am technically the codeowner of Cloning. And by extension, it's also
my responsibility to maintain the Cloning code. I've been putting this
off for awhile due to how busy I've been with other projects, but since
I'm now waiting on all my other refactors to be reviewed, I decided to
finally sit down and comprehensively refactor Cloning.

In addition to massive substantial code cleanup(Cloning machines no
longer run on Frametime for one!), here's most of the changes.

- Cloning Pods must be powered for the entire 30 second duration of the
cloning process.
- Said "30 second duration" is no longer hardcoded. Although no methods
currently exist to reduce it. I plan on revisiting this after I bring
back Machine Upgrading.
- Cloning can now FAIL partway through. If the cloning pod is Depowered,
Unanchored, or Emagged, it will automatically swap to the "Gore" state.
- When in a Gore state, Cloning Pods will destroy the entity they were
trying to clone, replacing them with a pool of blood and ammonia that
scales with the mass of the entity that was to be cloned!
- Clones come out of the pod with a significant quantity of Cellular
damage, and are almost always in need of resuscitation. Consider using
Cryogenics to "Finish" your clones. Doxarubixadone is literally named
after this process, and is a perfectly suitable cryo chem for
resuscitating clones.

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

New gore sprites for the Metem machine, because it can now have gore
mode.
![Metem gore
spites](https://github.com/user-attachments/assets/7cc06ce2-c8eb-413c-b996-85e555b67db3)


</p>
</details>

# Changelog

🆑
- add: Cloning & Metempsychosis Machines have been refactored!
- add: Cloning can now fail at any point during the cloning process,
turning the would-be clone into a soup of blood and ammonia.
- add: "Clone Soup" scales directly with the mass of the entity you're
attempting to clone. Fail to clone a Lamia, and you'll be greeted with
an Olympic swimming pool worth of blood when the machine opens.
- add: Cloning will fail if at any point during the procedure, the
machine is depowered, unanchored, or emagged.
- add: Clones come out of the machine with severe Cellular damage.
Consider using Doxarubixadone in a Cryo tube as an affordable means of
"Finishing" clones.
- tweak: Cloning Time is now increased proportionally if an entity being
cloned is larger than a standard human(smaller entities are unchanged)
- tweak: The cost to clone an entity can now be configured on a
per-server basis via CCVar "cloning.biomass_cost_multiplier"
- tweak: The Biomass Reclaimer can now be toggled to round-remove
ensouled bodies or not via CCVar "cloning.reclaim_souled_bodies"
- add: The effects of Metempsychosis now scale with a Psion's relevant
caster stats. More powerful psychics are more likely to get favorable
results from being forcibly reincarnated.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>

* Automatic Changelog Update (#735)

* Delete All Then Ghost Fault Tolerance (#787)

# Description


![image](https://github.com/user-attachments/assets/4135c3fa-d2e0-41ca-b8f4-49e149d43ef3)

I'm putting this here as an option to deal with our Heisentest problems,
by making the tests "Fault-Tolerant" wherever practical, but I don't
want this merged without Death and Psprite agreeing to this. For the
most part I believe that these tests are failing because they are
essentially checking that "Random events are not creating entities", by
creating their own enforced Race Conditions. This particular test is
repeatedly failing because the Mood System has no way of deducing that
it's in a test. Even though the alleged issue is a nothingburger.


![image](https://github.com/user-attachments/assets/777b31f1-87a7-4eee-8a62-993acb322315)

Tests absolutely shouldn't have been designed around race conditions.

# Changelog

No changelog because this isn't playerfacing.

* Update Issue Templates (#797)

# 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]?
-->

Rewrites the issue templates and removes the redundant security
vulnerability issue

Also, sorry Death, titles are now sentence case to maintain consistency
with the auto generated security policy one

Blame GitHub not me </3

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->

<details><summary><h1>Media</h1></summary>
<p>
Here's the old one, can't make issues on a fork so I can't show how it
looks now.

![image.png](https://github.com/user-attachments/assets/ae8319ed-b66c-4415-9f6d-1048ddc53e07)

</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
-->

N/A

Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>

* Add PR URL to Changelogs and Make Author a Header (#843)

🆑
- add: New changelogs should now show links to their PRs
- tweak: Changelog authors should now be a header instead of bold text
- fix: Changelogs shouldn't send random amounts of old changelogs

---------

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

* Automatic Changelog Update (#843)

* Update actions_changelogs_since_last_run.py (#846)

string didn't become int
🆑
- fix: oatnsdaoersoaetaroeoertnsirlea

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

* Psychognomy (#808)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description
Psychognomy is a passive power that gives you a descriptor on the origin
of a telepathic message. There's enough of them that are ambiguous
enough. I also changed Oracle and Sophia a little bit, giving them
innate psionic powers.

🆑 Rane
- add: Added Psychognomy.
- tweak: Reverted Sophia name change.
- tweak: Minor tweaks to psionic chat eligibility and formatting.
- add: Some new utility has been added to player-controlled Oracle or
Sophia. NPC functionality later :^)

---------

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

* Automatic Changelog Update (#808)

# Conflicts:
#	Resources/Changelog/Changelog.yml

---------

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Signed-off-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com>
Signed-off-by: stellar-novas <stellar_novas@riseup.net>
Signed-off-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Signed-off-by: v0idRift <163446847+v0idRift@users.noreply.github.com>
Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
Signed-off-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com>
Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com>
Co-authored-by: Daniela <43686351+Day-OS@users.noreply.github.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
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Co-authored-by: Pspritechologist <81725545+Pspritechologist@users.noreply.github.com>
2024-09-06 02:58:42 +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
999ef0c43b Mirror: Improves Medical Hud interface and functionality (#253)
## Mirror of PR #26027: [Improves Medical Hud interface and
functionality](https://github.com/space-wizards/space-station-14/pull/26027)
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)

###### `8d40bc36a93d3d5c6d3ece6c662ac9747f7837ae`

PR opened by <img
src="https://avatars.githubusercontent.com/u/68350815?v=4"
width="16"/><a href="https://github.com/DoutorWhite"> DoutorWhite</a> at
2024-03-12 07:00:06 UTC

---

PR changed 8 files with 78 additions and 13 deletions.

The PR had the following labels:
- Changes: Sprites
- Status: Awaiting Changes


---

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

> ## About the PR
> 
> There are some changes to the Medical Hud interface: The icon has been
changed and now there is one for each mob state, making it easier to
recognize whether the mob is rotting, dead or crit.
> 
> ## Why / Balance
> 
> It's more visually pleasing and helps with discerning mob states.
> 
> ## Technical details
> 
> There is a decision structure for determining which icon is
appropriate for the mob's state. It's the only relevant code change.
> 
> ## Media
> 
> ![Captura de tela 2024-03-13
230527](https://github.com/space-wizards/space-station-14/assets/68350815/9df6e598-94b7-4efa-81c6-020bf3a724e1)
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> 
> **Changelog**
> 
> 🆑
> - add: Introduce new health status icons.
> - tweak: Enhance the Medical HUD to display the health status of
players and mobs using the newly added icons.


</details>

Co-authored-by: SimpleStation14 <Unknown>
2024-05-11 23:32:35 -04:00
Pieter-Jan Briers
e7a3b82a8d Use new ComponentPauseGenerator (#25183)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.

(cherry picked from commit e00f74505c62310bd15aeaba8d6530f648397074)
2024-03-07 00:57:05 +01:00
Dakamakat
dfb3ff6836 Make throwable star damage stamina (#23527)
* feat(star.yml): make throwable star damage stamina

* feat(Components): add new StaminaTresholdDamageOnEmbedComponent

* feat(SharedProjectileSystem): update system with new events to change
stamins treshold on embeed projectile remove / add

* feat(StaminaSystem): update system with new subscriptions

* feat(throwing_stars): update yml with new component

* feat(StaminaDamageOnEmbed): add stamina damage on embeed

* cleanup unused / ajust numbers

* fix(StaminaSystem / OnEmbedComponent ) apply requested changes

* Rest of the review

* another warning

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit b80f7eed6ee05c9e4963477369cffaa44dda19e8)
2024-01-26 22:49:12 +01:00
Arendian
918c917052 Fix roller skates debug assert (#23876)
Networkedcomponent

(cherry picked from commit 464f24d040f89447b57d365b68865f957b97d9cf)
2024-01-26 22:25:49 +01:00
Leon Friedrich
f3e61795f4 Add some tests and fix some miscellaneous bugs (#22836)
* Add some tests and fix some bugs

* Add more helper methods

* remove submodule

* fix merge

* also fix DirtyAll()

* poke

(cherry picked from commit 35ba42af9ccbbe41e8a3e59b30f2799ef8ca4b8d)
2024-01-22 18:44:30 +01:00
brainfood1183
8bb05d7d78 Roller Skates fixes (#21542) 2023-11-12 20:50:57 +01:00
LankLTE
f2b26e8e06 Give player species slight passive regen (#20638)
* Implementation

* Reviews
2023-10-08 19:58:56 +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>
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.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
DrSmugleaf
a88e747a0b Refactor serialization copying to use source generators (#19412) 2023-08-22 18:14:33 -07:00
PixelTK
109222e5d5 unhardcode the stun time (#19396) 2023-08-21 14:18:57 -04:00
Slava0135
375f487d94 Fix stun baton throwing and visual effect (#18777) 2023-08-08 12:19:31 -08:00
Slava0135
53db6bc265 Examine throwable damage (#18580) 2023-08-07 19:09:35 +10:00
deltanedas
af8302445d stimulants increase stamina (#18754)
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2023-08-06 21:06:23 +10:00
metalgearsloth
aa8efc9a26 Melee rebalancing (#17520) 2023-08-06 12:55:38 +10:00
metalgearsloth
94e2c7a4b0 Fix godmode mispredicts (#18524)
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
2023-08-04 14:53:07 +10:00
metalgearsloth
cca1a78384 Dungeon generation refactor (#17121) 2023-06-27 19:17:42 +10:00
Slava0135
1e56271d39 Hot potato on fire (#16017) 2023-05-06 20:30:16 +10:00
Nemanja
c4a92fdfa3 Meat Anomaly Tweaks (#14026)
* Meat Anomaly Tweaks

* 50%
2023-02-12 20:17:54 +00:00
Paul Ritter
3884c4d3db serv4 + submodule update (#12740)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2022-11-27 19:25:55 +01:00
DrSmugleaf
7fbc2608e8 Remove redundant read-only VV from datafields (#12626) 2022-11-16 20:22:11 +01:00
metalgearsloth
fb3f6fa80f Predicted stamina (#12413)
* Predicted stamina

Needed to do some semblence of predicted melee.

* Okay now done.

* Pause support

* Comment
2022-11-08 14:34:07 -06:00
Leon Friedrich
90c224a1c1 Add ReadExecute perms to all of DamageableComponent (#8800) 2022-06-13 09:19:49 +10:00
Pieter-Jan Briers
a323ba8223 Revert "Revert "Fix some friend access violations by allowing others access. (#8594) (#8703)" (working this time) (#8704) 2022-06-07 15:26:28 +02:00
Pieter-Jan Briers
cecf87997b Revert "Fix some friend access violations by allowing others access. (#8594) (#8703) 2022-06-07 13:44:31 +02:00
Vera Aguilera Puerto
c5f7c61041 Fix some friend access violations by allowing others access. (#8594)
Rename Friend attribute to Access attribute.
Updates submodule to v0.21.0.0 as well.
2022-06-07 11:30:27 +02:00
wrexbe
bc68ac96dd Cleanup the namespaces (#8132) 2022-05-13 17:59:03 +10:00
Alex Evgrashin
4aa45dc695 Remove IRadiationAct (#7757)
* Move radiation collector to ECS

* Damagable system

* Remove IRadiationAct

* Add small helper field

* Update Content.Server/Radiation/Systems/RadiationSystem.cs

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* Delete comment

* Fixed total rads

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
2022-04-28 22:36:25 +10:00
Leon Friedrich
56168e592e Explosion refactor (#5230)
* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

* Use modified contains() checks

And remove IEnumerable

* Buff nuke, nerf meteors

* optimize the entity lookup stuff a bit

* fix tile (0,0) error

forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile.

* remove celebration

* byte -> int

* remove diag edge tile dict

* fix one bug

but there is another

* fix the other bug

turns out dividing a ushort leads to rounding errors.  Why TF is the grid tile size even a ushort in the first place.

* improve edge map

* fix minor bug

If the initial-explosion tile had an airtight entity on it, the tile was processed twice.

* some reviews (transform queries, eye.mapid, and tilesizes in overlays)

* Apply suggestions from code review

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* is map paused

* GetAllTiles ignores space by default

* WriteLine -> WriteError

* First -> FirstOrDefault()

* default prototype const string

* entity query

* misc review changes

* grid edge max distance

* fix fire texture defn

bad use of type serializer and ioc-resolves

* Remove ExplosionLaunched

And allow nukes to throw items towards the outer part of an explosion

* no hot-reload disclaimer

* replace prototype id string with int index

* optimise damage a tiiiiny bit.

* entity queries

* comments

* misc mirror comments

* cvars

* admin logs

* move intensity-per-state to prototype

* update tile event to ECS event

* git mv

* Tweak rpg & minibomb

also fix merge bug

* you don't exist anymore go away

* Fix build

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-03-31 21:39:26 -05:00
Leon Friedrich
c95516e5b2 Revert "Explosion refactor TEST MERG (#6995)" (#7005) 2022-03-06 04:02:34 +11:00
Moony
4a466f4927 Explosion refactor TEST MERG (#6995)
* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2022-03-04 13:48:01 -06:00
mirrorcult
ec4d4688c7 Seal/abstract/virtual everything (#6739) 2022-02-16 18:23:23 +11:00
wrexbe
17db0775c8 Auto comp (#6416) 2022-02-02 14:35:40 +11:00
Vera Aguilera Puerto
3f79e3754f Merge branch 'master' into 2021-12-03-remove-IEntity-komm-süsser-todd
# Conflicts:
#	Content.Client/Crayon/CrayonDecalVisualizer.cs
#	Content.Client/Tabletop/TabletopSystem.cs
#	Content.IntegrationTests/Tests/InventoryHelpersTest.cs
#	Content.Server/AI/EntitySystems/AiSystem.cs
#	Content.Server/AI/Utility/AiLogic/UtilityAI.cs
#	Content.Server/AME/AMENodeGroup.cs
#	Content.Server/Administration/AdminVerbSystem.cs
#	Content.Server/Body/Systems/RespiratorSystem.cs
#	Content.Server/Chemistry/Components/InjectorComponent.cs
#	Content.Server/Chemistry/TileReactions/CleanTileReaction.cs
#	Content.Server/Chemistry/TileReactions/SpillTileReaction.cs
#	Content.Server/Crayon/CrayonComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Explosion/EntitySystems/TriggerSystem.cs
#	Content.Server/Fluids/Components/MopComponent.cs
#	Content.Server/Fluids/Components/SpillExtensions.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.cs
#	Content.Server/Instruments/InstrumentSystem.cs
#	Content.Server/Nutrition/EntitySystems/DrinkSystem.cs
#	Content.Server/Nutrition/EntitySystems/FoodSystem.cs
#	Content.Server/PneumaticCannon/PneumaticCannonSystem.cs
#	Content.Server/Storage/Components/EntityStorageComponent.cs
#	Content.Server/Storage/Components/StorageFillComponent.cs
#	Content.Server/Stunnable/StunbatonSystem.cs
#	Content.Server/Throwing/ThrowHelper.cs
#	Content.Server/Weapon/Ranged/Barrels/BarrelSystem.cs
#	Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs
#	Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs
#	Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs
#	Content.Shared/Damage/Components/DamageableComponent.cs
#	Content.Shared/Damage/Systems/DamageableSystem.cs
#	Content.Shared/MobState/Components/MobStateComponent.cs
#	Content.Shared/Slippery/SharedSlipperySystem.cs
2021-12-07 17:48:49 +01:00
metalgearsloth
373b5988d7 Remove redundant IComponent casts 2021-12-07 21:54:00 +11:00
Leon Friedrich
ae65418c52 Remove radiation & explosion damage logs. Add better explosion-trigger logs (#5689) 2021-12-05 13:34:32 +11:00
Vera Aguilera Puerto
f386b57148 Inline OwnerUid 2021-12-03 16:30:34 +01:00