-
Notifications
You must be signed in to change notification settings - Fork 64
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Upstream Merge 2024-08-31 #161
Merged
Memeji
merged 42 commits into
Fansana:master
from
Mnemotechnician:feat/floof-upstream-merge-2024-08-31
Aug 31, 2024
Merged
Upstream Merge 2024-08-31 #161
Memeji
merged 42 commits into
Fansana:master
from
Mnemotechnician:feat/floof-upstream-merge-2024-08-31
Aug 31, 2024
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
supermatter .ftl was broken, this fixes it. <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Easly fix the supermatter .ftl files that was not set correctly, why? i dunno. now its works. --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - fix: Supermatter Annoncements Signed-off-by: FoxxoTrystan <[email protected]>
# 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 :cl: - fix: Fixed most door accesses including: Lawyer, Mantis, Corpsman, Boxer, Clown, Mime, Musician, Reporter, Library, Zookeeper, Salvage and Psychologist.
# Description This is a cherry-pick of space-wizards/space-station-14#27113 Which fixes a bug that has been reported here where the FixGridAtmos command does not work. # Changelog :cl: - fix: Fixed the FixGridAtmos command. Co-authored-by: Leon Friedrich <[email protected]>
# Description Was vague and poorly written, might still be a bit vague, but that's why it's being reviewed.
# 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 :cl: - 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 <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# 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 :cl: 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.
# Description IPCs were missing Offer Item, Laying Down, and Carriable. # Changelog :cl: - fix: IPCs can now lay down, offer people items, and be picked up and carried.
# Description Telegnosis is broken, and so I'm temporarily disabling it. # Changelog :cl: - fix: Temporarily disabled Telegnosis pending a lengthier update.
# 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 :cl: - fix: IPC now have their own unique deathgasp message. --------- Signed-off-by: VMSolidus <[email protected]>
Fixes a broken link to RobustToolbox Signed-off-by: Pspritechologist <[email protected]>
# 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 <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/076b3c3b-cdd1-4ec7-969d-2564c814a40e </p> </details> --- # Changelog :cl: - 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!
# 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 :cl: - tweak: Thieves are now in Survival, Hellshift, and Extended. Signed-off-by: ShatteredSwords <[email protected]> Co-authored-by: Danger Revolution! <[email protected]>
# 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 :cl: - 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.
# 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 :cl: - 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 <[email protected]>
# 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 :cl: - 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 <[email protected]>
# Description This PR is a MUCH needed QOL update for all of our downstream servers that have started mapping in Supermatter engines. I have gone through every single entry of the RadiationResistance component in the game, and tweaked the values of them so that it is actually reasonably practical to provide some protection to the rest of the station during a Supermatter delamination. This fact is highly relevant since one of the things I am working on is a rebase of the wizden map CORE to EE, which will include a replacement of its Singulo with a Supermatter engine. With the pre-existing radiation shielding values, such an engine will near instantly cleanse the entire station of all life within a matter of seconds should it so much as think about delaminating. However with this PR, it's actually practical to shield the station from it. One major problem, and something that defies player expectations, is that **Radiation Shutters did not previously provide significant protection from radiation.** They were infact not much better than a standard wall, and provided worse protection than a reinforced wall. For reference to understand the issue, a Supermatter engine during its delamination produces 45 rads per second. Which is so overwhelmingly strong, that the Edge station's Supermatter could kill people from as far away as the reporter's office. Something like 70% of the station becomes lethally radioactive. On smaller maps such as Syndicate Station's Shoukou, fully 100% of the map is lethally irradiated. The flipside of this is that ordinary walls have had their radiation resistance reduced. Don't count on anything not-reinforced to provide protection. Trust your life in reinforced walls, radiation shutters, blast shields, and plasma/uranium glass or walls. I did however add a concession that firelocks now block 1 point of radiation. It's not much, but it'll help just a smidge. :) <details><summary><h1>Media</h1></summary> <p> What I'm dealing with, and why I can't actually in good conscience release said map unless this PR is merged: ![image](https://github.com/user-attachments/assets/fb4ab6cc-fda9-495e-9bfa-678828e4cdc7) </p> </details> # Changelog :cl: - tweak: Radiation shielding objects have been rebalanced, such that objects that players previously assumed would provide reasonable protection from radiation, now factually do. For instance, Radiation Shutters now actually block radiation.
# 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 :cl: - 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.
…floof-upstream-merge-2024-08-31 # Conflicts: # Content.Shared/Chat/ChatChannel.cs # Resources/Prototypes/game_presets.yml
…oof-upstream-merge-2024-08-31
github-actions
bot
added
Status: Needs Review
Someone please review this
Changes: Audio
Changes any ogg files
Changes: C#
Changes any cs files
Changes: Documentation
Changes any xml or md files
Changes: Localization
Changes any ftl files
Changes: Map
Changes any yml file in the Maps directories
Changes: Sprite
Changes any png or json in an RSI
labels
Aug 31, 2024
Floof-Station-Bot
changed the title
Upstream merge 2024-08-31
Upstream Merge 2024-08-31
Aug 31, 2024
WHY IS THERE 340 000 LINES ADDED |
As far as I'm concerned everything works, and glacier, core, and saltern are now real. Test fail is fake again. |
SM saltern? |
News map got added in this upstream merge, Those new maps support the SM. |
I noticed thats not a lot of commits anyway, so should be good. |
FoxxoTrystan
approved these changes
Aug 31, 2024
I heard Train is next. I can't wait to become motion sick! |
Memeji
approved these changes
Aug 31, 2024
Floof-Station-Bot
added a commit
that referenced
this pull request
Aug 31, 2024
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Labels
Changes: Audio
Changes any ogg files
Changes: C#
Changes any cs files
Changes: Documentation
Changes any xml or md files
Changes: Localization
Changes any ftl files
Changes: Map
Changes any yml file in the Maps directories
Changes: Sprite
Changes any png or json in an RSI
Priority: 1-High
Needs to be resolved as soon as possible
Status: Needs Review
Someone please review this
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Description
Catches up with upstream. Taking the liberty to revert #125 and early-merge Simple-Station/Einstein-Engines#812 (4 lines changed, but we really need it here) in the process.
Needs further testing to see if any floof features were broken; quick testing revealed no issues.
Media
TODO: media
Changelog
🆑