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Upstream Merge 2024-09-08 #178
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Sep 8, 2024
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Upstream Merge 2024-09-08 #178
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Fansana:master
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Mnemotechnician:feat/floof-upstream-merge-2024-09-05
Sep 8, 2024
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This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]>
# Description MoodSystem has a Race Condition against DeleteAllThenGhost. # TODO - [ ] Run the tests 10 times in a row to see if DeleteAllThenGhost will appear.
# 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 :cl: - add: Diagonal windows now use connected textures. --------- Signed-off-by: VMSolidus <[email protected]>
# 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 :cl: - 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!
# Description The default stamina cost for Power Attack was supposed to be 10, so imagine my surprise when I find out it's been 20 this whole time. Which wasn't intended. # Changelog :cl: - fix: The default stamina cost for Power Attacks for any weapon that doesn't explicitly modify it is now correctly set to 10 stamina(down from 20).
🆑 - add: Changelogs should be shown in Discord now --------- Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: TAZIKLIK <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
Signed-off-by: DEATHB4DEFEAT <[email protected]>
<!-- --> # 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 <!-- --> :cl: Kacey, Nova - add: Added Jukebox with basic songs. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: iNVERTED <[email protected]> Co-authored-by: DJBIGYAPPA420 <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# 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 Simple-Station/Einstein-Engines#824 # Changelog :cl: - 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.
# 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 :cl: - 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 <[email protected]> Co-authored-by: Pspritechologist <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# 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.
# 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 `: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 --> N/A Co-authored-by: Danger Revolution! <[email protected]>
🆑 - 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 <[email protected]>
string didn't become int :cl: - fix: oatnsdaoersoaetaroeoertnsirlea Signed-off-by: DEATHB4DEFEAT <[email protected]>
<!-- 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. :cl: 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 <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description This PR fixes an undetected bug in Prize Balls where an error would occur if a prize ball tried to give out a BasePetRock. --- No CL No Fun Signed-off-by: ShatteredSwords <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
Shouldn't show in-game. Signed-off-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: VMSolidus <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description This PR adds several new Tips that are specific to Einstein-Engines. I also removed some tips that are completely irrelevant to the game. These should be as a whole, relevant only to SS14 and Einstein Engines. While some joke tips are probably fine, they should still be game relevant. # Changelog :cl: - add: Several new tips have been added to the game, many of which reference new content available on Einstein-Engines. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description Fixes: - Interaction verbs being usable regardless of whether the user can access the target (I checked for CanInteract but not CanAccess 😭), which fixes #836 - Certain close-range verbs having a ridiculous 2-tile range (now it's 1.2, similarly to hugging and other things) - Certain locale strings missing This also separates verb checks into its own method in the interaction verb system and adds more error messages instead of one generic "some requirements are not met". # Changelog :cl: - fix: Fixed a couple issues with the new interaction verb system.
# Description As was discussed on discord, quick swap is a feature that makes certain things needlessly easy. You can instantly swap the magazine in a gun without even paying attention to it, you can quickly swap cells in IPCs/borgs, you can instantly swap the ID in your pda with that of someone else without anyone noticing, et cetera. In my opinion, this is unnecessary QOL that makes the game feel more bland and primitive. Besides, it used to lead to odd and unwanted behavior, such as IPCs being able to swap their own power cells. In addition to that, certain entities do not support quick swap. For instance, rechargers will stop working if you insert a power cell and then quick-swap it before it finishes charging. This PR makes quick swap disabled by default. It can still be re-enabled by setting `ItemSlotsComponent.Slots.[ItemSlot].Swap = true` on individual entities. # Changelog :cl: - remove: Quick swap has been disabled for most item slots. This primarily means you will have to eject power cells/magazines from items/weapons/borgs before replacing them with different ones.
<!-- 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]? --> Fixed some comment syntax that annoyed me.
# Description Nuff said. I just wanted to make this and uhhhhh. It grew into its own thing. --- # Changelog :cl: router - add: Added Chip Nightmare to the nuke music roster.
# Description This PR replaces slime_scream_f2.ogg with a modified version of Voice/Human/femalescream_5.ogg. The original scream doesn't feel like it belongs in SS14 with the other slime sounds (laugh, cry, sigh, etc). --- # Changelog :cl: router - tweak: Female slimes no longer have movie screams.
# Description Something that was omitted in #733. Hugging and petting now give positive moodlets. The petting interaction was split into two: one for animals and one for humanoids. The one for animals improves both your own mood and the mood of the animal, whereas petting a humanoid only improves their own mood. In addition to all that, being hugged and being pet do not stack. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/47e8f722-44ee-4d03-a580-65a2946a1920 </p> </details> # Changelog :cl: - tweak: Hugging and petting interactions now influence mood, just like the old hugging. --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description 4 FTL lines changed Finally them native GC speakers will know what language to respond in when speaking to us <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/68d1b1b2-373d-4f98-958d-3659b7cff440 </p> </details> # Changelog :cl: - add: Chat bubbles now use the font & color of the language of the message.
Merged
# Description This introduces a new event scheduler type that follows a random curve that slowly changes in time. It's designed to sometimes offer the station some chaos, and sometimes offer it times to breathe. Also adds two new gamemodes - irregular and irregular extended - which use this scheduler. Also fixed the issue with other related CVars not being archived. # TODO - [X] Do stuff - [X] Test stuff - [X] Fix stuff # Changelog :cl: - add: Added two new gamemodes - irregular and irregular extended - which use a new type of event scheduler that offers irregular periods of peace, chaos, and anything in between. The extended version is meant for longer rounds with significantly lower levels of chaos. --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description This PR implements a new functionality for Traits, while also making clever use of the new Loadouts Version 3.0 addition of logic gates. Traits have been extended to now also allow for Component Removals, ostensibly so that traits can remove species Innate traits. In theory this could also be used to completely wipe a pre-existing component, and then let the trait fully replace it with a new component. To make use of this feature, I've added a new trait called Anomalous Positronics, which allows for IPCs to "Buy off" their innate Psionic Insulation, and thus allow them to be psionic. The previously existing psionic traits that required you not be an IPC, now make use of new logic gates to require that you are either not an IPC, or have the AnomalousPositronics trait. Additionally, roundstart psion jobs, like the Mystagogue, Mantis, Chaplain, also all now have a check for "Not IPC, OR has AnomalousPositronics". Finally, thanks to the logic gates, it's now possible to simultaneously disallow the roundstart psions from buying Latent Psychic, while also still allowing the Chaplain and Librarian to buy Natural Telepath. # Changelog :cl: - add: Traits now allow for full component removals, enabling traits that directly remove innate species traits without the need to hardcode new systems for it. Or, to allow species components to be fully removed as preparation for being replaced with a new component. - add: Anomalous Positronics has been added as a new trait. It removes the psionic insulation from IPCs, allowing them to be affected by psionics, as well as take roundstart psion jobs like the Mystagogue, and also buying traits such as Latent Psychic. - remove: NormalVisionComponent and NormalVisionSystem have been removed. The NormalVision trait now uses TraitSystem.RemoveTraitComponents to do its work. - add: Chaplain and Cataloguer can now purchase Natural Telepath. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description Cherry-picks DeltaV-Station/Delta-v#862 on behalf of the author. This was not tested; need someone to check if it actually works before merging. # Changelog :cl: - add: A shrimp morphotype was added to the failure pool of the metempsychotic machine. --------- Signed-off-by: leo <[email protected]> Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: leo <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: Null <[email protected]> Co-authored-by: VMSolidus <[email protected]>
…floof-upstream-merge-2024-09-05 # Conflicts: # Resources/Locale/en-US/devices/device-network.ftl # Resources/Locale/en-US/reagents/meta/consumable/drink/alcohol.ftl # Resources/Locale/en-US/revenant/revenant.ftl # Resources/Locale/en-US/weapons/melee/melee.ftl # Resources/Prototypes/Nyanotrasen/Roles/Jobs/Epistemics/forensicmantis.yml # Resources/Prototypes/Roles/Jobs/Civilian/chaplain.yml # Resources/Prototypes/Roles/Jobs/Civilian/librarian.yml # Resources/Prototypes/Roles/Jobs/Science/research_director.yml
# Description This completely refactors the translator system, fixing various issues, such as being unable to hold multiple translators at once normally, entity languages not getting updated properly if a translator was removed from it via stripping or similar, etc. Also fixes translators being utter shitcode. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/239f831b-7262-4980-932d-c6231dcecf72 </p> </details> # Changelog :cl: - fix: Multiple issues with translators were fixed. Additionally, you can now hold multiple handheld translators at once without issues.
# Description WAITER, WAITER, PLEASE FEED ME MORE FELINIDS. # Changelog :cl: - add: Recyclers can now once again eat people when emagged. - add: The ability for emagged Recyclers to eat people is now controlled by the CVar "reclaimer.allow_gibbing". - add: Recyclers require power to eat people. No more dragging emagged recyclers into crowds. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
<!-- 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]? --> This adds a toy hammer based on the old BanHammer from ss13 which was a joke toy that made a bwoink sound. It also had a really old description which made minor fun of the russian translation changing it to 'bangammer' and 'reisin' which I decided to keep for the veterans. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean 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> ![image](https://github.com/user-attachments/assets/802c1896-f175-4e39-8f2e-97f1df2e88ba) ![image](https://github.com/user-attachments/assets/39add23b-1503-41ec-b9ce-080cd5757677) </p> </details> --- # Changelog <!-- You can add an author after the `: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: - add: Added bwoink hammer with bwoink sound --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description This PR adds a new console command for directly adding psionic powers to an entity. Should an entity not already be psionic, this command will additionally make them psionic. # Changelog :cl: - add: A new console command, AddPsionicPower has been added. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
…floof-upstream-merge-2024-09-05
…floof-upstream-merge-2024-09-05
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Status: Needs Review
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Description
Routine upstream merge. No immediate errors found during testing.
Changelog
🆑