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pomegranates and aphrodisiacs #22
Commits on Jun 13, 2024
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Commits on Jun 14, 2024
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Commits on Jun 15, 2024
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Refactor everything and pray it works:
- Made it so that LanguageSpeakerComponent stores the actual data about entities' languages, while LanguageKnowledgeComponent stores intrinsic knowledge - Rewrote a lot of shitcode
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Move LanguagePrototype.Replacement to ObfuscationMethod and remove Ob…
…fuscationMethod's dependency on LanguagePrototype
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Commits on Jun 18, 2024
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Commits on Jun 21, 2024
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Merge branch 'master' into refactor/languages
Signed-off-by: Mnemotechnican <[email protected]>
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Commits on Jun 23, 2024
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Merge branch 'master' into refactor/languages
Signed-off-by: Mnemotechnican <[email protected]>
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Commits on Jun 27, 2024
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Commits on Jul 4, 2024
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Commits on Jul 5, 2024
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# Description Makes it so that the station and the ATS get a very tiny bit of friction to prevent cargo tech pros from sending either of those out of this galaxy cluster (which has actually happened multiple times on two servers and required either admin intervention or early round ending). # Technical details Added a PassiveDampeningComponent which defines how much friction an entity receives while in 0g. FrictionRemoverSystem was updated to try to fetch this component from an entity before updating its dampening. A new system was added to automatically add this component (if it's not already defined) to all station grids. # Media See the #when-you-code-it channel for a preview. It's kinda hard to demonstrate, but after a few minutes, stations and the ATS come to an almost complete stop. # Changelog :cl: - tweak: Space stations now have a tiny bit of velocity dampening to prevent them from being flunged into the void.
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Port All Carrying/PseudoItem/EscapeInventory Tweaks From DeltaV (#484)
# Description This cherry-picks the following two PRs of mine from delta-v: - DeltaV-Station/Delta-v#1118 (this one is a port of two other frontier PRs, see the original description for details) - DeltaV-Station/Delta-v#1232 Encompassing a total of 8 distinct changes: 1. Fixes dropping the carried person when walking to a different grid (from station to shuttle or vice versa. Walking into space however will still make you drop them) and also makes sure that pressing shift while being carried does not make you escape. 2. Ensures that the carried person is always centered relative to the parent (under certain conditions, such as walking near a gravitational anomaly, their position can change, and that leads to really weird effects) 3. Fixes the mass contest in CarryingSystem that caused stronger entities to take longer to escape than weaker ones. 4. Adds popups for when you're getting picked up or being stuffed into a bag as a pseudo-item (e.g. a felinid) 5. Adds an action to stop escaping an inventory. This action gets added to your action bar when you attempt escaping and gets removed when you stop or escape. It applies both to carrying and items (hampsters, felinids, whatever else). 6. Adds a sleep action for pseudo-items stuffed inside a suitable bag. The bag must have a special component, which is added to the base backpack item and thus inherited by all soft bags (duffels, satchels, etc). Contrary to a popular belief, sleeping IS PURELY COSMETICAL and does not provide healing. (Beds provide healing when you buckle into them and that healing does not depend on whether or not you're sleeping) 7. Makes it so that when you try to take a pseudo-item out of the bag (e.g. a felinid), you automatically try to carry them (if you don't have enough free hands, they will be dropped on the floor like usually), and enables you to insert the carried person into a bag, but only if they're a pseudo-item (e.g. felinid). 8. Allows pseudoitems to be inserted into bags even when there are other items (as long as there's enough space) --- ## For technical details and video showcases, see the original PRs This PR is split into separate commits so different parts can be reverted if deemed unneccessary. --- <!-- 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> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> --- --> # Changelog :cl: - fix: Carrying is less likely to behave erratically or suddenly interrupt now. - add: You can now see when someone is trying to pick you up, and also you can interrupt your attempt at escaping from their hands or inventory. - add: You can now properly take Felinids out of bags and place them inside. - add: Scientists have discovered that Felinids can sleep in bags.
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# Description Ports delta-v paper signatures implemented by me in DeltaV-Station/Delta-v#1172, including the changes later introduced by deltanedas in DeltaV-Station/Delta-v#1345. Everything should be pretty self-explanatory, see the original PR for details. --- <!-- 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/Simple-Station/Einstein-Engines/assets/69920617/50737402-a60d-425a-8938-f6e47427b22b) (see the original PR for a video demonstation) </p> </details> --- # Changelog :cl: - add: You can now sign paper by alt-clicking it while holding a pen. --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Felinid Soft Thieving + Trait (#500)
<!-- 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]? --> Reworks felinid thieving to no longer act like passive thieving gloves which grant invisible stripping (hereon referred to as hard stealing), in favour of soft thievery (hereon referred to as soft stealing). Soft thievery comprises of the following: - A smaller popup, with the thief anonymised. - A visible doafter bar - A 33% faster strip speed, that stacks with Thieving gloves - An additional ability to identify hidden items to better plan your course of action You no longer need to completely avoid felinids to maintain your precious items as long as you pay attention. For a felinid to utilise their thieving passive, they are encouraged to exploit any distractions to make moves on a target. If there is none, create one through conversation or other forms of player interaction. If you are suspected, persuade your victim that the thief is in fact, the other person. A faster strip speed makes thief bonuses diegetic to other players, and also improves the value proposition of thieving gloves on someone who already has thieving bonuses. Any other race can also gain soft thievery via a moderate costing trait. Non-felinid thieves are encouraged to exploit any felinids as a scapegoat. --- # 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 --> Code - [X] IgnoreStripHidden - allows thieves to look into peoples pockets - [X] StripTimeMultiplier - stripping at a multiplicative rate helps strip bags/belts which creates trait value - [X] Stealthy > Stealth - rather than a bool, distinguishes stealth levels as an enum Balance - [X] Soft thieves can identify items in pockets, which creates player agency - [X] Soft thieves steal 33% faster, which stacks with thieving gloves - [X] Victims to soft stealing get a smaller popup, useful if they're preoccupied - [X] Soft thievery is a trait, which Felinids get for free - [X] Felinids no longer hard steal items Media - [x] Attach media --- <!-- 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/Simple-Station/Einstein-Engines/assets/69510347/c0c6e81f-21e2-48c5-a535-777c1f683ef7) ![video](https://www.youtube.com/embed/elDfOgAPmIs?si=yV5JjOaSYvurGZer) </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 the Thievery trait, which provides various soft stripping bonuses - tweak: Felinids no longer have passive thieving gloves, they instead get the Thievery trait by default --------- Signed-off-by: WarMechanic <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Cherry-Pick Carrypets From Delta-V (#501)
# Description Cherry-picks DeltaV-Station/Delta-v#1145 All credit goes to the original author of the PR. Original description is: "adds carriable component to a lot of animals that didn't have it" --- # Why ## Renault my beloved!!! --- <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/Simple-Station/Einstein-Engines/assets/69920617/12777e9b-7d00-4df2-8703-a7f9e42ea1c6) </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: Froffy025 - add: You can now carry most of the station pets. --------- Signed-off-by: Froffy025 <[email protected]> Co-authored-by: Froffy025 <[email protected]>
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Fix Them Pesky Job Requirements (#511)
# Description Fixes job requirements using wrong locales Happened because one function had role-timer- as its default locale prefix and the other that called the first had null as the default. --- <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/Simple-Station/Einstein-Engines/assets/69920617/0d02c40a-a58f-4b48-89f5-e0a6b4ff75b9) ![image](https://github.com/Simple-Station/Einstein-Engines/assets/69920617/f3b651dd-492e-47c0-aa9f-74998c78f792) </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: - fix: Job requirements are now displayed correctly.
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Restore Old Event Rates (#509)
# Description This restores the basic/survival event rates to how they were before before #486 (however, it keeps the CVars created in it). - 5-25 minutes for basic instead of 15-35 - 4-12 minutes for survival instead of 20-45 --- # Why The PR made it so that survival rounds actually have less events than extended - that is considering that survival rounds are supposed to be troublesome and filled with events while extended ones are supposed to be a chill alternative. Other forks don't bother with editing CVars every 5 minutes, so this "opportunity to configure their experience" was never addressed. Based on the feedback I've received from other players, the change was rather negative. From my personal experience, survival rounds became an extended extended, where during a 2-hour shift you can get a grand total of one power outage and two mice infestations, and nothing else at all. --- # Changelog :cl: - tweak: Events should now occur as frequently as before. Note: server owner can configure the frequency on their server manually. Signed-off-by: Mnemotechnican <[email protected]>
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More Loadout Items Wave 1 (#425)
# Description The original release of Loadouts to EE did not have much in the way of actual implementation as far as the item list was concerned. This PR seeks to get a head start at fixing that by implementing a fairly sizeable chunk of new items that can be bought with loadout points. One important addition is the use of "non-clothing-job-related items", which helps further set this version of Loadouts apart from the /tg/ style of loadouts implemented elsewhere. One of the key strengths of this loadout system is that it's not limited to just replacing a job's clothing selections, but can also add items unrelated to clothing. My given example for this is the new option for Security characters(provided they have sufficient number of hours as a Security Officer) can spend roughly half their loadout points to start with a spare magazine for their handgun. Secondly, we also now have an opportunity to place non-nanotrasen corporate items in the game, in such a way that players can tie their characters to other corporations. Ostensibly this is to build up to the idea of "Contractor" characters. I hope that this will help broaden people's horizons. # On "Syndie" items I'd like to take this as an opportunity to kind of push people away from the whole thing of "THATS A SYNDICATE ITEM!!!!" wherever possible. For the most part this is very much NRP behavior that I'd like to discourage. With some notable exceptions, this doesn't mean outright antag items should be obtainable through Loadouts. To that end, items such as Interdyne branded smokes, Cybersun branded clothing, and other items with "In-Universe Company Brands" should be moved away from their identity as strictly antag objects, and instead things characters could reasonably have bought with their paycheck. # Technical Changes I had to make some improvements to the way Loadouts handles species, namely it wasn't previously possible to have an item require any entry from a list of species. I updated it so that SpeciesRequirement takes a list of Species, and will accept any entry from that list. My given example for this is the entries for Nitrogen air tanks, which can only be purchased in loadouts by SlimePersons and Vox(who are not currently playable, but I am accounting for them). Other usage of this is in the Oni-specific Security items. I do hope to use this as an opportunity to introduce more species-specific goods in the future. # Media Outerwear ![image](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/8d0d9286-7758-45f3-aaff-506dddd35da6) More job-related selections available to some departments ![image](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/7b214593-7111-42d7-966e-2a340c766f61) More variety of trinkets and items, including instruments! ![image](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/1b7befaf-c94c-4238-b93b-cbdf14e939dd) Species Specific Items! ![image](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/e4a2a7e6-085d-4e1b-9ed9-635af8b70e84) # Changelog :cl: VMSolidus - add: The catalog of items available via Loadouts has been greatly expanded. Have fun customizing your characters! --------- Signed-off-by: VMSolidus <[email protected]> Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: SimpleStation14 <[email protected]> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <[email protected]> Co-authored-by: Pspritechologist <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: stellar-novas <[email protected]>
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Trichromat Modification Trait (#505)
# Description This PR brings back a previous briefly existing feature, that of the NormalVisionComponent, which now exists as a single point positive trait that can be taken only by Harpies and Vulpkanin(A list to later be expanded if we ever get new species that have modified vision types). This trait is called "Trichromat Modification", and it simply removes any species based vision modifications an entity may have, such as Ultraviolet Vision. :cl: - add: Trichromat Modification has been added as a new positive trait. It can be taken by Harpies and Vulpkanin to buy off their unique vision negative traits. Signed-off-by: VMSolidus <[email protected]>
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Refactor the Language System (#459)
# Description The language PR was merged early and OH GOD I ALREADY REGRET IT This PR is intended to provide the missing refactors and address the issues that were missed due to the early merge. --- # TODO - [X] Introduced a polymorphic obfuscation property to the LanguagePrototype - now it supports more than just 2 hardcoded methods, and each method can be configured per-language. Currently there are 3 obfuscation methods: replacement (same as replacement accent), obuscation by syllables and obfuscation by phrases. - [X] Refactored the existing obfuscation methods to not be a big hardcoded mess. - [X] Updated the existing languages accordingly: animalistic languages are now less of an unreadable mess and include less syllables. Certain languages like binary and snake seriously benefit from that. - [X] Refactored the existing commands in response to the never-addressed review (it got lost among hundreds of others) - [X] Refactored the commands to be more user-friendly (you can now use the number of the language in saylang and languageselect which can allow using keybinds to switch between languages) - [X] Moved a lot of obfuscation-related stuff from server to shared. The actual obfuscation process, however, is still done on the server. That may or may not be subject to change, too. - [X] Refactored the entire process of resolution of entities' languages. Instead of raising an event every time it's required to learn what languages an entity knows, the lists of ALL languages available to the entity (including via translators) is stored in LanguageSpeakerComponent and only updated when necessary (e.g. when a translator gets toggled). The list of languages the entity knows on its own is now stored in LanguageKnowledgeComponent. - [X] Made handheld translators automatically change your current language when activated. - [X] Rewrote the translator implanter system, now using the real implants and implanters - [ ] Rebalance science stuff (translators are incredibly expensive for what they're worth) - [ ] Uhhh stuff --- <details><summary><h1>Media</h1></summary> <p> N/A for now </p> </details> --- # Changelog :cl: - tweak: Translator implants are now proper implants that can be removed. - tweak: Animalistic languages should now look less messy. - fix: Hopefully fixed language menu desync and other issues. --------- Signed-off-by: Mnemotechnican <[email protected]>
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Commits on Jul 6, 2024
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Add Item Transfer System (#476)
# Description This PR adds the ability to transfer objects from one player's hand to another player's hand, as in SS13. I have little coding experience, so my solutions may not be ideal. --- # TODO - [x] Make the code work - [x] Add popup - [x] Write a summary of the code - [x] Сorrect inaccuracies <details><summary><h1>Media</h1></summary> <p> https://youtu.be/zTQWTsYm1gw </p> </details> --- # Changelog :cl: - add: Added system - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------- Co-authored-by: Danger Revolution! <[email protected]>
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Merge branch 'master' into Languages_Markers
Signed-off-by: FoxxoTrystan <[email protected]>
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Merge pull request Fansana#8 from Skyedra/furryServers
Whitelist window
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SnowyFoxxo authored and SnowyFoxxo committed
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Commits on Jul 7, 2024
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Merge pull request Fansana#9 from FoxxoTrystan/Upstream-Merge-04/06/2024
Upstream merge 04/06/2024
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Merge pull request Fansana#11 from FoxxoTrystan/Shockcollars
Shockcollars
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Merge remote-tracking branch 'EE-Fox/Languages_Markers' into Experime…
…ntal-Languages/Markers
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Merge pull request Fansana#13 from FoxxoTrystan/Experimental-Language…
…s/Markers Experimental languages/Markers
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Commits on Jul 9, 2024
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Merge pull request Fansana#15 from Fansana/Suacy_Sauces
Added Cum and Removed Uselss FSCVars files.
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SnowyFoxxo authored and SnowyFoxxo committed
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Merge branch 'master' of https://github.com/SnowyFoxxo/floofstation1
SnowyFoxxo authored and SnowyFoxxo committedJul 9, 2024 Configuration menu - View commit details
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Commits on Jul 11, 2024
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Added Bunny Suit and Bunny Ears to bartender's available job items in…
… the loadout. -You're welcome, Mars
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Commits on Jul 12, 2024
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Merge pull request Fansana#17 from Fansana/Nikkos_Toybox
Added Bunny Suit and Bunny Ears to bartender's loadout
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Add #Floofstation comment to SodaInv.
Making upstream merge more easy that way.
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Commits on Jul 13, 2024
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Merge pull request Fansana#19 from FoxxoTrystan/FloofChangelogs
Floof Station Changlog
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Merge pull request Fansana#18 from Fansana/Nikkos_Toybox
Added A new drink!
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Merge pull request Fansana#20 from FoxxoTrystan/Fix-Human-SolCommon
Fix Human Sol-Common
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