-
Notifications
You must be signed in to change notification settings - Fork 66
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 2024-10-04 #223
Upstream Merge 2024-10-04 #223
Conversation
# Description Grrrr, I may have forgotten to remove it as a part of #733. Signed-off-by: Mnemotechnican <[email protected]>
# Description Simple-Station/Einstein-Engines#794 apparently silently deprecated the Backpack Preferences button. Selecting a backpack preference no longer actually does anything, and instead your backpack comes from your Loadout. This would have been fine if we were warned about this, but because nobody merged upstream for 2 weeks after the release of PR794, this issue went unreported. Well now the solution is going to require adding every backpack in the entire game to a new Backpacks tab. I've started this PR, but because it's really late and I have Calculus classes in the morning, I won't be able to finish it tonight. So I'm enlisting the help of a few other people I know to PR to this PR to help get the backpacks in. After we have backpacks in the loadout tab, and after Wizmerge, I'll probably do a separate PR to actually remove the now useless Backpack selection button. This is probably for the better long term. Since this technically means Backpack slots are no longer hardcoded to "Backpack/Duffelbag/Satchel", and now the back slot is freeeeee to be used for anything. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/7081660f-68f0-471e-99eb-67f026b7e122) </p> </details> # Changelog :cl: - add: Backpacks, Duffelbags, and Satchels have been added to loadouts. - remove: The button for "Backpack Preference" has been removed. Backpacks selection is now done via Loadouts. - remove: The button for "Suit/Skirt Preference" has also been removed. Suit selection is done via Loadouts.
# Description This fixes a bug with IPCs where the button to reboot them wasn't appearing. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/6cd8e896-916d-4021-9095-1bdf90c80715) </p> </details> # Changelog :cl: - fix: Fixed a bug where the button to reboot IPCs wasn't appearing.
# Description Apparently _mobThreshold.TryGetThresholdForState() fucking crashes if you hand it a mob that doesn't have a MobStateComponent, even though it optionally accepts no MobStateComponent at all as one of its inputs. Easy solution for this is to just pre-emptively TryComp for the MobStateComponent and then pass it in explicitly, but I also hate this because TryGetThresholdForState shouldn't be crashing if you hand it a mob without a MobStateComponent... I hate Resolve() so much for this behavior. # Changelog :cl: - fix: Fix a crash related to Luminous Entities.
# Description This fixes a bug whereby smoking a cigarette spams your screen with the funny "I feel as if I have been standing my entire life and I just sat down" message. Now moodlet popups only play once when the moodlet is obtained, rather than being constantly spammed. I have tested this ingame to verify that it works correctly. # Changelog :cl: - fix: Smoking cigarettes or drinking loto oil will no longer spam moodlet popup messages.
# Description Webedit ops. The changes to those events were balanced around the fact that all english downstreams had the glimmer changes early-merged, and were not reverted after the said glimmer changes were dropped. Now: - PsionicCatGotYourTongue occurs above 400 glimmer - FreeProber occurs above 300 - GlimmerRevenantSpawn occurs above 450 and burns a substantial amount of glimmer, giving epistemics a chance to recover - GlimmerMiteSpawn occurs above 250 - GlimmerRandomSentience occurs above 250 Not sure about NoosphericFry. I'm pretty sure probers no longer shoot lightnings, but I'm still opting in to keep it as it is, above 550 glimmer. # Changelog :cl: - tweak: Noospheric events should once again occur on lower glimmer levels. Signed-off-by: Mnemotechnican <[email protected]>
# Description - Fixes BeingActivelyPushed not resetting when pulling stops, resulting in entities who broke out of pulling being able to fall into trashcans and whatnot. - Makes it so that the puller does not receive impulse while pushing under gravity (as it turns out, it is, in fact, annoying when you are small) - Increases the default continuous push duration to 5 seconds to make pushing heavy objects easier. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/1808fb33-b9af-41b4-bec8-138eab088565 </p> </details> # Changelog :cl: - tweak: Pushing something no longer causes your character to move, but only if there is gravity holding you down. - tweak: Pushing an object with Ctrl-RMB now pushes it continuously for up to 5 seconds instead of 2.
# Description Drunk Solidus. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/b4ff8d3b-593e-4fc6-afb5-bd01f77da18b) </p> </details> # Changelog :cl: - add: Humans can now have tail and ear markings.
# Description This PR adds a new Language specific to the Harpy species, which is composed of syllable charts taken from Polish, Serbian, Greek, and Turkish. It uses Cambria as its font, which is modestly different from the standard font, but still reasonably readable. This also adds a Language menu trait that allows people to buy the language with a trait point. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/929a5110-2339-4410-a97d-9f1bcf537e7b) </p> </details> # Changelog :cl: - add: Harpies now have their own species-specific language, called Valyrian Standard - add: Valyrian Standard can now be bought as an extra language in the Traits menu. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description This fixes a bug with HealOtherPowerSystem where if the performer was forcibly moved during the cast, they would permanently become unable to cast it. # Changelog :cl: - fix: Fixed a bug with Healing Word and Breath of Life where if the caster was moved by another person mid-cast, they would permanently become unable to cast it again.
# Description The Psionics Guidebook is straight up outdated, wrong about a metric shitton of things, and I actually have zero intention of updating it to have correct information, because Psionics is completely intended to be a "Find Out In Game" kind of thing. I'm actually pissed off by how much the guide misleads people, and getting nonstop questions about why Psionics doesn't work the way the guidebook says it works. So this PR removes the Psionics guidebook entry outright. You're welcome. **FIND OUT IN GAME. PSIONICS IS ENTIRELY INTENDED TO BE VAGUE. YOU ARE NOT SUPPOSED TO GET STRAIGHT ANSWERS FROM ANYTHING. YES THE POPUP TEXT IS VAGUE. I'M NOT GOING TO HOLD YOUR HAND. FIGURE OUT WHAT THINGS MEAN BY CONTEXT CLUES, OR JUST GUESS. YOUR BEST GUESS IS BETTER THAN ASKING IN AHELP ABOUT EVERYTHING.** # Changelog :cl: - remove: Removed the Psionics Guidebook. It was straight up wrong about most things, and is not ever going to be updated to match new Psionics Content. You are fully intended to "FIND OUT IN GAME" how things work through guessing, trial and error, and just pure happenstance. Experiment with shit. The popups are intentionally vague. You're supposed to think about what they mean. Stop asking admins in Ahelps what the vague text means.
<!-- 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 --> Fixed cyberlimbs in loadout categories and added names for color sections for all IPC limb markings. Fixed the issue of some cyberlimb markings being in the wrong category (such as right foot being in the right hand section), and added names to each color section so it will show up as "Primary Hand color," etc. --- <!-- 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/ebd71c4c-e913-485a-a2d4-62de90a8ec86) </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: Fixed markings having incomplete names for color sections - fix: Fixed IPC marking categories
# Description This PR Nerfs the fuck out of Reagent Slimes, because apparently Reagent Slime Vents was a "Round Ending Event". # Changelog :cl: - fix: Nerfed the fuck out of Reagent Slimes. They have 1/3rd as much HP, spawn half as many during reagent slime vents, deal significantly less damage, and inject a lot less chems when biting people.
# Description - Updates the standing state requirement and the change standing state action to use the new laying down system (CurrentState instead of the old boolean Standing). - Makes it so that you cannot use any interaction verbs on entities you cannot interact with (fixes it being possible to look at entities while being in crit) - Changes the interaction popup clipping algorithm to include a predicate that ignores any entity that does not occlude light (fixes mobs, welding tanks, and some other non-opaque things preventing you from seeing interaction popups) - Makes it so that the verb requirements are checked one additional time before the verb is interaction is actually executed. (this e.g. prevents the MakeSleepOther from working if the target stands up during the do-after) # Changelog :cl: - fix: Fixed multiple minor issues with interaction verbs. Most importantly, interaction popups will now always be shown correctly.
If possible need to fix loadout to work normally WWhiteDreamProject/wwdpublic#64 🆑 Spatison - fix: The size of the Lobby cannot be changed now / Размер лобби теперь нельзя изменить --------- Signed-off-by: Evgencheg <[email protected]>
# Description This PR adds the first of the "Anomalist" powers, that of Shadeskip. Upon activation, Shadeskip summons a small amount of living shadows around the caster, functioning almost exactly like a Shadow Anomaly, only smaller. <details><summary><h1>Media</h1></summary> <p> A very early rendition of Shadeskip: https://github.com/user-attachments/assets/2425aca8-4d09-48a2-80f5-572b3aa864b1 </p> </details> # Changelog :cl: - add: Added Shadeskip as a new psionic power. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
RSI Diff Bot; head commit 1f0cc56 merging into 78a5201 Resources/Textures/Structures/Doors/Windoors/windoor.rsi
Resources/Textures/Structures/Furniture/Tables/carpet.rsi
Resources/Textures/Structures/Furniture/Tables/frame.rsi
Resources/Textures/Structures/Furniture/Tables/generic.rsi
Resources/Textures/Structures/Furniture/Tables/glass.rsi
Resources/Textures/Structures/Furniture/Tables/plasma.rsi
Resources/Textures/Structures/Furniture/Tables/r_glass.rsi
Resources/Textures/Structures/Furniture/Tables/reinforced.rsi
Resources/Textures/Structures/Furniture/Tables/wood.rsi
Resources/Textures/Structures/Wallmounts/air_monitors.rsi
Resources/Textures/Structures/Windows/directional.rsi
Resources/Textures/Interface/Actions/psionics.rsi
Resources/Textures/Mobs/Customization/kemonomimi-ears.rsi
Resources/Textures/Mobs/Customization/kemonomimi-tails.rsi
|
Okay, I fixed the workflow by renaming the files, it seems. |
Hold off on merging this for a bit, I'm having some updates on EE merged that came after the feedback from Saturday's playtest, which are pretty important because the original release version of Shadeskip was HILARIOUSLY broken(Not in a server crashing way, but in a grief the server and force a shuttle call kinda way). Also nerfs to Lotophagoi Addiction, and some new positive moodlets. |
Going to work on this also very soonish. |
# Description Fixed some logic issues on downed entities, as beds and being carried would change their draw depth to a SmallMobs without setting it back appropriately. --- # Changelog :cl: Mocho - fix: Fixed downed entities having their draw depth set incorrectly after being picked up, or laying on a bed.
# Description This PR adds a CVar to the Respawn System that optionally allows players to respawn as the same character. # Changelog This isn't player facing, so none.
# Description This PR adds two more drug related moodlets, neither of which are addictions. This would be Space Drugs and Ethanol. # Changelog :cl: - add: Added positive moodlets for drinking Space Drugs and Alcohol.
# Description This PR nerfs the Lotophagoi Oil addiction so that the bonus only lasts 10 minutes, and the withdrawl only 10 minutes as well. # Changelog :cl: - tweak: Nerfed Lotophagoi Moodlets so that both the positive and negative moodlets only last for 10 minutes. The total mood modification has been left untouched.
# Description This PR removes the Supercrit mechanic from the standard Shadeskip. The Supercrit version will return as a WIZARD POWER. # Changelog :cl: - add: Shadeskip no longer creates Stationwide Shadow Kudzu when casting at high glimmer.
Okay, the upstream patches for various powers are now merged. Y'all should be good to grab them now via another Merge. |
Upstream stable for my testing, all 2 Approval done. This PR should only be merged by @Fansana |
Description
Routine upstream merge. Lots of fixes, some new psionic powers, harpy language, better narcolepsy, ghost respawn system; nothing really fascinating.
Media
Changelog
🆑