-
Notifications
You must be signed in to change notification settings - Fork 25
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 7/21/2024 #49
Merged
VMSolidus
merged 398 commits into
SS14-Classic:master
from
VMSolidus:upstream-merge-7-21-2024
Jul 22, 2024
Merged
Upstream Merge 7/21/2024 #49
VMSolidus
merged 398 commits into
SS14-Classic:master
from
VMSolidus:upstream-merge-7-21-2024
Jul 22, 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
* disallow unanchoring or opening panels on locked emitters/APEs * no locking open panels * oops * needback feedback * Update Content.Shared/Lock/LockSystem.cs * Update Content.Shared/Lock/LockSystem.cs * Update Content.Shared/Lock/LockSystem.cs * sanity --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
Admins bypass doafters. As such, the code that runs on doafter completion is ran before the sound is actually created. This then leads to the sound never being stopped, and as such it would infinitely play. This commit gets around the issue by manually stopping the sound should the doafter fail to start. If we could be sure that the doafter would never fail, then we could just move the call to StartDigging above starting the doafter but this is currently not possible. Co-authored-by: metalgearsloth <[email protected]>
Make the map ui work Co-authored-by: wrexbe <[email protected]>
* Combine flower crown and wreath * huh * huuh
* add * ap * no more stam dmg
brig timers now cancelable. also some screensystem yakshave
Co-authored-by: Eoin Mcloughlin <[email protected]>
Fix GastTileOverlay not updating properly
Co-authored-by: wrexbe <[email protected]>
…(#26527) * Add briefcase to curadrobe and some briefcases cleanup * also add to lawdrobe
* Don't clip text in item status * Fix overflow in examine tooltip --------- Co-authored-by: Eoin Mcloughlin <[email protected]>
As it turns out, they are not in fact on their own netid. They are actually just on wireless. The way I had tested my previous pr led to this mistake being made. I originally had the radio jammer block wireless as well, but decided to take out under the flase assumption that it suit sensors were actually on their own netid and did not require the ability to block all wireless packets at the last moment.
* Replace drill_hit.ogg and drill_use.ogg with better sounds * Fix attribution source for drill_hit.ogg * Update Resources/Audio/Items/attributions.yml Co-authored-by: Kara <[email protected]> * Update Resources/Audio/Items/attributions.yml Co-authored-by: Kara <[email protected]> --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: Kara <[email protected]>
Added access reader to all blast doors. Added pre configured blast doors for engineering and science.
* gives all wheeled objects friction * adjustments to sum stuff
* Combine injection systems * Update Content.Server/Chemistry/EntitySystems/SolutionInjectOnEventSystem.cs --------- Co-authored-by: metalgearsloth <[email protected]>
* Update borg_modules.yml * Fix borg_modules.yml? * Uh --------- Co-authored-by: metalgearsloth <[email protected]>
* Hal 9000's first emote * Add Chime emote & Change variation to 0.05 * Modify Buzz emote * Add Buzz-two emote * modified Horn * add ping emote * add slowclap emote * Convert slowclap.ogg to mono, reflect change in attribution.yml * fix capitalization for all chatMessages && change all catagory to category * remove all traces of slowclap.ogg * forgor one file smh * collating copywrite * spelling mistakes will be the death of me * more spelling mistakes * change yml string to list
* Adds the CentComm Disk and configures it to work with direct-use shuttles * Added functionality for drone shuttles (i.e. cargo shuttle) * Adds support for pods, and a disk console object for disks to be inserted into. Also sprites. * Added the disk to HoP's locker * Removed leftover logs & comments * Fix for integration test * Apply suggestions from code review (formatting & proper DataField) Co-authored-by: 0x6273 <[email protected]> * Fix integration test & changes based on code review * Includes Disk Cases to contain Coordinate Disks, which are now CDs instead of Floppy Disks * Check pods & non-evac shuttles for CentCom travel, even in FTL * Import * Remove CentCom travel restrictions & pod disk consoles * Major changes that changes the coordinates disk system to work with salvage expeditions * Missed CC diskcase removal * Fix build * Review suggestions and changes * Major additional changes after merge * Minor tag miss * Integration test fix * review --------- Co-authored-by: 0x6273 <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
* Add door electronics configuration menu * Use file-scoped namespaces Signed-off-by: c4llv07e <[email protected]> * Open door electronics configuration menu only with network configurator Signed-off-by: c4llv07e <[email protected]> * Doors will now try to move their AccessReaderComponent to their door electronics when the map is initialized Signed-off-by: c4llv07e <[email protected]> * Make the access list in the id card computer a separate control Signed-off-by: c4llv07e <[email protected]> * Fix merge conflict Signed-off-by: c4llv07e <[email protected]> * Remove DoorElectronics tag Signed-off-by: c4llv07e <[email protected]> * Integrate doors with #17927 Signed-off-by: c4llv07e <[email protected]> * Move door electornics ui stuff to the right place Signed-off-by: c4llv07e <[email protected]> * Some review fixes Signed-off-by: c4llv07e <[email protected]> * More fixes Signed-off-by: c4llv07e <[email protected]> * review fix Signed-off-by: c4llv07e <[email protected]> * move all accesses from airlock prototypes to door electronics Signed-off-by: c4llv07e <[email protected]> * rework door electronics config access list Signed-off-by: c4llv07e <[email protected]> * Remove Linq from the door electronics user interface * [WIP] Add EntityWhitelist to the activatable ui component Signed-off-by: c4llv07e <[email protected]> * Better interaction system Signed-off-by: c4llv07e <[email protected]> * Refactor Signed-off-by: c4llv07e <[email protected]> * Fix some door electronics not working without AccessReaderComponent Signed-off-by: c4llv07e <[email protected]> * Move AccessReaderComponent update code to the AccessReaderSystem Signed-off-by: c4llv07e <[email protected]> * Remove unnecesary newlines in the door access prototypes Signed-off-by: c4llv07e <[email protected]> * Remove unused variables in access level control Signed-off-by: c4llv07e <[email protected]> * Remove unnecessary method from the door electronics configuration menu Signed-off-by: c4llv07e <[email protected]> * [WIP] change access type from string to ProtoId<AccessLevelPrototype> Signed-off-by: c4llv07e <[email protected]> * Remove unused methods Signed-off-by: c4llv07e <[email protected]> * Newline fix Signed-off-by: c4llv07e <[email protected]> * Restored to a functional state Signed-off-by: c4llv07e <[email protected]> * Fix access configurator not working with door electronics AccessReaderComponent Signed-off-by: c4llv07e <[email protected]> * Replace all string access fields with ProtoId Signed-off-by: c4llv07e <[email protected]> * move access level control initialization into Populate method Signed-off-by: c4llv07e <[email protected]> * Review --------- Signed-off-by: c4llv07e <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
* move SolutionTransfer to shared and predict as much as possible * fully move OpenableSystem to shared now that SolutionTransfer is * fix imports for everything * doc for solution transfer system * trolling * add scoopable system * make ash and foam scoopable * untroll * untroll real * make clickable it work * troll * the scooping room --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <[email protected]>
* Replace the teleportation logic on the SCRAM implant! Now instead of just trying to pick a random tile in range 20 times, the scram teleportation logic now: - Gets a list of grids in range - Until a suitable tile is picked it picks a random grid - From that grid it picks a random tile. - If the tile is suitable, then it is set as the target and the user will be teleported there. - Grids and tiles are randomly picked as outlined above until a valid tile is found, or all valid grids and tiles are exhausted. - Should no suitable tile be found then they get teleported to the same position they are at. Effectively not teleporting them. * Actually make the defaults sane which I forgor in the last commit * Extract tile section to its own function. Bias selection for current grid. Use proper coords for box. * Address reviews as much as possible * Address reviews
* Made it better * ok * alright --------- Co-authored-by: wrexbe <[email protected]>
* drinks round 1 saving my progress before my hard drive explodes * test 2 please work * name fixes whoops * Update drinks.yml * various fixes am dumb * add sol dry to vends more fixes and changes, yippee! * more fixes & ingame testing shrimple tests * last fixes should be ready for pr now * Update soda.yml sate thirst
* ERT Chaplain * Make BibleUser * It was not intended * reword my poor words * 1984 a comment that I decided was unnecessary. * Update Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml --------- Co-authored-by: metalgearsloth <[email protected]>
* Added pages to chemical categories The chemical categories have their own page now. Added the "Chemical Tabs" in /ServerInfo/Guidebook. Moved the Chemicals code from shiftsandjobs.yml to its own .yml file which is "chemicals.yml". * Update guides.ftl * Update chemicals.yml Changed the guide entry's ID for the medical tab from Medicine to Medicinal. Hope this works... * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Biological.xml Co-authored-by: exincore <[email protected]> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Foods.xml Co-authored-by: exincore <[email protected]> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Elements.xml Co-authored-by: exincore <[email protected]> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Narcotics.xml Co-authored-by: exincore <[email protected]> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Toxins.xml Co-authored-by: exincore <[email protected]> * Fixed a few errors and stuff! A few typos have been fixed thanks to exincore. Added dedicated .xml files to be used for the dedicated category pages (Medicinal and Botanical pages). Made it so it doesn't use any duplicated IDs anymore. If there's more problems, please do tell so I can fix it! * Update settings.json * Fix? --------- Co-authored-by: exincore <[email protected]>
…o upstream-merge-7-21-2024
…am-merge-7-21-2024
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
VMSolidus
added a commit
to VMSolidus/deep-station-14
that referenced
this pull request
Aug 10, 2024
This is a re implementation and complete rewrite of the original Nyanotrasen CPR feature, this time as its own completely standalone system. Unlike the original CPR, this system requires no modification of base game code, and can be toggled on and off via CVars while the server is running. Fixes #473 Fixes SS14-Classic#49 🆑 - add: CPR has been added to the game. People with CPR training can now perform CPR on anyone who is in either crit or dead states. - add: CPR Training has been added to the game as a new positive trait. All medical staff start with this trait for free. --------- Signed-off-by: VMSolidus <[email protected]>
VMSolidus
added a commit
that referenced
this pull request
Sep 7, 2024
# Description This is a re implementation and complete rewrite of the original Nyanotrasen CPR feature, this time as its own completely standalone system. Unlike the original CPR, this system requires no modification of base game code, and can be toggled on and off via CVars while the server is running. Fixes #473 Fixes #49 # Changelog :cl: - add: CPR has been added to the game. People with CPR training can now perform CPR on anyone who is in either crit or dead states. - add: CPR Training has been added to the game as a new positive trait. All medical staff start with this trait for free. --------- Signed-off-by: VMSolidus <[email protected]>
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
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.
About the PR
"What Did you Change in this PR?"
Yes