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Upstream merge 8 2 2024 #55
Upstream merge 8 2 2024 #55
Commits on Jul 22, 2024
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Restore HoP As A Functional Job (#576)
# Description By request from @OldDanceJacket, this PR does two things. First, it gives the HoP access to Cargo, so that in ODJ's own words, "The Hop can be like the Warden to Cargo. They are Brothers In Bureaucracy". The second thing this PR does is add BASIC department PDAs for each department to the PTECH vendor, enabling the HOP to hire people on as the basic roles for every department, with additional PDAs for the teaching roles(Interns). By design, all specialized department roles(Such as Chemistry) cannot be granted by the HOP, and must instead be given by their respective heads of staff. # Media ![image](https://github.com/user-attachments/assets/601cee43-f23a-4119-9e5a-e7f987fbd6d8) # Changelog :cl: - add: The Head Of Personnel can now hire people onto basic roles for each department by vending PDAs.
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Fix Subfloors For Diggable Diles (#577)
# Description By request from @OldDanceJacket , this restores the ability for pipes and wires to be hidden underneath grass and asphalt. I was originally going to also port digging, but it turns out that SOMEONE already ported digging, but completely forgot to also fix the subfloor nonsense. # Media With ShowSubfloor: ![image](https://github.com/user-attachments/assets/6aa5fee8-a670-4d3a-8d90-d17c964d59a8) Subfloors hidden: ![image](https://github.com/user-attachments/assets/df3581e3-b8a2-4020-92f5-30af6f0e7c6e) Dig the grass to expose pipes and wires: ![image](https://github.com/user-attachments/assets/ecf27a56-cb1d-4666-a235-f8ff94d4dfa2) # Changelog :cl: - fix: Pipes and Wires are now correctly hidden by grass and asphalt once more. Use a shovel to expose pipes hidden by grass.
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# Description By request from @OldDanceJacket , this reworks the NRP description of the bar drink glasses to something more suitable for our codebase. No changelog due to how minor this is. # Media Drink glasses still change their name to accommodate reagents, that is unchanged. ![image](https://github.com/user-attachments/assets/a4969be5-49f3-45c0-9687-505c9ccd723f)
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Commits on Jul 23, 2024
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Refactor FabricateCandySystem Into Its Generic Equivalent (#566)
# Description Refactors the nyano shitcode responsible for allowing borgs to dispense candies into a more generic variant, that allows to define what action dispenses what entity, and allowing an arbitrary number of such actions on an entity. Requested by @DangerRevolution <details><summary><h1>Media</h1></summary><p> https://github.com/user-attachments/assets/b4d643e2-c9b0-4367-8b9c-2d0cd4a228b9 </p></details> # Changelog No cl no fun --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Fix Loadout and Trait Job Playtime Requirements (#584)
# Changelog :cl: - fix: Job playtime requirements for loadouts and traits show correctly
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Commits on Jul 24, 2024
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# Description Grrr, 3 lines changed. Filter out events that don't have a start announcement. # Changelog :cl: - fix: False alarm event will no longer report events that should not be reported.
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# Description This PR massively expands upon the functionality of the Contests System, fully restoring it not only to the original level of functionality available to the Nyanotrasen Contests, but vastly exceeding its functionality too. Contests now include features like Health Contests, Stamina Contests, but also include hooks for Mind Contests (To allow other systems to implement theoretical effects of MindContest even though I'm not yet finished with the Psionic Refactor). Additionally, all Contests now include optional overrides, allowing other functions to modify their own expected outcomes from the ContestsSystem. These two optional overrides are: - BypassClamp: Bypasses the clamp outright, allowing for Classic Nyanotrasen Contests style of outputs, with theoretically infinite results. If completely unlimited infinite results is desired, setting this to true when calling Contests will unlock the range to (-inf, inf). - RangeFactor: Proportionally expands the allowed Range of outputs from a given Contest. Normally they are CVar clamped to +/- 0.25, but if for instance RangeFactor was set to 2, the Range is now +/- 0.5 # Changelog No changelog because this is completely zero player-facing implementations. All I have done is give DEVS the tools needed to begin implementing easy math into the game. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Fix Editor Dummy Always Being Human (#582)
# Changelog :cl: - fix: Fixed the character editor dummy always acting like a human
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# Description Significant event rebalance based on my own experience and feedback from some players, mostly aimed to improve low-pop experience and prevent multiple instances of same event occurring at once. Added weaker versions of hostile critter events. Those versions spawn 2-3 times less critters and come with a different announcement: SlimesSpawnWeak, SpidersSpawnWeak, XenoVentsWeak. Rebalanced the following events: - AnomalySpawn - reoccurrence delay of 8 minutes to prevent multiple anomalies from spawning with a delay of a few seconds (which has happened many times). - BluespaceArtifact - same, but 5 minutes. - BluespaceLocker - 15 minute reoccurrence delay and no more than 4 occurrences per shift because it's really annoying. - BreakerFlip, BureaucraticError, ClericalError - reoccurrence delay of 5 minutes. - GasLeak - reoccurrence delay of 7 minutes. - KudzuGrowth - reoccurrence delay of 10 minutes. - MeteorSwarm - reoccurrence delay of 5 minutes, reduced player count requirement from 10 to 7. - MouseMigration, VentCritters (mice) - reoccurrence delay of 3 minutes, reduced playercount requirement from 35 to 0. (Those two events are identical but have different announcements, might as well remove one of them) - CockroachMigration - reoccurrence delay of 15 minutes. - PowerGridCheck - reoccurrence delay of 2 minutes (same as the maximum duration of the event). - SolarFlare, VentClog - reoccurrence delay of 5 minutes. - SlimesSpawn, SpiderSpawn - reoccurrence delay of 12 minutes. - MimicVendorRule - reoccurrence delay of 5 minutes. - XenoVents - increased weight from 1 to 6. - MothroachSpawn - decreased player requirement from 15 to 1. - MundaneDischarge - reoccurrence delay of 15 minutes. - NoosphericZap - increased the weight from 12 to 25 and added a reoccurrence delay of 15 minutes. (Making it more likely to occur on regular intervals rather than randomly throughout the shift). - NoosphericFry - changed the glimmer range to 550-1000Ψ. - PsionicCatGotYourTongue - changed the glimmer range to 590-1000Ψ. - MassMindSwap - **MADE TEMPORARY** and increased glimmer burn range to 350-450Ψ. - FreeProber - changed the glimmer range to 550-1000Ψ. - GlimmerRandomSentience - reoccurence delay of 15 minutes, minimum of 10 player, and a glimmer range of 500-900Ψ. - GlimmerRevenantSpawn - glimmer range of 700-900Ψ. (There's already another revenant spawn event that isn't based on glimmer, wtf?) Rebalanced the following midround antags: - DragonSpawn - doubled the weight, from 1 to 2. - NinjaSpawn - reduced the player requirement from 40 to 20 (loneop had 20, and is far more destructive than a ninja). Also reduced reoccurrence delay to 45 minutes. - ZombieOutbreak - earliest start moved from 90 minutes to 60, weight reduced from 2.5 to 2, number of initial infected cut down from 3 to 2. - LoneOpsSpawn - reduced the player requirement from 20 to 15 and increased the reoccurrence delay from 30 to 45 minutes. - Re-added the following events: - ClosetSkeleton, with a minimum of 15 players and reoccurence delay of 25 minutes. - RandomSentience - with a reoccurence delay of 10 minutes and a maximum of 3 occurences. <details><summary><h1>Media</h1></summary> <p> New events: ![image](https://github.com/user-attachments/assets/032fdd04-5030-4336-8af9-b5f4f0484443) ![image](https://github.com/user-attachments/assets/283423aa-a059-47b4-9eea-c235b6cb1254) </p> </details> --- # Changelog :cl: - tweak: Most station events were rebalanced to better suit low-pop rounds. - add: Weakened versions of vent critter events can now occur on low-pop rounds. - tweak: After a lot of complaints, the mass mindswap event is no longer permanent.
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Commits on Jul 25, 2024
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Social Anxiety Trait Renamed (#591)
# Description Changes the Social Anxiety Traits Name, Description, and ID's --- # Changelog :mefinks: - tweak: Changed the name of the Social Anxiety Trait. --------- Signed-off-by: Miller <[email protected]>
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Prevent Instant Unequip of Clothing (#594)
# Description Prevents players from picking up their own equipped clothing (via the "put in hand" verb or otherwise) and thus bypassing the unequip delay completely. Does so by cancelling the GettingPickedUpAttemptEvent on equipped clothing. This does not prevent unequipping the clothing normally, i.e. by interacting with it in the inventory, or stripping clothing from others. # Changelog No cl no fun - most people don't even know this was an option.
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Commits on Jul 26, 2024
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# Description In theory the test works, too tired to want to figure it out right now. --- # TODO - [x] XMLDocs instead of random comments - [x] Announcer audio test - [x] Fix the resource error - [x] Remove random extra announcement files - [x] Fix test errors - Add alert announcements to every announcer --- # Changelog :cl: - fix: Fixed some NEIL announcements not playing audio --------- Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: Danger Revolution! <[email protected]>
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Fix Talking Across Docked Grids (#593)
# Description Simple-Station/Einstein-Engines#574 introduced a bug whereby people who are each on separate grids, but the grids were attached, could not talk to each other. I have corrected this by making it so that when the Cross-Grid check is handled, it also checks to see if the two different grids are JOINTed to each other. Therefore allowing sound to travel across the connection. This should also work from Shuttle To Planet, since it's also handled via the same system. This means that docked shuttles allow sound to travel across to the docked station(or other shuttle), as well as shuttles docked to a planet's surface will permit sound to travel to the planet. # Changelog :cl: - fix: Fixed a bug where sound was not traveling over a Shuttle-Docking connection. Attached grids now permit sound to travel through. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Refactor Sign Languages and Language Markers (#575)
# Description This refactors #510 and #553. #553 specifically was reverted and re-implemented from scratch. As a consequence to all of this, the chat system was refactored a bit too, hopefully for the best. Changes: - InGameICChatType, InGameOOCChatType, ChatTransmitRange were all moved to shared and made serializable - Added a method to wrap whisper messages to reduce code duplication in chat system - Both WrapPublicMethod and WrapWhisperMessage call the same generic WrapMessage method, which allows to add speech verbs to whispers and more. That method is also fully responsible for adding language markers and deducing speech verbs now. - Everything related to speech was moved out of LanguagePrototype and into SpeechOverrideInfo. LanguagePrototype now holds an instance of that. - Added AllowRadio, RequireSpeech, ChatTypeOverride, SpeechVerbOverrides, MessageWrapOverrides to SpeechOverrideInfo, all of which are used in implementing the sign language. - Suffered a lot # TODO - [X] Cry - [X] Fix the sign language not displaying properly over the character. - [X] Find a way to circumvent being unable to speak?? <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/user-attachments/assets/845ec5d3-20aa-4786-bdc8-c39c80e0a4a3) See below </p></details> # Changelog No cl no fun --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: Danger Revolution! <[email protected]>
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Fix Multiple Species Requirements (#595)
# Description Fixed species requirements, they can now be used for ORs. Improved trait/loadout requirement code, made the colors per-item instead of on the commas too. Removed group exclusion requirements in favor of the aforementioned.
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Commits on Jul 27, 2024
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Refactor Ramping Event Scheduler (#592)
# Description The Ramping Event Scheduler originally followed a more or less linear trend of "Slow events" to "Fast events", reaching its absolute maximum event speeds at EXACTLY the point set by CVar. Additionally, the timer CVars were set on initialization, which meant that event times could not be modified live, thus voiding the entire benefit of having the CVars in the first place. I have completely rewritten the entire timer function to use a logistic curve, which provides varying levels of transition rate from "Start", "Mid", and "End". Shifts begin at their normal speed, and will accelerate quickly until it reaches the "Midround", at which point event timer growth begins to slow dramatically. Additionally, the timer function accounts for both settings in Gamemode, as well as in CVar. Minimum Time and Maximum Time are also now separate from each other, and can be truly independently modified. Finally, to show what this system is capable of, I've added a variant "Long Survival" that can be set via admeme. # Media The new "Ramping Event Timer Equation". I have intentionally left this public just in case anyone wants to use it for a different system. ![image](https://github.com/user-attachments/assets/50557a21-76ae-4b08-9cb1-edd8d991712d) # Changelog :cl: - add: Long Survival has been added as a new Game mode. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Fix Script Folder in Readme for Linux (#598)
# Description The folder for the linux scripts is wrong. Thought I might as well fix it, while I'm at it. --------- Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Commits on Jul 28, 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]>
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Commits on Jul 29, 2024
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# Description Retextures Boxes slightly. Description. --- <details><summary><h1>Media</h1></summary> <p> ![Science](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160131.png) ![Standard](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160028.png) ![Olive](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160125.png) ![Doom](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160110.png) </p> </details> --- # Changelog :CL: - tweak: New Box Textures! --------- Signed-off-by: Miller <[email protected]>
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Fix 125 Toolshed Commands Being Unusable for Anyone without +HOST (#572)
# Description For reasons unknown, AdminManager has two command permission managers: _commandPermissions and _toolshedCommandPermissions. It used to load normal command permissions into the former, and toolshed command permissions into the latter. Since _toolshedCommandPermissions is NEVER actually used in checking whether a player can execute a command, all toolshed commands remained unavailable to anyone without +HOST. This PR provides a bandaid fix for that: it makes it so that the same permissions are loaded into both managers at the same time. It's necessary to load them into _commandPermissions in order to allow regular players to execute them, and it's also necessary to load them into _toolshedCommandPermissions because otherwise the ToolshedManager will complain about those commands lacking permission flags. This should also fixes some commands such as `spawn`, `pos`, `comp` being inaccessible to admins with +DEBUG and more. <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/user-attachments/assets/12afedef-0db3-43f2-8335-e95582a4a3f9) ![image](https://github.com/user-attachments/assets/f23ae98a-1e1b-4d28-8446-ca60e8239a03) Admin-only commands are unaffected: ![image](https://github.com/user-attachments/assets/d64a5a8d-f184-4a9d-bc71-ae80635df626) </p></details> --- # Changelog :cl: - fix: Fixed toolshed command permissions. This will mostly affect admins who don't have full host access.
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Radiation Doesn't Prevent DoAfters (#606)
# Description I got so pissed off that being near a singularity means you can't crowbar doors, that shortly after dying to a singularity because of said bullshit, I had written this before an emergency shuttle even arrived to pick up the crew. # Changelog :cl: - fix: Radiation damage no longer interrupts DoAfters.
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Make Jobs & Antags Use CharacterRequirements (#596)
# Description - Makes jobs use CharacterRequirements - Makes antags use CharReqs - Splits CharReqs into multiple files - Adds a Whitelist CharReq - Prays the tests pass --- --------- Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: VMSolidus <[email protected]>
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Commits on Jul 30, 2024
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Add Cybernetic Limb Markings (#613)
<!-- 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]? --> Adds cybernetic limb markings from Hesphiastos Industries and Bishop Cybernetics, originally from Deepstation. Also cherry-picks this [PR](SS14-Classic#39) by @WarMechanic from Deep that increases arm and leg markings available for suitable species from 2 to 6. This allows players to cover all limbs with cybernetics. --- <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/49eb49c0-4f0c-4346-8463-524a75613f8a) ![image](https://github.com/user-attachments/assets/1d1698a4-4b7b-4c5e-86f5-1c237db25c19) </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: Skubman - add: Added cybernetic limb markings from Hesphiastos Industries and Bishop Cybernetics. --------- Co-authored-by: WarMechanic <[email protected]>
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<!-- 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]? --> Adds new markings representing makeup: - Lips - Blush - Nail Polish (Left) - Nail Polish (Right) Availability depends on the species. Cherry-picked from this [pull-request](DeltaV-Station/Delta-v#1191) from Delta-V. --- <!-- 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> Human: ![image](https://github.com/user-attachments/assets/947f0186-297a-4af8-87e4-a14aa08d6100) ![image](https://github.com/user-attachments/assets/fc8b347d-a4fd-49f6-ba8c-2dcd9e5d7ac0) ![image](https://github.com/user-attachments/assets/ae5fc444-b1c2-45bb-969c-d0052c295a9d) ![image](https://github.com/user-attachments/assets/47a1650f-d2a6-4586-a4a1-83398db138b3) Felinid: ![image](https://github.com/user-attachments/assets/fbd12ed4-e7ac-4898-aa01-bfeff23c2818) ![image](https://github.com/user-attachments/assets/3401464d-ba4d-4da0-b378-b0d45424d792) ![image](https://github.com/user-attachments/assets/f0a08c2f-0cb0-4349-976c-15c59723a702) Moth: ![image](https://github.com/user-attachments/assets/e0036568-8860-4daf-b548-3f953f9a2ec4) ![image](https://github.com/user-attachments/assets/68620d38-6365-477d-be90-6b92dfaa32ee) </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: Makeup is finally here: lips, blush, and nail polish! Sashay over to Character Setup in the Markings section, then look at Head/Overlay to give makeovers to your characters!
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Commits on Jul 31, 2024
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# Description Last update broke late joins on Release build. This hotfixes latejoins.
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# Description Done by request from several people who have some issues with the sound mixing of certain items being very off. I did a little digging, and discovered that the heart of the issue is that id: BaseItem had for whatever utterly strange reason, set the volume for every item not overriding it to be above people's sound settings, resulting in pickup and drop sounds being strangely inconsistent with all other volumes. It got so bad that some people reportedly couldn't play the game. # Changelog :cl: - fix: Fixed Tools, Drink Containers, Lockers, and all base items having inconsistent sound settings.
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# Description LASERS HAVE NO RECOIL, THEY SHOULD NOT PUSH YOU AROUND IN SPACE. THE CAPTAIN'S LASER PISTOL IS NOT AN INFINITE USE JET PACK. STUPID BUG. ME FIX. There are MANY things I hate about the gun system's code, I am going to revisit this later with a more comprehensive update. There are many hardcoded constants in it related to physics that I thoroughly despise. Guns should just be allowed to declare how much force of recoil they have, rather than it being hardcoded as "CONSTANT 25f". Also, I would like that if the Recoil value is greater than your character's mass, to then knock your character on their ass and/or send them flying. Imagine a Felinid getting thrown back by firing a shotgun. There's my justification for doing so. # Changelog :cl: - fix: Lasers no longer function as jetpacks in space.
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Fix the Uncategorized Category Not Being Hidden (#628)
<details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/8292491a-e3c6-4321-a2a9-acf3d7f92d3b) </p> </details> --- # Changelog :cl: - fix: Fixed the Uncategorized category not being hidden when empty
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# Description Fixes: - Whisper not undergoing readability obfuscation when out of range - Handheld translators ignoring language knowledge requirements - Several animals not having defined languages - Computers not having languages (this primarily affects the RnD console and in the future the cargo request console which send radio messages) - Some languages lacking brightness and thus being hard to read Also makes language colors from language markers use alpha blending instead of overriding the original color. The change is subtle, kinda hard to make it noticable without defeating the original purpose... <details><summary><h1>Media</h1></summary><p> Example of the new colors ![image](https://github.com/user-attachments/assets/291c1a6d-829b-43ec-afb7-5c902a1e4aff) </p></details> --- # Changelog :cl: - fix: Whisper can no longer be heard clearly outside the intended range. - fix: Translators can no longer be used without knowing the languages they require. - fix: Computers (primarily RnD console) now speak GC by default instead of Universal. - tweak: Readjusted colors of all languages to make them easier to read.
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Comms Console Announcer Fixes (#610)
# Description Cherry-Picks Fansana/floofstation1#50 This fixes some mistakes in the code for Michael's announcements. --------- Co-authored-by: Fansana <[email protected]>
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Commits on Aug 1, 2024
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More Loadout Items: Wave 2 (#616)
# Description Adds significantly more items to Loadouts. Notably, it adds almost every item from the ClothesMate, a decent amount of clothing from the AutoDrobe, and some missing clothes from the WinterDrobe. Other changes: - Restrict Command from wearing uniforms outside of their job - Limit Security's non-sec uniform/head/mask options to those that maintain the Security aesthetic, such as clothes that are red, black, and some blue/beige, and all MNK gear. - Restrict all shoes from Dionas and Harpies properly. I have a feeling that there's a better way to get around this issue, perhaps by preventing these species from selecting items that are based on `ClothingShoesBase`. - Make all colored jumpsuits available to all Civilians, and select jumpsuits for departments such as white/blue for Medical, white/purple for Epistemics, and yellow for Engineering. ## New Items ### Uniform Command cannot select any listed uniforms. Security (except HoS) can only select items marked with (*). - [2] white shirt and purple skirt - [2] yellow skirt with rose hoodie - [2] turquoise hoodie and shorts - [2] casual blue jumpsuit - [2] casual blue jumpskirt - [2] casual purple jumpsuit - [2] casual purple jumpskirt - [2] casual red jumpsuit (*) - [2] casual red jumpskirt (*) - [2] flannel jumpsuit (*) - [2] black hawaiian shirt - [2] blue hawaiian shirt - [2] red hawaiian shirt (*) - [2] yellow hawaiian shirt - [2] brown sweater with jeans - [2] green sweater with jeans - [2] red sweater with jeans (*) - [2] loungewear (*) - [2] sober sweater - [2] white t-shirt and jeans - [2] gray t-shirt and jeans (*) - [2] peach t-shirt and jeans (*) - [2] decorated turtle skirt (*) - [3] kimono - [3] geisha dress (*) - [3] bartender's uniform (jumpsuit) - [3] bartender's uniform (jumpskirt) - I find the bartender's uniform to be a neutral and very versatile piece, fitting the MNK aesthetic. This uniform with a white shirt and black bottom pairs well with the MNK black jacket and flannel jumpsuits. For this reason, I think the bartender's uniform should be accessible to everyone. - [3] lost tourist uniform - [3] black schoolgirl uniform (*) - [3] tan blazer schoolgirl uniform - [3] blue schoolgirl uniform - [3] cyan schoolgirl uniform - [3] dusk schoolgirl uniform - [3] green schoolgirl uniform - [3] orange schoolgirl uniform - [3] pink schoolgirl uniform - [3] purple schoolgirl uniform - [3] red schoolgirl uniform (*) - [4] red dress (*) ## Outer - [1] vest - [3] gentle coat - [3] jensen coat - [3] trench coat - [3] Denim jacket - [3] blue flannel jacket - [3] green flannel jacket - [3] red flannel jacket ## Head Security (including HoS) can only select items marked with (*). - [1] mime cap (*) - [1] mime cap (flipped) (*) - The mime cap is just a plain white cap, the same as the other caps in the Loadouts. - [2] beret (*) - [2] French beret (*) - [2] bowler hat (*) - [2] brown flatcap - [2] grey flatcap (*) - There already exists a "brown flat cap" (note the extra space) in the Loadouts, but it's a different item with a different style. - [2] black cowboy hat (*) - [2] brown cowboy hat - [2] red cowboy hat (*) - [2] grey cowboy hat (*) - [2] white cowboy hat (*) - [2] brown fedora (chocolate) - [2] grey fedora (*) - [2] fez (*) - [2] fishing cap - [4] rasta hat ## Shoes - [2] fishing boots - [2] tourist shoes - [3] high-heeled boots - [3] coder socks - [3] bee socks ## Neck Added some missing scarves and pins. Pins suggested by @Tmanzxd - [1] striped black scarf - [1] striped brown scarf - [1] striped light blue scarf - [1] striped orange scarf - [1] striped purple scarf - [1] black tie - [1] blue tie - [1] green tie - [1] red-tie - [1] white tie - [2] headphones Added bedsheets. Bedsheets are restricted to Civilian (excluding HoP) unless stated otherwise. - [2] black bedsheet - [2] blue bedsheet - [2] brown bedsheet - [2] green bedsheet - [2] grey bedsheet - [2] NT bedsheet - [2] orange bedsheet - Usable by all Logistics roles - [2] purple bedsheet - Usable by all Epistemics roles. We are one step closer to RD wizard - [2] rainbow bedsheet - [2] red bedsheet - Usable by all Security roles - [2] white bedsheet - [2] yellow bedsheet - Usable by all Engineering roles - [3] cosmos bedsheet ## Mask New category. There is conveniently already localization for the Mask category. Security (including HoS) can only select items marked with (*). - [1] black bandana (*) - [1] blue bandana - [1] brown bandana - [1] gold bandana - [1] green bandana - [1] grey bandana - [1] red bandana (*) - [1] skull bandana (*) - [1] gas mask (*) - [1] sterile mask (*) - [2] mercenary bandana - [2] muzzle (*) - [2] neck gaiter (*) - [2] red neck gaiter (*) ## Eyes - [1] glasses - Can't be used by characters with the Nearsighted trait as they already spawn with glasses - [2] jamjar glasses - [2] jensen glasses - [2] cheap sunglasses - A cheaper alternative to sunglasses (5 loadout points), without flash protection ## Items - [1] leather satchel - Leather satchels used to be a default backpack type in SS13 - [3] fire extinguisher - For when you need to put out fires from fire anomalies and pyromancy - [4] crayon box - Crew can use this to ~~vandalize sec front~~ decorate their workplaces with love - [4] barber scissors ## Jobs ### Chemist Suggested by @Tmanzxd - [1] heavy nitrile gloves - [1] chemistry tie - [1] enclosed shoes - [2] safety glasses - [2] chemical resistant apron - [2] formal chemistry suit ### Captain/HoP - [1] inspection gloves ### Head of Personnel - [2] Ian's bedsheet ### Medical - [2] medical bedsheet ### Clown - [1] sexy clown mask - [1] clown winter boots - [2] clown's bedsheet - [2] robes of the honkmother - [2] clown winter coat ### Mime - [1] sad mime mask - [1] scary mime mask - [1] sexy mime mask - [1] mime's winter boots - [2] mime's bedsheet - [2] mime's winter coat ### Cargo Technician - [1] logistics winter boots - [2] logistics winter coat ### Salvage Specialist - [2] mining winter coat --- <details><summary><h1>Media (Character Lookbook)</h1></summary> <p> ## Stylish Cowboy ![image](https://github.com/user-attachments/assets/23d78f00-a601-4fd7-8139-990850afc912) **Loadout:** black cowboy hat, bartender's uniform (jumpsuit), striped black scarf, red flannel jacket, fingerless gloves, fishing boots ## Secret agent ![image](https://github.com/user-attachments/assets/8d89a944-c147-47ce-b06a-21a2d0dee4dc) **Loadout:** french beret, cheap sunglasses, bartender's uniform (jumpskirt), MNK black jacket ## Cybernetic Tourist ![image](https://github.com/user-attachments/assets/ddd28b02-5211-4803-a5ae-6c37872f7d94) **Loadout:** glasses, blue hawaiian shirt, striped light blue scarf, geta sandals ## Cowgirl ![image](https://github.com/user-attachments/assets/25c6b5dd-30ff-4096-a710-fb785219958a) **Loadout:** white cowboy hat, MNK gym bra, high-heeled boots ## Cat schoolgirl ![image](https://github.com/user-attachments/assets/f97cd552-ddd2-49d0-8f4e-dcada261ec7f) **Loadout:** pink schoolgirl uniform, coder socks ## Olive Rancher ![image](https://github.com/user-attachments/assets/8f31921c-14e9-43c5-bd65-0c90ec9c3a5a) **Loadout:** grey cowboy hat, gray t-shirt and jeans, vest, leather shoes ## Casual ![image](https://github.com/user-attachments/assets/9610822b-cd3e-4dab-a06c-2a0f30f43866) **Loadout:** Beret, cheap sunglasses, sober sweater, laceup shoes ## French Chemist ![image](https://github.com/user-attachments/assets/325653a9-ddba-4670-bac2-67cda1d90b5c) **Loadout:** french beret, formal chemistry suit, chemistry tie, chemical resistant apron, heavy nitrile gloves, enclosed shoes (Hey Heidi!) ## RD Wizard ![image](https://github.com/user-attachments/assets/8807e3a8-12ec-4ed7-80c7-62952ebe39f0) *For my next magic trick, I cast Pyromancy!* **Loadout:** top hat, glasses, mystagogue lab coat, purple bedsheet, fishing boots </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: Skubman - add: Added dozens of new clothes and items to Loadouts, including the new Mask category. Have fun dressing up your characters! - tweak: Restrict Command Loadouts from selecting uniforms outside of their job. - tweak: Limit the selection in Security Loadouts of non-sec uniforms, hats, and masks to those that maintain the Security aesthetic. - tweak: Made all types of colored jumpsuits in Loadouts available to Civilian roles (excluding HoP), and suitable jumpsuits to Epistemics, Engineering, and Medical. - fix: Prevent dionas and harpies from selecting shoes in Loadouts.
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Revert "Mirror: Restrict Door Remotes to only Being Able to Manipulat…
…e Doors Relevant to Their Type" (#491) Reverts Simple-Station/Einstein-Engines#315 As [I brought up](Simple-Station/Einstein-Engines#315 (comment)) in the original pr, this change was made to counter power gaming, which isn't as much of an issue on EE downstreams, and adversely affects the engineering department, without any major benefits. --------- Signed-off-by: stellar-novas <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Invert the Running/Walking States (#485)
# Description Ports Simple-Station/Parkstation-Friendly-Chainsaw#39 A change made to encourage people to [stop and smell the roses](https://www.urbandictionary.com/define.php?term=slow+down+and+smell+the+roses), instead of sprinting everywhere trying to get shit done. This goes well with #486, so people don't actually *have* to rush places to try to get things done before the shift ends fatally. It's weird anyway how we're all constantly sprinting everywhere and have to *very actively* choose not to (and why would you?). Increases the default speeds so that walking isn't painfully slow and sprinting feels more like sprinting in combination with the active choice to sprint. Someone needs to PR changing the default sprint or examine buttons, so people can fight and sprint with this change. (A lot of other default keybinds suck or conflict too and need to change) # Media Terrible video but whatever https://github.com/user-attachments/assets/5ff3863d-92c8-4df3-b76b-82874b5e1ae3 # Changelog :cl: - tweak: The station's crew hivemind has decided to slow down their movement and enjoy The Park instead of sprinting everywhere --------- Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: Pspritechologist <[email protected]>
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Move Survival Boxes To Loadouts (#634)
# Description Survival boxes take up a shitload of space, and very few people actually want them. Most people take the Epipen and Spacepen out, and throw the box away immediately on roundstart. Having survival boxes automatically in the backpack causes issues when Loadouts contain "large items", causing most or all of a person's loadout to be dumped on the floor at roundstart. While that isn't completely unavoidable, moving survival boxes to loadouts will go a long way towards ameliorating said issue. I intentionally omitted removing survival boxes from antagonist bags because we currently don't have antag character slots and loadouts. In the future when we have that update, we can remove survival boxes from the nukie bags too. # Changelog :cl: - add: Survival Boxes have been added to loadouts.
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# Description Subcontainers such as Boxes, Medkits, and Lunchboxes are essentially useless items that players always throw away. The given reason for this is that because the boxes only ever provided the same or less inventory slots than the inventory slots they take away, using boxes only ever penalizes players. Since you can only ever open one container at a time, placing items in boxes means you have to first open your backpack, then open the box, then take the item out. How it SHOULD work instead, is that boxes contain slightly more inventory slots than what they remove. You would effectively be trading the ability to quickly and efficiently access all your items, for having slightly more inventory capacity. This PR buffs the parent of four different categories of items, such that 3x3 boxes occupy 9 inventory spaces and provide 16 spaces, and 2x4 boxes occupy 8 spaces and provide 12 spaces. The difference accounts for 3x3 boxes being significantly more inventory-awkward to put in your backpack than the 2x4 containers. Toolboxes are unchanged because they're already huge, and don't fit in backpacks anyway. Here's a demonstration of inventory management with a backpack full of boxes. https://github.com/user-attachments/assets/40b184f6-b061-4f0a-8e8b-7e2a7b9793bc # Changelog :cl: - add: Boxes(Cardboard, Medkits, Lunchboxes) now contain slightly more inventory slots than they occupy.
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# Description This takes Ultravision, Dogvision, and Normalvision, making all 3 traits into our first set of "Neutral" traits. They now cost 0 points, but still occupy one of the 5 trait selections. In the future we should have a decent roster of Positive, Neutral, and Negative traits. If Death ever finishes making Subcategories, we'll probably want to have Positive, Neutral, and Negative be the 3 "Main" categories, and all subcategories sit underneath them. <details><summary><h1>Media</h1></summary> <p> Token screenshot for a 3 line PR because my maintainers will get onto me if I don't include some kind of media. ![image](https://github.com/user-attachments/assets/27a7feea-a347-41bf-ae01-099eb84ed7af) </p> </details> # Changelog :cl: - tweak: Ultraviolet Vision, Deuteranopia, and Trichromat Modification are all now 0 point Neutral traits. They still occupy one of your trait selections. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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More Loadout Items: Wave 3 (#633)
# 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]? --> Adds some useful items in the Items category and unused clothes into Loadouts. There are nine suits from Delta-V that were meant for a planned Mafia gamemode, but otherwise, they are unused. These suits were made by @TadJohnson00. I renamed some of the mobster suits to lessen the association with and added them to Loadouts. There is an "inspector's coat" in-game not used anywhere, that has been renamed to "slim trench coat" and added to Loadouts. Adds labels to survival boxes in the Loadouts UI to be able to distinguish against them. ## New Items ### Uniform Security (except HoS) can only select items marked with (*). - [2] black suit (*) - [2] dark suit (*) - [2] red suit (*) - [2] brown suit - Security doesn't have this as a Security Officer wearing this might be confused for the Detective. - [2] dubious suit (*) - [2] mafioso suit (*) - [2] white suit - [2] negative suit (*) - [2] gangster suit (*) ## Outer - [3] slim trench coat - [4] overcoat - More expensive than other coats due to its increased resistance to Slashing (10%) and Hea (25%). ## Items - [1] book [Random] - [1] water bottle - [1] space medipen - [1] emergency medipen - [1] folder [grey] - [1] breath mask - [1] emergency flare - [1] paper - This item gives four pieces of paper instead of one, as indicated in the loadout description. - [1] pen - [2] flashlight - [2] pipe - [3] flippo lighter - [3] pre-packed lunchbox [Filled, Random] ### Medkits Each medkit is only accessible to Medical (except Chemist) and Corpsman unless specified otherwise. - [4] first aid kit - Selectable by every role. - [4] brute trauma treatment kit - [4] burn treatment kit - [4] combat medical kit - Selectable only by Chief Medical Officer and Corpsman. - [4] oxygen deprivation treatment kit - [4] radiation treatment kit - [4] toxin treatment kit - [5] advanced first aid kit <details><summary><h1>Media</h1></summary> <p> ## Survival box labels ![image](https://github.com/user-attachments/assets/4eab5ed4-51a1-4784-a9d5-f41b76e35365) ## Mobster suits ![image](https://github.com/user-attachments/assets/c7b8a1dd-c243-4b9d-9973-860d8810b793) ## Vintage ![image](https://github.com/user-attachments/assets/09e4dc1e-bfeb-46d1-80d8-da4338b5348e) **Loadout:** black cowboy hat, **pipe**, **dubious suit**, **slim trench coat**, laceup shoes ## Dapper Cop ![image](https://github.com/user-attachments/assets/2b6fbe0d-b00a-4d20-ba8f-c1a766cda392) **Loadout:** white fedora, security hud, **pipe**, **gangster suit**, striped red scarf, white gloves ## Biker ![image](https://github.com/user-attachments/assets/f4ca8fe0-e600-42cd-83d7-070b57d57b46) **Loadout:** cheap sunglasses, **brown suit**, MNK black jacket, black gloves, black cowboy boots </p> </details> --- # Changelog :cl: Skubman - add: Added new clothes in Loadouts: slim trench coat, and Mafia-style suits. - add: Added new useful items in Loadouts: lunchbox, more survival gear, paperwork, and medkits. --------- Signed-off-by: Angelo Fallaria <[email protected]>
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# Description Add the ability for Vulpkanins to wag their tails like Lizards and add a far better icon for tail wagging making it not look like only action. --- <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/6ed28a22-81ac-494c-bc18-92b5f7ae8ecb) ![image](https://github.com/user-attachments/assets/d3f976b1-d680-4181-a645-8e84a071e6cf) </p> </details> --- # Changelog :cl: - add: Vulpkanins can wag their tails now --------- Signed-off-by: FoxxoTrystan <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Commits on Aug 2, 2024
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Merge remote-tracking branch 'EE-Personal/Additional-Contests-Impleme…
…ntations' into Upstream-Merge-8-2-2024
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Merge remote-tracking branch 'EE-Personal/NyanoCombat-2,-Part-3-Physi…
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Merge remote-tracking branch 'EE-Personal/Carrying-System-Refactor' i…
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Merge remote-tracking branch 'EE-Personal/Add-Sol-Federation-Vendors-…
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Add job whitelist system (#28085)
* Add job whitelist system * Address reviews * Fix name * Apply suggestions from code review Co-authored-by: Pieter-Jan Briers <[email protected]> * cancinium --------- Co-authored-by: Pieter-Jan Briers <[email protected]>
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