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Update 9/21/2024 #69

Merged
merged 149 commits into from
Sep 21, 2024
Merged

Update 9/21/2024 #69

merged 149 commits into from
Sep 21, 2024

Commits on Sep 7, 2024

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  3. Update discord-changelog.yml (#881)

    Signed-off-by: DEATHB4DEFEAT <[email protected]>
    DEATHB4DEFEAT authored Sep 7, 2024
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  4. [Feature] Shortcut Construction System (#861)

    # Description
    
    Interacting with some materials now opens up the radial menu with some
    often used recipes. Port from White Dream.
    
    ---
    
    # Why?
    
    It looks cool I guess. Also required by Blood Cult.
    
    ---
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/8207ea19-f4a3-45e1-b6f2-c870b46b6837
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    
    :cl:
    - add: Interacting with some materials now opens the radial menu
    containing some of the most used recipes of that material.
    Remuchi authored Sep 7, 2024
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  6. Update gloves.yml (#860)

    Back bcs im stupid
    
    Signed-off-by: Evgencheg <[email protected]>
    Evgencheg authored Sep 7, 2024
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Commits on Sep 8, 2024

  1. Update Credits (#887)

    This is an automated Pull Request. This PR updates the GitHub
    contributors in the credits section.
    
    Co-authored-by: SimpleStation Changelogs <[email protected]>
    github-actions[bot] and SimpleStation14 authored Sep 8, 2024
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  2. Default TOML File (#818)

    # Description
    
    We've had the DeltaV TOML files for awhile now, and it's come up that we
    very strongly need to update the defaults. Someone who actually knows
    what they're doing(I'm not a server host, I'm just the guy who codes a
    ton of random things), please let me know if I've gotten anything wrong
    here.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Sep 8, 2024
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  3. Make Height Sliders Affect Your Bloodstream Volume (#858)

    # Description
    Something that just makes sense, this makes your effect character weight
    affect your bloodstream volume. As a minimum size felinid you will get
    33% of normal blood volume, whereas as something as huge as a lamia you
    may get up to 3 times the normal blood volume.
    
    The resulting volume of your bloodstream can be calculated as `V =
    clamp(normal_volume * mass_contest ^ 0.6)` (assuming default
    parameters), where mass_contest is the result of a mass contest between
    your entity and the average humanoid. For average species like vulps,
    this means that their bloodstream can become up to ~40% smaller than
    normal (at minimum size), or up to 50% larger than normal (at maximum
    size). For onis the range is shifted towards higher values, a maximum
    size oni will have twice as much blood as an average human.
    
    This has both drawbacks and advantages. For instance, having little
    blood means you can bleed out easily, but at the same time it means it
    will take way less blood packs/saline/iron/proteins to restore your
    blood to the normal level. Opposite is also true, having more blood
    means you will be harder to heal.
    
    Also, this PR slightly refactors the HeightAdjustSystem to be more
    flexible.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    
    https://github.com/user-attachments/assets/951c2391-09d8-4a4a-812b-a2394862fadd
    
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - add: Your character size now affects your blood level. Smaller
    characters will have less blood, and larger characters will have more.
    
    ---------
    
    Signed-off-by: Mnemotechnican <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    3 people authored Sep 8, 2024
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  4. Disable Quick Swap for Item Slots by Default (#856)

    # Description
    As was discussed on discord, quick swap is a feature that makes certain
    things needlessly easy. You can instantly swap the magazine in a gun
    without even paying attention to it, you can quickly swap cells in
    IPCs/borgs, you can instantly swap the ID in your pda with that of
    someone else without anyone noticing, et cetera. In my opinion, this is
    unnecessary QOL that makes the game feel more bland and primitive.
    Besides, it used to lead to odd and unwanted behavior, such as IPCs
    being able to swap their own power cells.
    
    In addition to that, certain entities do not support quick swap. For
    instance, rechargers will stop working if you insert a power cell and
    then quick-swap it before it finishes charging.
    
    This PR makes quick swap disabled by default. It can still be re-enabled
    by setting `ItemSlotsComponent.Slots.[ItemSlot].Swap = true` on
    individual entities.
    
    # Changelog
    :cl:
    - remove: Quick swap has been disabled for most item slots. This
    primarily means you will have to eject power cells/magazines from
    items/weapons/borgs before replacing them with different ones.
    Mnemotechnician authored Sep 8, 2024
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  6. Fixed some Comment Syntax (#851)

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    # Description
    
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    Fixed some comment syntax that annoyed me.
    SleepyScarecrow authored Sep 8, 2024
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  7. Add New Nuke Music (#850)

    # Description
    
    Nuff said.  
    I just wanted to make this and uhhhhh. It grew into its own thing.
    
    ---
    
    # Changelog
    
    :cl: router
    - add: Added Chip Nightmare to the nuke music roster.
    BasedUser authored Sep 8, 2024
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  8. Change Slime Scream (#849)

    # Description
    
    This PR replaces slime_scream_f2.ogg with a modified version of
    Voice/Human/femalescream_5.ogg. The original scream doesn't feel like it
    belongs in SS14 with the other slime sounds (laugh, cry, sigh, etc).
    
    ---
    
    # Changelog
    
    :cl: router
    - tweak: Female slimes no longer have movie screams.
    BasedUser authored Sep 8, 2024
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  10. Make Hugging/Petting Interactions Affect Mood (#823)

    # Description
    Something that was omitted in #733. Hugging and petting now give
    positive moodlets.
    
    The petting interaction was split into two: one for animals and one for
    humanoids. The one for animals improves both your own mood and the mood
    of the animal, whereas petting a humanoid only improves their own mood.
    In addition to all that, being hugged and being pet do not stack.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/47e8f722-44ee-4d03-a580-65a2946a1920
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - tweak: Hugging and petting interactions now influence mood, just like
    the old hugging.
    
    ---------
    
    Signed-off-by: Mnemotechnican <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    Mnemotechnician and DEATHB4DEFEAT authored Sep 8, 2024
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  11. Display Language Fonts/Colors in Chat Bubbles (#812)

    # Description
    4 FTL lines changed
    
    Finally them native GC speakers will know what language to respond in
    when speaking to us
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/68d1b1b2-373d-4f98-958d-3659b7cff440
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Chat bubbles now use the font & color of the language of the
    message.
    Mnemotechnician authored Sep 8, 2024
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  13. Oscillating Event Scheduler (#796)

    # Description
    This introduces a new event scheduler type that follows a random curve
    that slowly changes in time. It's designed to sometimes offer the
    station some chaos, and sometimes offer it times to breathe.
    
    Also adds two new gamemodes - irregular and irregular extended - which
    use this scheduler.
    
    Also fixed the issue with other related CVars not being archived.
    
    # TODO
    - [X] Do stuff
    - [X] Test stuff
    - [X] Fix stuff
    
    # Changelog
    :cl:
    - add: Added two new gamemodes - irregular and irregular extended -
    which use a new type of event scheduler that offers irregular periods of
    peace, chaos, and anything in between. The extended version is meant for
    longer rounds with significantly lower levels of chaos.
    
    ---------
    
    Signed-off-by: Mnemotechnican <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    4 people authored Sep 8, 2024
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  14. TraitSystem Component Removals (Anomalous Positronics Trait) (#885)

    # Description
    
    This PR implements a new functionality for Traits, while also making
    clever use of the new Loadouts Version 3.0 addition of logic gates.
    Traits have been extended to now also allow for Component Removals,
    ostensibly so that traits can remove species Innate traits. In theory
    this could also be used to completely wipe a pre-existing component, and
    then let the trait fully replace it with a new component.
    
    To make use of this feature, I've added a new trait called Anomalous
    Positronics, which allows for IPCs to "Buy off" their innate Psionic
    Insulation, and thus allow them to be psionic. The previously existing
    psionic traits that required you not be an IPC, now make use of new
    logic gates to require that you are either not an IPC, or have the
    AnomalousPositronics trait. Additionally, roundstart psion jobs, like
    the Mystagogue, Mantis, Chaplain, also all now have a check for "Not
    IPC, OR has AnomalousPositronics".
    
    Finally, thanks to the logic gates, it's now possible to simultaneously
    disallow the roundstart psions from buying Latent Psychic, while also
    still allowing the Chaplain and Librarian to buy Natural Telepath.
    
    # Changelog
    
    :cl:
    - add: Traits now allow for full component removals, enabling traits
    that directly remove innate species traits without the need to hardcode
    new systems for it. Or, to allow species components to be fully removed
    as preparation for being replaced with a new component.
    - add: Anomalous Positronics has been added as a new trait. It removes
    the psionic insulation from IPCs, allowing them to be affected by
    psionics, as well as take roundstart psion jobs like the Mystagogue, and
    also buying traits such as Latent Psychic.
    - remove: NormalVisionComponent and NormalVisionSystem have been
    removed. The NormalVision trait now uses
    TraitSystem.RemoveTraitComponents to do its work.
    - add: Chaplain and Cataloguer can now purchase Natural Telepath.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Sep 8, 2024
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  15. Cherry-Pick "Shrimp Mob for Metempsychosis (#862)" (#882)

    # Description
    Cherry-picks DeltaV-Station/Delta-v#862 on
    behalf of the author.
    
    This was not tested; need someone to check if it actually works before
    merging.
    
    # Changelog
    :cl:
    - add: A shrimp morphotype was added to the failure pool of the
    metempsychotic machine.
    
    ---------
    
    Signed-off-by: leo <[email protected]>
    Signed-off-by: Mnemotechnican <[email protected]>
    Co-authored-by: leo <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    Co-authored-by: Null <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    5 people authored Sep 8, 2024
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  18. Fix Translators Not Working Correctly Under Certain Conditions (#834)

    # Description
    This completely refactors the translator system, fixing various issues,
    such as being unable to hold multiple translators at once normally,
    entity languages not getting updated properly if a translator was
    removed from it via stripping or similar, etc.
    
    Also fixes translators being utter shitcode.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/239f831b-7262-4980-932d-c6231dcecf72
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - fix: Multiple issues with translators were fixed. Additionally, you
    can now hold multiple handheld translators at once without issues.
    Mnemotechnician authored Sep 8, 2024
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  20. Re-Enable Recycler Gibbing (#822)

    # Description
    
    WAITER, WAITER, PLEASE FEED ME MORE FELINIDS.
    
    # Changelog
    
    :cl:
    - add: Recyclers can now once again eat people when emagged.
    - add: The ability for emagged Recyclers to eat people is now controlled
    by the CVar "reclaimer.allow_gibbing".
    - add: Recyclers require power to eat people. No more dragging emagged
    recyclers into crowds.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Sep 8, 2024
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  21. Adds a Toy Which Makes Bwoink Sound (#759)

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    This adds a toy hammer based on the old BanHammer from ss13 which was a
    joke toy that made a bwoink sound. It also had a really old description
    which made minor fun of the russian translation changing it to
    'bangammer' and 'reisin' which I decided to keep for the veterans.
    
    ---
    
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/802c1896-f175-4e39-8f2e-97f1df2e88ba)
    
    ![image](https://github.com/user-attachments/assets/39add23b-1503-41ec-b9ce-080cd5757677)
    
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl:
    - add: Added bwoink hammer with bwoink sound
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    3 people authored Sep 8, 2024
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  23. AddPsionicPower Command (#807)

    # Description
    
    This PR adds a new console command for directly adding psionic powers to
    an entity. Should an entity not already be psionic, this command will
    additionally make them psionic.
    
    # Changelog
    
    :cl:
    - add: A new console command, AddPsionicPower has been added.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Sep 8, 2024
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Commits on Sep 9, 2024

  1. Fix Maps Missing Assistants (#838)

    # Description
    
    Glacier, Core, and Saltern were missing their assistant job slots(My
    mistake, when the Linter said I needed to set the Overflow job, I
    assumed it meant "Replace the [-1, -1] slot with the Overflow", but
    apparently both are needed.
    
    Additionally, Glacier, Core, and Saltern are now added to the Map Pool.
    
    :cl:
    - add: Glacier, Core, and Saltern now have assistant job slots.
    - add: Glacier, Core, and Saltern are now able to be voted on for map
    selection.
    VMSolidus authored Sep 9, 2024
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  2. Nerf Default Power Attack (#866)

    # Description
    
    We had some issues and concerns reported by more than a few server hosts
    that having the default right click be *both* a power attack and a wide
    swing was extremely undesireable. Since our original intention was to
    actually deprecate "Wide Swing" only to a handful of a few weapons
    designed around it, the behavior of this is now that power attack with
    no wide swing is the default for all weapons. Power attacks are still
    easier to aim than left clicks, but can only hit a single target except
    on certain weapons, deal bonus damage in exchange for stamina, and have
    a narrow 45 degree cone so as to enforce the need to right click at
    least relatively near your intended target.
    
    # Changelog
    
    :cl:
    - tweak: Wide Swing is no longer possible as a default on all weapons,
    the default is now Power Attack (10 stamina spent, for 20% bonus damage
    to single target only). Only a small number of weapons designed to
    "Cleave", still have their wide swing functionality.
    VMSolidus authored Sep 9, 2024
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  4. Update Clothing Assignments of Suit/Skirt (#857)

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    Changes some outfits, notably the Operative Jumpskirt, Kimono,
    Dark/Light Monastic Robes, and the Gladiator Uniform to be assigned as
    skirts, rather than suits. This allows harpies to wear them. In
    addition, the UnsensoredClothingSkirtBase base now possesses the
    'ClothMade' tag, allowing moths to eat outfits with this base.
    
    ---
    
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    :cl:
    - tweak: Fixes a few typos in outfit descriptions
    - fix: The Kimono, Dark/Light Monastic Robes, Gladiator Uniform, and
    Operative Jumpskirt should be properly considered jumpskirts, and are by
    extension wearable for harpies.
    - fix: Moths should be able to eat outfits with the
    UnsensoredClothingSkirtBase parent.
    Tirochora authored Sep 9, 2024
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  5. Re-Enable Arrivals (#871)

    # Description
    
    Apparently people thought we had removed the Arrivals Terminal from the
    game. This corrects it so that the default behavior is Arrivals to be
    enabled.
    
    # Changelog
    
    :cl:
    - fix: Arrivals has been re-enabled. I feel sorry for all the people who
    thought we had disabled it. This was a legacy toggle that was leftover
    from when we forked DeltaV
    VMSolidus authored Sep 9, 2024
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  7. Americanize Contests System (#814)

    # Description
    
    I have updated the Contests System to make it safe to use by Americans.
    This is accomplished by adding very helpful warning labels, as well as
    restricting the Range of all its functions so that they cannot return
    either a negative number, or a zero. Therefore, all Contests are now
    perfectly safe to divide by.
    
    # Changelog
    
    :cl:
    - tweak: ContestsSystem(Mass Contest, Stamina Contest, Health Contest,
    Mind Contest, Mood Contest, and Every Contest) have all been updated to
    be safe to divide by, since it is no longer possible for them to ever
    return 0. Instead they will just return
    0.0000000000000000000000000000000000000000000001401298, so if you divide
    by an unclamped contest, I hope you like your function randomly
    returning the 32bit integer limit.
    - add: Warning labels have been added to all Contests to make them
    comply with the demands of the American consumer market.
    VMSolidus authored Sep 9, 2024
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  8. Step Trigger Minor Refactor (#884)

    # Description
    
    I made this PR in response to a bug report from Floof, where it was
    discovered that a "Minimum Size Felinid or Harpy" is instantaneously
    killed by mouse traps. Which confused me, because Felinids and Harpies
    are intended to be immune to floor traps like landmines, glass, and
    mouse traps. Then I discovered that mouse traps overwrite the step
    trigger cancellation, meaning that mouse traps will just completely
    ignore a Felinid/Harpy canceling the step trigger. Additionally, to my
    endless frustration, the Felinid/Harpy floor trap immunity is handled by
    a Tag and not a Component, which isn't really acceptable in this day and
    age.
    
    I decided to take a little bit of a different approach to this problem,
    first by doing the usual code cleanup to EE standards. Then by adding a
    new StepTriggerImmuneComponent. This component acts as an early-exit for
    the entire StepTriggerSystem, immediately at the initial entrypoint,
    during the CanTrigger bool. This component is given to Felinids and
    Harpies by default, representing their "Extremely low density bodies"
    having too much surface area and not enough mass to trigger floor traps.
    Effectively, they are now working as originally intended, by having
    immunity to setting off landmines.
    
    Because we have a trait point system, and this is coincidentally also a
    trait requested by Nuclear14, I have gone ahead and created a Trait that
    gives this component to anyone willing to pay the points for it.
    
    # Changelog
    
    :cl:
    - fix: Felinids and Harpies will now correctly never set off floor
    traps, such as landmines and mouse traps.
    - add: Trap Avoider has been added as a new trait, allowing characters
    to buy the innate ability to avoid floor traps. I would have named this
    "Light Step", after the trait from Fallout that shares its name and
    effect, but someone already gave that name to a different trait
    entirely.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Sep 9, 2024
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  12. Split Arm And Leg Markings (#870)

    # Description
    
    It's time to finally rip off a bandaid, and cease fucking with awful
    layer garbage and marking workarounds. This PR completely removes the
    Arms and Legs marking categories, replacing them with:
    
    1. Right Arm
    2. Right Hand
    3. Left Arm
    4. Left Hand
    5. Right Leg
    6. Right Foot
    7. Left Leg
    8. Left Foot
    
    Finally, removing harpy layer shitcode is within our grasp.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/7cb5cb2d-ec5a-4269-a29b-08eeabc5668b)
    
    
    ![image](https://github.com/user-attachments/assets/a5b8861d-ae25-45cb-96d7-2d4dbf17be98)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Arm and Leg markings are now split between individual arms,
    hands, legs, and feet.
    VMSolidus authored Sep 9, 2024
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  14. Revert Revert Antag Refactor With Fixes (#794)

    # Description
    
    Thank you to Remuchi from White Dream Project for this, I appreciate
    your help with this.
    
    # TODO
    
    - [x] Wait for actual testing to be done to verify that this actually
    works.
    
    # Changelog
    
    :cl: @Remuchi
    - add: The Antag Refactor has been once again added back in. More antags
    will be coming soon.
    
    ---------
    
    Co-authored-by: Remuchi <[email protected]>
    Co-authored-by: Leon Friedrich <[email protected]>
    Co-authored-by: Nemanja <[email protected]>
    Co-authored-by: deltanedas <[email protected]>
    5 people authored Sep 9, 2024
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  16. Hotfix Linter (#894)

    # Description
    
    SOMEHOW THIS GOT PAST THE LINTER. THE FUCK?
    VMSolidus authored Sep 9, 2024
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Commits on Sep 11, 2024

  1. Food Recipe Guidebook (#783)

    # Description
    Adds an auto-generated list of recipes to the guidebook. This was mostly
    made using the chemical list as a reference, so it's a bit shitcode-ey.
    
    # TODO
    - [X] Make less ugly (add paddings to table cells and fix colors)
    - [X] Fix sprites not working
    - [X] Unshitcode (if possible)
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/597cbec1-7114-480b-ab8d-5ed9f8b2e0c3
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - add: The "food recipes" page in guidebook now contains an
    automatically generated list of food recipes.
    Mnemotechnician authored Sep 11, 2024
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  3. Uncomment Rat King (#903)

    # Description
    
    By request from our downstreams.
    
    # Changelog
    
    :cl:
    - add: Rat Kings have returned to the default event rotation.
    VMSolidus authored Sep 11, 2024
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  4. Jetpack Server Configuration (#901)

    # Description
    
    Jetpacks can now be configured via CCVar in a server's TOML file to
    allow for certain behaviors that people have repeatedly asked for, and
    were denied by Wizden on the basis that, "Wizden doesn't want this on
    their servers". Well the request has reached my lap, and my response to
    this is, "I have the power to give that choice directly to individual
    servers."
    
    Here you go. Enjoy.
    This PR makes it so that jetpacks can be set in Server Configuration to 
    - Be usable in ANY condition, even on grids with gravity
    - Be usable in zero gravity, even on grids
    - Or set the 2 new CVars to false, and it'll just work like it did
    before.
    
    # Changelog
    
    :cl:
    - add: Jetpacks now work in zero gravity.
    - add: New CCVar "jetpack.enable_anywhere" allows server hosts to
    optionally make it so that jetpacks can be used anywhere, even in
    gravity and on grids.
    - add: New CCVar "jetpack.enable_in_no_gravity" allows server hosts to
    optionally disable jetpacks being usable in zero gravity.
    VMSolidus authored Sep 11, 2024
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  6. Medical Loadout Groups (#902)

    # Description
    
    This PR creates Loadout Groups specific to Medical jobs, and provides a
    discount on all medical loadout items in return for having the group
    limit behavior.
    
    # Changelog
    
    :cl:
    - add: Medical Job related items are now part of a Medical loadout
    group, and have all been significantly discounted.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Sep 11, 2024
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  8. Penlight-Fixes (#900)

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    # Description
    
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    Tweaked penlights some. You can no longer examine random objects, you
    cannot examine your own eyes, and the penlight now needs to be actually
    on in order to use. Also tweaked the messages to be more accurate.
    
    
    
    # Changelog
    
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    :cl: Tilkku
    - tweak: Penlight Exam Messages
    - fix: Penlights now need to be on in order to examine
    - fix: Penlights can no longer be used on self
    
    ---------
    
    Signed-off-by: SleepyScarecrow <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    SleepyScarecrow and VMSolidus authored Sep 11, 2024
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  10. Fix Languages Again (#893)

    # Description
    4 fixes:
    - Fixed translators stopping to provide a language for a fraction of a
    tick, causing the provided language to get de-selected when moving a
    translator within your inventory (from hands to pocket or otherwise)
    - Fixed translators not updating your languages when running out of
    power (literally forgot to call UpdateEntityLanguages)
    - Fixed language menu breaking after you reconnect to the server (the
    issue is tricky, apparently all subscriptions made by ui controllers are
    invalidated when the client switches from gameplay state to menu state
    (the "you are disconnected" one), but never calls Initialize() for them
    again, which means they can never re-create the same subscriptions...
    Which explains why the ahelp menu was breaking for me after
    reconnecting. All UI controllers that make event subscriptions are
    affected by this bug)
    - Fixed the language menu button not updating when you close the menu
    manually.
    
    # Changelog
    :cl:
    - fix: Fixed a couple issues with the language menu UI and translators.
    Mnemotechnician authored Sep 11, 2024
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  13. Cargo Loadout Groups (#909)

    # Description
    
    This PR creates Loadout Groups specific to Cargo jobs, and provides a
    discount on all their loadout items in return for having the group limit
    behavior.
    
    ---
    
    # Changelog
    
    :cl: Mocho
    - add: Cargo Job related items are now part of a Cargo loadout group,
    and have all been significantly discounted.
    
    ---------
    
    Signed-off-by: gluesniffler <[email protected]>
    gluesniffler authored Sep 11, 2024
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  15. Security Loadout Groups (#908)

    # Description
    
    This PR creates Loadout Groups specific to Security jobs, and provides a
    discount on all security loadout items in return for having the group
    limit behavior.
    
    ---
    
    # Changelog
    
    :cl: Mocho
    - add: Security Job related items are now part of a Security loadout
    group, and have all been significantly discounted.
    
    ---------
    
    Signed-off-by: gluesniffler <[email protected]>
    gluesniffler authored Sep 11, 2024
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  17. Service & Instrument Loadout Groups (#906)

    # Description
    
    This PR creates Loadout Groups specific to Service jobs, and provides a
    discount on all service loadout items in return for having the group
    limit behavior. Also adds significant discounts to all instruments for
    musicians in exchange for only being able to pick up to 3.
    
    ---
    
    # Changelog
    
    :cl: Mocho
    - add: Service Job related items are now part of a Service loadout
    group, and have all been significantly discounted.
    - tweak: Musicians now have significant discounts on all instruments in
    loadouts, but can only take a maximum of 3.
    
    Signed-off-by: gluesniffler <[email protected]>
    gluesniffler authored Sep 11, 2024
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  19. Engineering Loadout Groups (#907)

    # Description
    
    This PR creates Loadout Groups specific to Engineering jobs, and
    provides a discount on all engineering loadout items in return for
    having the group limit behavior.
    
    ---
    
    # Changelog
    
    :cl: Mocho
    - add: Engineering Job related items are now part of a Engineering
    loadout group, and have all been significantly discounted.
    
    ---------
    
    Signed-off-by: gluesniffler <[email protected]>
    gluesniffler authored Sep 11, 2024
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Commits on Sep 12, 2024

  1. Reverse Engineering Update Pr Port/ Board Cost Balance (#910)

    Ports the re update from delta and adds the Rcd and its ammo to the re
    machine along with jaws of life for more potential usage. Also moves the
    Re components to the Bottom of each yml item for items with the Re
    component placed in the middle likely from time and neglect, so it's
    consistent and less messy and better to understand. Also makes the cost
    of the naynoboards consistent with the other boards
    
    
    Expands the re machines catalog and adds it to alternate research tech
    as well as making it craft able via plasma glass, makes all Nanyo-boards
    the same cost as the ones from the hyper lathe updates such
    I think this would help those who wish to work on the re machine helps
    with future updates I need to flesh out too such as the other syndicate
    suits and items, adds a little more use and makes it consistent with
    another tech in nt's catalog. The Remechine has been neglected for a
    long time, and it seems that super parts are in the work here so ill
    likely make the suits and wait for the updates rather than making a
    super re-machine like planed.
    --
    Media 
    
    ![Screenshot 2024-09-11
    114101](https://github.com/user-attachments/assets/b337ee2b-e851-40c4-9377-8ff17c932908)
    ![Screenshot 2024-09-11
    114140](https://github.com/user-attachments/assets/3f75f8ca-ca04-4670-b254-cdd6b6f703be)
    ![Screenshot 2024-09-11
    113137](https://github.com/user-attachments/assets/00b31c57-6d8d-46ba-8887-0e6e2a55269d)
    
    
    ---
    
    # Changelog
    
    
    :cl:
    - add: added rcds to the list of possible re and ported over the re
    update from delta
    - tweak: tweaked the costs of boards re-machine boards to be more
    consistent with their post hyper lathe update counter parts
    
    ---------
    
    Signed-off-by: Squishy77 <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    Squishy77 and VMSolidus authored Sep 12, 2024
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  3. Alcohol Ethanol Content Fix (#911)

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    # Description
    
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    I changed the ethanol content of all of the drinks and base alcohols
    within the game based off of irl parallels and math for the sake of
    realism and because it bugged the shit out of me that it was so
    inconsistent.
    
    ---
    
    # Changelog
    
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    :cl:
    - tweak: Ethanol Contents
    - fix: SnowWhite Recipe
    - tweak: Ethanol overdose changed from 15 to 45
    SleepyScarecrow authored Sep 12, 2024
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  5. Port Delta-V Jukebox Additions (#912)

    # Description
    Cherry-picks DeltaV-Station/Delta-v#1130,
    DeltaV-Station/Delta-v#1361, and
    DeltaV-Station/Delta-v#1704. Credit to
    Colin-Tel.
    
    This was not tested, someone should test it first.
    
    # Changelog
    :cl:
    - add: Ported a number of jukebox songs from Delta-V.
    
    ---------
    
    Signed-off-by: Colin-Tel <[email protected]>
    Co-authored-by: Colin-Tel <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    Co-authored-by: Azzy <[email protected]>
    Co-authored-by: Batuh1n <[email protected]>
    Co-authored-by: Milon <[email protected]>
    6 people authored Sep 12, 2024
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  6. Make Blood Deficiency Bloodloss Consistent (#895)

    # Description
    
    With Simple-Station/Einstein-Engines#858 (Make
    Height Sliders Affect Your Bloodstream Volume) being merged, it
    introduced variable blood volumes for differing sizes, whereas before
    everyone had the same blood volume (300u).
    
    Because Blood Deficiency subtracted a flat amount from the bloodstream,
    it resulted in an unintended consequence where small characters died
    very quickly due to blood loss, while large characters could live for
    hours. This makes the blood loss amount of Blood Deficiency a
    **percentage** of the entity's max blood volume, which means that the
    time to become low blood is now the same regardless of blood volume.
    
    # Changelog
    
    :cl: Skubman
    - fix: Blood Deficiency now makes you lose a consistent percentage of
    blood regardless of your blood volume, which is dictated by size. This
    makes the time to low blood and death consistent for every character of
    all sizes with this trait.
    angelofallars authored Sep 12, 2024
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Commits on Sep 14, 2024

  1. Add Access Wire to Airlocks (#916)

    # Description
    
    Access wire is cool, this PR adds it back to airlocks
    
    ---
    
    <!--
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/622d01ac-01e5-4290-af26-6175fa3eca6c
    
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - add: Airlocks once again have access wires. Happy hacking!
    stellar-novas authored Sep 14, 2024
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  3. Science Loadout Groups + Command Cost Adjustments (#914)

    # Description
    
    This PR creates Loadout Groups specific to Science jobs, and provides a
    discount on all science loadout items in return for having the group
    limit behavior.
    
    ---
    
    # Changelog
    
    :cl: Mocho
    - add: Science Job related items are now part of a Science loadout
    group, and have all been significantly discounted.
    - add: Added more clothing to the science section in loadouts.
    - tweak: Adjusted command loadout item pricing.
    - tweak: Added localization strings for the new loadout groups.
    
    ---------
    
    ---------
    
    Signed-off-by: gluesniffler <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    gluesniffler and DEATHB4DEFEAT authored Sep 14, 2024
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  5. Bartender Loadout Groups (Also Item Group Localizations) (#915)

    # Description
    
    This PR adds Bartender-Specific loadout item groups. Very simple, it
    removes some of the items from the Bartender's Locker, and replaces them
    with giving the bartender a choice of which "Bar Gun" he wishes to start
    with. Currently just the classic beanbag double barrel, but now the
    bartender can elect to spend some of his loadout points to instead start
    with a Mosin(Preloaded with Rubber bullets)
    
    Also while I was at it, I added missing localizations.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/ca51fc69-966e-429e-b035-9c6d4f6d2dc9)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Added missing Localizations for Departments, Jobs, and Loadout
    Item Groups.
    - add: Bartender-Specific loadouts! Bartenders can now choose to spawn
    with either their classic shotgun, or a Mosin Nagant that comes
    preloaded with rubber bullets.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Sep 14, 2024
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  7. Cherry-Pick #28077 (#898)

    # Description
    
    Cherry-Picks
    space-wizards/space-station-14#28077
    For our downstreams so that they don't get sandbox violation errors when
    attempting to compile with the Latest Dotnet 8
    
    Co-authored-by: Pieter-Jan Briers <[email protected]>
    VMSolidus and PJB3005 authored Sep 14, 2024
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  8. Slight Starting Gear Changes. (#897)

    # Description
    
    Changes the Loadouts to Lawyer's and Atmos very slightly, Lawyer's for
    the purpose of Simplicity and Atmos for preperation of a Backpack
    Unbloating.
    
    ---
    
    # TODO
    
    [X] do da thing
    ---
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    ![Example Media Embed](https://example.com/thisimageisntreal.png)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - tweak: Stuffed Lawyer's Pockets with Space Law guides!
    - remove: Took away Atmos backpacks as Starting equipment.
    
    ---------
    
    Signed-off-by: Miller <[email protected]>
    CilliePaint authored Sep 14, 2024
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  10. User-Friendly Sprinting (#889)

    # Description
    "Walking by default" is now implemented as a client-side toggle in the
    settings. Also, fixed walking alerts being shitcode and not displaying
    the correct walking/running state.
    
    One issue still persists: if you press the "toggle walk" button while
    typing in the chat, it still resets the walking state to default. I
    don't know what causes it, probably the input field leaking button-up
    input events instead of marking them as handled.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/97d5b495-ea9b-4854-a6b0-84815ed5a332
    
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - add: You can now choose whether you want to walk or run by default in
    the settings.
    
    ---------
    
    Signed-off-by: Mnemotechnican <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    Mnemotechnician and VMSolidus authored Sep 14, 2024
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  12. Chemical Moodlets (And Drug Addictions!) (#896)

    # Description
    
    This PR implements a new Reagent Reaction that modifies a character's
    mood, done by raising a MoodEvent on that character. It also extends
    some of the functionality of the TraitSystem and MoodSystem so as to
    support a new serializable Drug Addiction mechanic.
    
    https://www.youtube.com/watch?v=8liPBsUtND4
    
    
    ![image](https://github.com/user-attachments/assets/3962c492-7677-4007-bf31-23e74b2b7382)
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/207210d6-e573-46e2-beb4-fab83a83d8b4)
    
    
    ![image](https://github.com/user-attachments/assets/4e1277e1-a873-4185-98b3-39abe06a8235)
    
    
    ![image](https://github.com/user-attachments/assets/e1a6cefe-82ee-482c-ace1-9fb511385fe4)
    
    
    ![image](https://github.com/user-attachments/assets/454dafa2-ba9e-46a6-9ac0-15e2ed35c4f8)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Drug Addictions! Drug addictions are long lasting Moodlet-Pairs.
    The first consisting of a temporary Mood bonus that is refreshed by
    consuming the drug, and the second consisting of an extremely long
    lasting mood penalty, which replaces the mood bonus should you go a long
    enough time between consuming the drug in question.
    - add: Nicotine Addiction has been added as a new minor negative trait.
    - add: Drugs/Reagents can now affect your character's Mood! Both with,
    and without Addiction.
    - add: TraitSystem has had functionality added for directly adding
    Moodlets to a character upon joining the round, such as drug addictions,
    or permanent mood modifications like Sanguine/Saturnine
    - add: Lotophagoi Oil now induces an extremely powerful drug addiction,
    providing an extremely large mood benefit for a short time. Which when
    it wears off, creates an equally extreme mood penalty that lasts for a
    very long time(or until you drink more Loto Oil).
    VMSolidus authored Sep 14, 2024
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  14. Fix #864 and Rehydratable System Doing Client-Side Spawn (#888)

    # Description
    - Resolves #864 by partially reverting #516 
    - Adds a _net.IsClient check to RehydratableSystem to avoid spawning
    duplicate entities on client side
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/e50785a6-b5f7-4484-9097-118bc3a5dfa5
    
    
    </p>
    </details>
    
    ---
    
    # Changelog
    :cl:
    - fix: Cyborg recharging stations finally work again.
    - fix: Rehydratable entities (such as monkey cubes) no longer spawn a
    second client-side entity when rehydrated.
    
    ---------
    
    Signed-off-by: Mnemotechnican <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    Mnemotechnician and VMSolidus authored Sep 14, 2024
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  16. Hotfix Shortconstructionmenu Radius Becoming Infinite (#890)

    # Description
    The formula needed pi/2 instead of pi, but it got lost in the process of
    refactoring.
    
    # Changelog
    No cl no fun
    
    Signed-off-by: Mnemotechnican <[email protected]>
    Mnemotechnician authored Sep 14, 2024
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  17. Nerf Uncloneable (#868)

    # Description
    
    Uncloneable has rightfully obtained a reputation as **THE** powergamer
    trait, given the fact that it will extremely rarely come up in game,
    meaning that it essentially provides a ton of "Free" trait points. Due
    to its status as an extremely minor trait that's really just an opt-out
    of Cloning, it is not something that should give any free points at all.
    
    # Changelog
    
    :cl:
    - tweak: The Uncloneable trait no longer provides extra trait points.
    VMSolidus authored Sep 14, 2024
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  19. Weather Block Marker, Rad Markers and Invisible Walls (#862)

    Ported from Nuclear14 by request of @OldDanceJacket as they wanted the
    weather blocking markers. Tought you may as well get the rest of the
    stuff for rad markers and invisible walls too. Useful for planets.
    
    ---------
    
    Signed-off-by: Peptide90 <[email protected]>
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    3 people authored Sep 14, 2024
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Commits on Sep 16, 2024

  1. Harpy Flight System (#919)

    # Description
    
    This PR adds a generic system which gives an entity the ability to fly.
    Optionally increasing their speed in exchange for a continuous stamina
    drain, which can, and **will** stamcrit them if left unchecked.
    
    ---
    
    # Technical Details?
    
    We normally dont have this section but I'd like to outline the changes
    since I messed with quite a few systems:
    
    - Introduces a `FlightComponent` which can be added to any entity in
    YML, needs to be tied to an action with an event of type
    `ToggleFlightEvent` This component holds properties for:
    - Toggling animations on and off, either at the entity level or the
    layer level.
        - Altering shader animation properties
    - Altering speed, stamina drain, sounds played, delay between sounds,
    etc etc.
    - Adds a `FlyingVisualizerSystem` that can take a given `AnimationKey`
    which points to a shader, and optionally can apply it to either the
    entire sprite, or a given layer.
    - Adds a check in `SharedGravitySystem` for making the entity weightless
    when it has the `FlightComponent` and is flying.
    - Adds a check in `SharedCuffableSystem` to disable cuffing when the
    target has the `FlightComponent` and is flying.
    - Introduces a new field in the `StaminaComponent` which serves as a
    dictionary for persistent drains, with the key being the source (UID) of
    where it came from. The drains can also indicate if they should apply
    the stamina slowdown or not (relevant for both this PR, and for an
    eventual sprinting PR)
    
    ---
    
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    [![Flight
    Demo](https://i.ytimg.com/vi/Wndv9hYaZ_s/maxresdefault.jpg)](https://youtu.be/Wndv9hYaZ_s
    "Flight Demo")
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl: Mocho
    - add: Harpies are now able to fly on station for limited periods of
    time, moving faster at the cost of stamina.
    
    ---------
    
    Signed-off-by: gluesniffler <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    gluesniffler and VMSolidus authored Sep 16, 2024
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Commits on Sep 17, 2024

  1. Physical Pulling (#883)

    # Description
    Fixes pulling being obnoxiously unphysical. Entities now exert a
    specific amount of force defined as the product of their mass and the
    SpecificForce set in their PullerComponent. Doing a ctrl-right click now
    sets a target position where your entity begins to continuously push the
    pulled entity towards, instead of throwing it or pushing it once
    (however, it should still be possible to drag people and disposals and
    the like). Additionally, your entity will properly experience recoil
    from dragging someone around.
    
    # TODO
    - [X] Do stuff
    - [X] Fix stuff
    - [X] Fix aghosts not being able to push (?)
    - [X] Fix pulling giving you free kinetic energy while in spess (how?)
    - [ ] Test if throwing felinids into disposals via pulling still works
    :trollface:
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    
    https://github.com/user-attachments/assets/2498ef8c-f743-4702-b73c-b2da0c16e9aa
    
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - add: Pulling has been reworked. Your character will now try to
    continuously push the pulled entity when you use the push keybind.
    - remove: You can no longer push the pulled entity while walking, and
    pushing now follows the momentum conservation laws.
    Mnemotechnician authored Sep 17, 2024
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  2. Core Fullsize (Underfueled) AME (#927)

    # Description
    
    By request. A typical engineering team takes as much as 40 minutes to
    setup a Supermatter engine with no experience. Core is designed to
    **FORCE** players to setup a Singulo, which takes 15 minutes, therefore
    Core loses power in 20 minutes with its comically undersized and
    underpowered AME.
    
    I increased the size of Core's AME so that engineers have more time to
    setup Supermatter. A lot more time actually.
    
    # Changelog
    
    :cl:
    - tweak: Core now has a 6-Core AME, which is supplied with two jars of
    fuel. This should give Engineers significantly more than 20 minutes of
    time to setup the Supermatter engine.
    VMSolidus authored Sep 17, 2024
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  5. Fixes to Bench and Barber Chair Rotation (#925)

    # Description
    
    Changed the textures of wooden and metal benches. Now wooden benches are
    turned correctly, and metal ones have the correct texture of the left
    and right halves
    
    ---
    
    # TODO
    
    - [x] Task
    - [x] Completed Task
    
    ---
    
    
    ![Screenshot_80](https://github.com/user-attachments/assets/ff51a698-5387-4b4e-8d2e-4408c2893577)
    
    ![Screenshot_81](https://github.com/user-attachments/assets/235f4dbd-c379-45cd-86ea-821a145f0862)
    
    ![Screenshot_82](https://github.com/user-attachments/assets/04757bd0-c317-4f3f-91eb-91c1c2d52dec)
    
    ![Screenshot_83](https://github.com/user-attachments/assets/dcf006e9-50d6-443f-80b1-c2cce22b1b9a)
    
    
    ---
    
    # Changelog
    
    :cl: JayJacobs
    - tweak: Changed the sprite of the barber chair.
    - fix: Fixed bench textures.
    
    Co-authored-by: Flybik <[email protected]>
    Flybik and Lost-Paradise-Bot authored Sep 17, 2024
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  6. Re-Adds Fireaxe Prying (#921)

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    - Makes the fireaxe once again able to perform its primary function.
    - There is now a way to emergency space a room without using an RCD.
    - Viva Atmosia.
    
    ---
    
    # TODO
    
    <!--
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    [x] Return Fireaxe Prying
    
    ---
    
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    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl: zelezniciar
    - tweak: The fireaxe once again can pry subfloors
    
    Co-authored-by: SsalamethVersaach <[email protected]>
    zelezniciar1 and SsalamethVersaach authored Sep 17, 2024
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  8. 9 More Traits (#918)

    # Description
    
    This "ZERO C#" Pr adds 10 additional traits to the game, which only make
    use of pre-existing components, along with some of the new TraitSystem
    functionality. These are the following new traits:
    
    - **Photophobia**: Functions as per Vulpkanin Light Sensitivity
    - **Clumsy**: Functions as per Clown clumsiness
    - **Small**: Functions as per Felinid PseudoItem, requires a character
    be Felinid sized
    - **Temperature Tolerance**: Functions as per Vulpkanin low temperature
    resistance
    - **Spinarette**: Functions as per the same ability from Arachnids.
    - **Talons**: Replaces your melee natural attacks with Piercing talons
    - **Claws**: Replaces your melee natural attacks with Slashing claws
    - **Striking Calluses**: [Human only, requires Martial Artist or Boxer
    job], increases your base unarmed attack to 6 damage, from 5.
    - **Natural Weapon Removal**: For species with melee attacks other than
    blunt, replaces Talons or Claws with Fist.
    
    ## TODO:
    
    - [ ] Adjust the points costs/additions for these traits to ensure
    balance. Although I can't imagine most of them being changed. I do still
    wish for a decent number of traits to be within the 1 to 3 point range.
    
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/c2e7a42b-2b1f-43ea-8f0d-5275c06c51ae)
    
    
    ![image](https://github.com/user-attachments/assets/bb60ffbe-0755-483b-b3a4-028764b465a7)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: 10 new Traits have been added to the game. Photophobia, Clumsy,
    Small, Temperature Tolerance, Claws, Talons, Natural Weapon Removal,
    Striking Calluses, and Spinarette.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Sep 17, 2024
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  9. Open Market Tacsuits (#845)

    # Description
    
    I've spoken with this subject with quite a few people so far, that
    there's some inherent issues with the game's setting as regards to
    corporations, and people readily identifying certain companies as being
    "Syndicate Companies". It makes absolutely no sense for things like that
    to be completely public knowledge that X-Company is explicitly
    antagonistic, when publicly they would just be companies that sell
    products to an open market-- an open market that NanoTrasen buys from.
    And while we've been doing this lately with adding non-NT company names
    to the names and descriptions of hardsuits, one thing has been bugging
    me and other people for awhile.
    
    "If the Cybersun tacsuits are meant to be something that the Nukies
    literally bought on the open market and painted red. Why can't the
    station also purchase these suits from the same market? If a
    manufacturer of these suits notably declined to sell its products to
    another company, it would be an extremely obvious tell that they were
    overtly hostile to that corporation. It makes more sense if they openly
    sell said products at an inflated cost, so that they can put up public
    appearances of neutrality".
    
    This also brings to mind that the Reverse Engineering Machine, in it's
    current rendition, is extremely problematic for establishing the game as
    a serious setting, given that it currently functions as what is
    essentially "Press button to commit industrial espionage". Having talked
    with its original creator, Rane also agreed that- especially in the
    context of the "Blukie Suits", this presents an issue for the game's
    setting presentation. It's a plot hole that makes very little sense.
    
    So, what this PR does, is make it so that station Logistics can purchase
    crates containing CSA branded Tacsuits, painted in the blue, at a
    massively overinflated cost. These crates come with Security locks,
    meaning that they would be bought for use solely by the station's
    security. Additionally, this removes the ability for the Reverse
    Engineering machine to violate the intellectual property of other
    corporations, which in-universe would be something highly illegal under
    a truly neutral space law.
    
    I actually also believe that other hardsuits and tacsuits, including
    ones purchased from Five-Points-Armory, Hephaeustus, etc, should all be
    purchasable from cargo. Technically, any weapon, hardsuit, or armor,
    should also be purchasable, but making it so that cargo can order a
    Sec-Crate with a C-20r in it would be extremely controversial, and is
    best left to a separate PR.
    
    # Changelog
    
    :cl:
    - add: CSA-51a "Shanlin" and CSA-80UA "Guan-Yu" Tacsuits can now be
    purchased from Logistics for use by station security personnel, at an
    extremely overinflated price. These suits come prepainted in blue.
    - remove: Reverse Engineering machines can no longer violate the
    intellectual property rights of publicly traded corporations. This means
    that Cybersun Tacsuits; regardless of where they were obtained from or
    what color they were painted, can no longer be reverse engineered.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Sep 17, 2024
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  10. Psionic Power Rolling Rework (#830)

    # Description
    
    This PR implements a long overdue rework of the underlying system for
    actually giving Psions their powers, by making it a semi-deterministic
    system that favors people having a small handful of powers, unless said
    person has inherent modifiers that let them generate them more
    consistently. A common complaint I received from the new Psionic System
    is that stations tended to become "Space Hogwarts" given enough time,
    since people could very easily game the system to consistently get new
    powers every 20 minutes, until a majority of the station was throwing
    fireballs at each other.
    
    Now, obtaining new powers gets more difficult the more powers you have,
    exponentially so. Powers can also declare in their prototype how many
    "Slots" they occupy, meaning that certain powers can make this even more
    difficult, or not at all, as desired.
    
    # Changelog
    
    :cl: VMSolidus & Rane
    - add: Psionic Power "Rerolls" have been reworked. Psions now have a
    stat called Potentia, which is increased by sources of Psionic Rerolls
    such as Space Drugs, Loto Oil, and Random Events. Instead of being an
    all-or-nothing "D100 with modifiers" roll, whatever you roll is added to
    your Potentia stat, and when Potentia reaches a certain threshold, it is
    automatically "Spent" to buy a random new power. Your first power costs
    100 Potentia, your 2nd power costs 200, 3rd costs 400, and so on. The
    more powers you have, the more difficult it is to obtain new ones.
    - tweak: Some powers, such as Telepathy and Xenoglossy, do not count as
    a power for the purpose of Potentia Cost
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    VMSolidus authored Sep 17, 2024
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  11. IPC Refactor (#771)

    # Description
    
    IPCs were ported from a codebase that didn't necessarily follow all of
    our repo's coding standards. And while I had done my part to cleanup as
    much of the system as was practical within the bounds of a Maintainer
    Review, there were a lot of things that I felt were inappropriate to
    leave to review, and wished to go over with a fine lense. Thus, here is
    my Refactor of IPC code.
    
    Do not merge this without first testing that nothing was broken. Because
    I haven't tested it myself yet.
    VMSolidus authored Sep 17, 2024
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Commits on Sep 18, 2024

  1. Filespace ContestsSystem.cs (#931)

    # Description
    
    I CAN'T BELIEVE I MISSED THIS.
    VMSolidus authored Sep 18, 2024
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  2. Fix Uncloneable Feedback Message (#926)

    # Description
    
    Clone Pod isn't the one that has the ability to say the message, the
    cloning console does. This fixes a bug where Uncloneable messages aren't
    being played.
    
    # Changelog
    
    :cl:
    - fix: Cloning Consoles will now correctly state when a body has the
    Uncloneable trait.
    VMSolidus authored Sep 18, 2024
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Commits on Sep 19, 2024

  1. Better Lying Down System (From White Dream) (#815)

    # Description
    
    Port of WWhiteDreamProject/wwdpublic#2
    And now also WWhiteDreamProject/wwdpublic#8
    Because Lying Down System is dependent on the Telescope System.
    
    # TODO
    
    - [x] Reconcile the code with core code, do code cleanup. I'll undraft
    this when I'm done. Probably not going to be tonight, because I will
    have to get some sleep soon to get up early for my calculus classes.
    
    # Changelog
    
    :cl: Spatison (White Dream)
    - add: Added lying down system / Добавлена система лежания
    - tweak: Lying down now uses do-afters that are visible to other people
    to indicate what is going on.
    - add: Added telescope system / Добавлена система прицеливания
    - tweak: Now you can aim from Hristov / Теперь можно прицеливаться из
    Христова
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: Spatison <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    3 people authored Sep 19, 2024
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  3. Remove DeltaV Options (#928)

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    # Description
    
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    This PR Remove and the DeltaV Option Tab while moving the specie filter
    to the general accessibility tab.
    View Media for images.
    
    This PR also Rebase the option and removed useless duplicated, CVars are
    moved, .ftl files.
    Tho cvar name is unchanged so the option will still be enable if you
    enabled it before.
    
    This PR fixes #481 and put PR #630 stale.
    
    ---
    
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/55fdf75d-2c02-4c25-b0df-e76cce564a33)
    
    ![image](https://github.com/user-attachments/assets/88a170fb-ba32-467c-b432-b0a8c554a489)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl:
    - remove: DeltaV Option Tab (Options moved)
    FoxxoTrystan authored Sep 19, 2024
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  5. Fix SpawnAndDeleteAllEntities (#932)

    # Description
    
    After doing an archaological exploration of the fucking
    SpawnAndDeleteAllEntities test fail, I eventually tracked down the bug
    to an issue where InternalEncryptionKeySpawner is randomly being handed
    a Null EntityUid which was Null Forgiven to make the compiler shut up.
    The actual EntityUid factually cannot be null during ordinary operation,
    except for the dumbass race condition provided by
    TestSpawnAndDeleteAllEntities.
    VMSolidus authored Sep 19, 2024
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  6. [Port] StepTriggerGroup From WhiteDream (#929)

    # Description
    
    This is a port of
    WWhiteDreamProject/wwdpublic#53 from White
    Dream. This PR improves the StepTriggerImmune component by making it
    operate on a more granular Blacklist system, such that StepTriggerImmune
    entities can further clarify via prototypes which kinds of floor traps
    they are immune to, such as landmines/mousetraps, and not have blanket
    immunity to everything. Because it turns out things like Lava and Soap
    also were caught by the immunity, when really we just wanted Harpies &
    Felinids to not trigger landmines.
    
    
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    > # Описание
    > Необходимо настроить модификатор урона, чтобы IPC не получали урон от
    осколков стекла.
    > 
    > Иммунитет StepTriggerImmuneComponent доработан. Теперь имеются
    несколько типов (types): Lava - тип тайла, наступив на который
    появляется урон. Это собственно лава и LiquidPlasma Landmine - мины.
    Chasm - дырка в карте, куда можно провалиться Mousetrap - Мышеловка
    SlipTile - Все, что должно подскальзывать игроков, имеющее размер тайла
    SlipEntity - Все, что должно подскальзывать игроков, имеющее развер
    энтити. Разделено для баланса. Самые ловки могут игнорировать мелкие
    предметы (энтити), т.е. уворачиваться от них. Но большие по площади вещи
    (тайлы по типу разлитой воды, бананиума) просчитываются отдельно.
    > 
    > # Изменения
    > * [x]  Улучшить StepTriggerSystem (Immune)
    > * [x] Добавлены типы триггера. - Lava Landmine Shard Chasm Mousetrap
    SlipTile SlipEntity
    > * [x]  Исправить осколки у IPC
    > * [x] Исправить отсутствие урона от лавы и падение в дыры у фелинидов
    и гарпий.
    > 
    > 🆑 Hell_Cat
    > 
    > * Feature: StepTriggerSystem is improved | Улучшена StepTriggerSystem
    > * fix: IPC: Immunity for shards and SpiderWeb | Иммунитет осколкам.
    > * fix: Felinid | Фелиниды : Immunity for Shard Landmine Mousetrap
    SlipEntities | Иммунитет для осколков, жидкости, мин, мышеловок, мыла и
    бананов.
    > * fix: Harpy | Гарпия : Immunity for Shards Landmine Mousetrap |
    Иммунитет для осколков, жидкости, мин и мышеловок.
    > * fix: Mice | Мыши : Don't blow up on landmines | Мыши не подрываются
    на минах.
    
    </p>
    </details>
    
    # Changelog
    
    :cl: Hell_Cat
    Feature: StepTriggerSystem has been improved with new StepTriggerGroups.
    Additionally, the StepTriggerImmune component now allows declaring for
    specific StepTriggerGroups for a given entity to be immune to. Some
    examples may be, Felinids, Mice, and Harpies being unable to set off
    Landmines.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: Ivan <[email protected]>
    Co-authored-by: FoxxoTrystan <[email protected]>
    3 people authored Sep 19, 2024
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  8. Fix Laying Down Bugs (#933)

    # Description
    
    This fixes prediction issues, both where pressing the Lay down key
    causes all entities on your screen to glitch and lay down, as well as
    the bug where upon receiving ANY movement input, a player would be
    visually changed on their screen to be laying down.
    
    # Changelog
    
    :cl:
    - fix: Fixed issues with the LayingDownSystem. Laying down no longer
    causes all entities on your screen to lay down at once. Using any
    movement input no longer causes the character to appear to the player as
    to be laying down.
    VMSolidus authored Sep 19, 2024
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Commits on Sep 20, 2024

  1. Non-Destructive Universal Language (#899)

    # Description
    
    UniversalLanguageSpeakerComponent has NUMEROUS issues, which previously
    were easy to ignore since it was a language only obtainable by Admins.
    But now that it's both a Psionic Power(And a trait that adds said
    power), the issues with it have been highlighted. Here's just a FEW
    
    1. UniversalLanguageSpeaker overwrites all known languages, preventing
    you from speaking anything else
    2. It overwrites the ability to use sign language.
    3. It also overwrites the Mute trait.
    
    To fix that, I've made it follow *MOSTLY* the logic all the other
    languages use, so that it's less of a special snowflake case. Now if you
    have access to it, it will appear in your language list alongside other
    languages, rather than fully replacing the entire list. That way you can
    intentionally choose not to speak in a language understood by all.
    
    Fuck it, I also added the ability for the TraitSystem to just call
    LanguageSystem and directly add arbitrarily any desired language, rather
    than needing a component to do so.
    
    # Changelog
    
    :cl:
    - fix: UniversalLanguageSpeaker(And Xenoglossy by extension) will now
    appear in your language menu alongside other known languages, rather
    than replace all known languages. You can effectively now choose whether
    or not to speak it, or to use a normal language.
    - add: Traits can now add Languages directly.
    - add: Traits can now remove Languages directly.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: Mnemotechnican <[email protected]>
    Co-authored-by: FoxxoTrystan <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    4 people authored Sep 20, 2024
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  3. NyanoCombat Part 4: MeleeSystem Refactor Part 2, Electric Boogaloo (#…

    …934)
    
    # Description
    
    Surprise motherfucker, here's a massive fucking refactor of
    SharedMeleeWeaponSystem.
    The MeleeWeaponComponent now allows for melee weapons to directly
    configure how and what members of the ContestsSystem they wish to
    utilize for influencing damage. Additionally, the damage of a melee
    weapon modified by Contests is now also visible when examined(Although
    this only reflects damage as per the current condition of the user).
    
    # Changelog
    
    :cl:
    - add: Melee Weapons can now individually define their interactions with
    the ContestsSystem.
    - add: Added the ContestArgs type, allowing arbitrarily any component to
    contain a list of arguments for ContestSystems.
    - add: Added the ContestConstructor, a new type of meta-Contest that
    enables other systems to use components to define all possible contest
    behaviors, rather than needing to hardcode specific interactions.
    VMSolidus authored Sep 20, 2024
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  5. Allow Crawling Entities To Go Under Tables (#939)

    # Description
    
    Adds a CVAR that when enabled, allows entities to crawl under
    tables/flaps by lowering their DrawDepth, which in turn protects them
    from being targeted for projectiles while crawling.
    
    Additionally tables and plastic flaps were given collision properties
    along with reduced damage thresholds, so guns can target & destroy them
    easily if your mouse is on top of them.
    
    ---
    
    <h1>Media</h1>
    <p>
    
    
    https://github.com/user-attachments/assets/77a04198-11cb-4895-bf2d-6f82b7f2bb5b
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - add: Adds an optional server variable which allows entities to crawl
    under tables.
    - tweak: Tables and plastic flaps are less resistant to damage, and can
    now be targeted by guns by aiming on top of them.
    
    ---------
    
    Signed-off-by: gluesniffler <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    gluesniffler and VMSolidus authored Sep 20, 2024
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  7. Melee Part 5: Less Exhaustion (#938)

    # A followup PR to the previous melee rebalancing, taking in feedback
    from multiple sources.
    
    There were some unintended changes bundled with the previous melee
    changes that didn't flow well together. I'm documenting everything here
    but would like to preface this by saying that, while a number of folks
    have had issues with the changes, there's been a surprisingly quiet
    amount of people who have just come forward and said that they've liked
    a number of the changes.
    
    Instead of just being satisfied with this, I would like to appease the
    folks who have had difficulties adjusting to the melee changes by
    improving the experience on a number of weapons and strange outlier
    cases that have cropped up.
    Below is the changelog any item not listed was either only changed by
    the Default Wide Swing change or had no change at all:
    
    **Default Wide Swing**
    Angle 45 -> 60
    Stamina Cost 10 -> 2.5
    MaxTargets 1 -> 3
    
    _-I wasn't aware that the max targets and angle was being dropped when I
    made my initial changes, the stamina cost was a bit too high(was
    originally supposed to be 5 at one point). 2.5 should be rarely felt and
    does more to halt stamina regen than directly impact the stamina pool.
    Any weapon denoted below with a ^ symbol is buffed by this change._
    
    **ElectricGuitar**
    heavyStaminaCost 10 -> 7.5
    
    **BassGuitar**
    heavyStaminaCost 10 -> 7.5
    
    **RockGuitar**
    heavyStaminaCost 15 -> 10
    
    **Banjo**
    heavyStaminaCost 10 -> 7.5
    
    _-All of the guitars have received less of a stamina cost, excluding the
    acoustic which is fine at 10._
    
    **RubberDuck**
    range 1.3 -> 1.5
    heavyStaminaCost 5 -> default
    
    _Fear the duck._
    
    **BrokenBottle**
    attackRate 1.5 -> 1.4
    range 1.3 -> 1.4
    
    _-Normalizing the range to feel less ass, but pulling back the attack
    rate a smidge as a result._
    
    **FireExtinguisher**
    heavyStaminaCost 10 -> 7.5
    maxTargets 8 -> 6
    
    **HolyBible**
    maxTargets 3 -> 4
    
    **MiniHoe**
    heavyStaminaCost 5 -> default
    
    **PlantClippers**
    heavyStaminaCost 5 -> default
    
    **Hatchet** ^
    range 1.25 -> 1.4
    
    **Mops**
    heavyStaminaCost 10 -> 7.5
    
    _-Mopfu is real._
    
    **Drill**
    range 1.3 -> 1.4
    
    **Scalpel**
    range 1.25 -> 1.4
    
    **CircularSaw + AdvancedCircularSaw**
    attackRate 1.25 -> 1.15
    range 1.4 -> 1.5
    heavyStaminaCost 15 -> 10
    
    _-The heavy attack for these weapons is a 360 spin, try it out._
    
    **SecLight**
    BluntStamina 1.5 -> 2
    heavyStaminaCost 5 -> default
    
    _-This now does about 14 stamina damage on hit, for when you really need
    to harm baton._
    
    **GasTanks**
    heavyStaminaCost 15 -> 10
    maxTargets 1 -> 3
    angle 140 -> 100
    
    _-Been told this is a strong weapon, but a bit odd and unreliable. This
    should be easier to use but still keep it's flavor._
    
    **JawsOfLife**
    attackRate 0.75 -> 0.85
    range 1.75 -> 1.65
    heavyStaminaCost 10 -> 5
    
    **Toolboxes** ^
    heavyStaminaCost 10 -> 7.5
    
    **BaseTools**
    heavyStaminaCost 5 -> default
    
    **RollingPin**
    heavyStaminaCost 5 -> default
    maxTargets 1 -> 2
    
    **BaseballBat**
    heavyStaminaCost 15 -> 10
    
    **RitualDagger**
    range 1.4 -> 1.5
    
    **EldritchBlade**
    range 1.75 -> 1.65
    heavyStaminaCost 10 -> 7.5
    
    **UnholyHalberd**
    attackrate 0.75 -> 0.85
    heavyStaminaCost 10 -> 7.5
    
    **HomeRunBat**
    heavyStaminaCost 25 -> 15
    maxTargets 2 -> Default
    
    **Knife**
    range 1.4 -> 1.5
    heavyStaminaCost 5 -> default
    
    _-This change parents over to majority of knives including the cleaver._
    
    **Shiv**
    range 0.75 -> 1.4
    
    _-Whoops!_
    
    **Crusher** ^
    attackRate 0.75 -> 0.85
    range 1.75 -> 1.65
    heavyStaminaCost 10 -> 7.5
    
    **CrusherDagger**
    heavyStaminaCost 5 -> default
    
    **Pickaxe**
    attackRate 0.75 -> 0.85
    range 1.75 -> 1.5
    heavyStaminaCost 5 -> default
    maxTargets 2 -> 5
    angle 60 -> 80
    
    **Drill**
    attackRate 0.5 -> 1.2
    range 1.4 -> 1.5
    Blunt 9 -> 6
    heavyStaminaCost 10 -> default
    maxTargets (default)
    
    _-I really despise the current balance of mining/salvage, the gameplay
    loops require you to destroy fifty rocks to get two plasma and a bar of
    gold. Your tools are now fixed._
    
    **Sledgehammer**
    attackRate 0.75 -> 0.8 
    heavyStaminaCost 15 -> 7.5
    
    _-This can hit 10 people btw._
    
    **Spears**
    _-No changes here, just a remark that they are pretty strong and a good
    option yet again._
    
    **Stunprod**
    attackRate 0.8 -> 1
    range 1.4 -> 1.5
    heavyStaminaCost 5 -> default
    maxtargets (default)
    angle (default
    
    _-So when not powered this thing does 15 stam damage when you smack
    someone with it, so if it runs out of power you can still smack the
    person a bit to stun them, but here, it's been buffed a bit more._
    
    **Katana**
    heavyRange 3 -> 2.75
    heavyStaminaCost 10 -> 15
    
    _-The heavy attack of the Katana is comically overpowered, it has an
    absurd range. This is still really funny and cool but a little more
    balanced._
    
    **Machete** ^
    heavyStaminaCost 10 -> 7.5
    
    **Claymore**
    heavyStaminaCost 20 -> 15
    
    **Cutlass**
    heavyStaminaCost 10 -> 7.5
    
    **StunBaton**
    bluntStamina 2.0 -> 2.5
    heavyStaminaCost 5 -> 1
    maxTargets (default)
    angle (default)
    
    _-Wow, from all the reports I got about this I thought I messed up on
    the balance of the stun baton, but honestly it was just a case of
    security players actually just sucking, lmao, this one is a full
    problème de compétence but whatever, I'm changing the stamina cost to 1,
    which shouldn't drop you at all, but will prevent your stamina from
    recovering if you just spam your wide swing. I've also further buffed
    the harm baton functionality._
    
    **Truncheon**
    heavyStaminaCost 10 -> 7.5
    
    .
    
    
    And that's it.
    Realistically this is just an overall adjustment of stamina costs to be
    a bit less punishing but this is all fairly redundant, a number of the
    'issues' were spawned by default melee values not being updated properly
    to some codebases and people just spamming their power attack because
    that's how its been for a few months.
    This should be considerably better but please left click a little
    instead of flailing around.
    
    :cl: ODJ
    - tweak: Tweaked melee; Less stamina usage on heavy attacks.
    
    Co-authored-by: jcsmithing <[email protected]>
    OldDanceJacket and jcsmithing authored Sep 20, 2024
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  9. Variable NPC Juke Aggression (#935)

    # Description
    
    This PR un-hardcodes the JukeSystem timer, such that individual NPC HTN
    Blackboards can directly state how often, and how far they wish to juke.
    The effect of this is that NPCs are no longer completely impossible to
    hit with left-clicks in melee combat, while also allowing for more
    "Elite" enemies that juke more aggressively and more often to be
    created.
    
    Additionally, by introducing an exit condition based on this new "Juke
    Cooldown", I have made the Juke Operator run a metric shitload of
    expensive calculations 5000 times less often.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    Melee enemy with the new default juke settings, 0.5 second juke
    duration, with 5 second juke Cooldown. The reagent slime will attempt to
    close to melee with its enemy, but will now only attempt to evade melee
    attacks once per 5 seconds. They will otherwise attempt to stay within
    melee range.
    
    
    https://github.com/user-attachments/assets/653e2064-e404-4be6-a958-da43096de502
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - tweak: JukeOperator now allows for JukeDuration and JukeCooldown
    arguments. JukeCooldown is a new feature where enemies must wait an
    amount of time in seconds equal to the JukeCooldown, before they are
    allowed to attempt to dodge a melee attack.
    - tweak: By default, NPCs will only attempt to dodge attacks once every
    5 seconds.
    - fix: JukeOperator now performs extremely expensive math 5000 times
    less often. EXIT CONDITIONS PEOPLE!
    VMSolidus authored Sep 20, 2024
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  11. Update SetOutfitCommand.cs (#941)

    # Description
    
    I hate when people don't use nullables correctly, and SOMEHOW a null
    reference is still being handed into IPCs.
    VMSolidus authored Sep 20, 2024
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  12. Longarms Require Wielding (#913)

    # Description
    
    Take 1, I hope it's this simple. This is an important balancing feature
    that means you can't use longarms (Rifles, Machine Guns, Shotguns, etc.)
    without holding them in two hands. I might revisit this later and create
    options that can bypass this requirement, but for now this is needed so
    that Nukies in EE don't just "Buy Jugsuit, L6, Eshield, Auto-Win".
    
    # Changelog
    
    :cl:
    - add: All "Long-arms", Rifles, Light Machine Guns, Shotguns, now
    require wielding to use.
    VMSolidus authored Sep 20, 2024
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  14. Ports Atmospheric Alerts Computer (#922)

    <!--
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    # Description
    
    <!--
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    - Ports the Atmospheric Alerts Computer, as implemented on WizDen
    
    ---
    
    # TODO
    
    [x] small fixes
    
    <!--
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    n/a
    
    ---
    
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    ![Snímka obrazovky 2024-09-13
    
    225958](https://github.com/user-attachments/assets/e03a5535-4e1d-427b-97b3-91b515e7df59)
    
    
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl: zelezniciar
    - add: Added Atmospheric Alerts Computer
    
    Co-authored-by: SsalamethVersaach <[email protected]>
    zelezniciar1 and SsalamethVersaach authored Sep 20, 2024
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  15. Basic Language Menu (#936)

    # Description
    
    This is a very _early_ take on a Language menu, making use of the new
    CharacterItemGroups functionality, as well as functionality added to the
    trait system that allows it to add and remove languages directly. This
    PR adds in the languages Tau-Cetic Basic(taking the place of Galactic
    Common), Tradeband, Freespeak, Elyran Standard, and Sol Common(I'm
    replacing the extremely basic bastardized Sol Common we had before with
    the fully realized version of it from Bay12).
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/68d054b6-975b-42db-b039-d517e337ace3)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: A basic Languages menu has been added into the Traits tab. 
    - add: Tau-Ceti Basic, Tradeband, Freespeak, Elyran Standard, Sol
    Common, and Sign Language have been added to the Languages tab.
    VMSolidus authored Sep 20, 2024
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  17. Remove Become Psionic Objective (#940)

    # Description
    
    This should have been removed awhile ago. This objective shouldn't exist
    because you automatically win it entirely by default if you selected the
    Latent Psychic trait in Chargen. And you permanently fail the objective
    if you didn't select said trait.
    
    # Changelog
    
    :cl:
    - remove: Removed the "Become Psionic" traitor objective. It was
    literally impossible to fail if you took the Latent Psychic trait, and
    literally impossible to greentext if you didn't.
    VMSolidus authored Sep 20, 2024
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Commits on Sep 21, 2024

  1. Update Credits (#923)

    This is an automated Pull Request. This PR updates the GitHub
    contributors in the credits section.
    
    Co-authored-by: SimpleStation Changelogs <[email protected]>
    github-actions[bot] and SimpleStation14 authored Sep 21, 2024
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  2. Reimplement Part Upgrading (#917)

    # Description
    
    By extremely popular demand(Both internally, and from our downstreams),
    this PR reimplements Part Upgrading. Since some of the systems that this
    PR touches were substantially changed since the removal of Parts, I had
    to do a lot of very in depth by-hand edits of individual systems.
    Shockingly, the only one that really proved any trouble was Cloning
    System, so I'm genuinely surprised wizden didn't substantially touch any
    of these codes since removing parts..
    
    # Changelog
    
    :cl:
    - add: Part Upgrading has returned!
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Sep 21, 2024
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  3. [Port] Uplink Discounts From White Dream (#930)

    # Description
    
    This is a port of
    WWhiteDreamProject/wwdpublic#11 from White
    Dream. This feature selects random items in the traitor uplink each
    round to be discounted and moved to the Discount tab, which are the same
    for every traitor. This in theory helps encourage players to be
    spontaneous, and use items that they otherwise might not normally
    consider using, which helps mix things up from round to round.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    > # Описание PR
    > Порт скидок в аплинке.
    > 
    > # Изменения
    > 🆑 Spatison
    > 
    > * add: Added discounts in uplink / Добавлены скидки в аплинк
    
    </p>
    </details>
    
    # Changelog
    
    :cl: Spatison
    add: Added discounts in uplink / Добавлены скидки в аплинк
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: Spatison <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    3 people authored Sep 21, 2024
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  6. Psionic "Heal Other" Powers (#942)

    # Description
    
    This PR introduces two new Psionic Powers, Healing Word, and Breath of
    Life, both utilizing a new PsionicHealOtherSystem, which operates on
    datafield event arguments rather than a "hardcoded" component. Thus, any
    number of powers can be created which share this system.
    
    Healing Word is a power that features a short cast time, and heals a
    small amount of each damage type to a target(while reducing the target's
    rot timer slightly). It has a relatively short cooldown, and a low
    glimmer cost.
    
    Breath of Life by contrast, is an extremely rare power with a longer
    cast time, healing a much larger amount of each damage type to a target,
    reduces rot significantly, and attempts to revive the target. It has a 2
    minute cooldown, and a high glimmer cost.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/ba01ccce-639f-4b03-84bb-55f96b5aeda3)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Healing Word has been added as a new Psionic Power. When cast on
    another person, it heals a small amount of every damage type(scaling
    with Casting Stats), while also reducing rot timers. Healing Word has a
    very short cooldown, and a fairly low Glimmer cost.
    - add: Breath of Life has been added as a new extremely rare Psionic
    Power. When cast on another person, it heals a large amount of
    damage(scaling with Casting Stats), while also substantially reducing
    rot timers. Additionally, it will revive the target if it is possible to
    do so. Breath of Life has an incredibly long cooldown, a long
    interuptable cast time, and an extraordinarily high glimmer cost(A
    typical Psion will spike glimmer by more than 50 points when casting
    it).
    - add: The Chaplain now starts with the Healing Word power.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    VMSolidus and DEATHB4DEFEAT authored Sep 21, 2024
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  8. More Objects Hit By Projectiles (#943)

    # Description
    
    This PR is a follow up to
    Simple-Station/Einstein-Engines#939
    By increasing the number of items that are struck by bullets, or can be
    targeted by bullets. To add to the "Cinematic" experience of a gunfight,
    Bottles, Cups, and Plates of all kinds are automatically struck by
    bullets when fired over, and *probably* destroyed given that they only
    have 5 hit points. This also serves to aid in limiting the amount of
    things that can be hidden underneath when crawling under a table, since
    the station's bar counter will likely explode into a ton of glass and
    spilled booze when a gunfight gets near it.
    
    I also added Chairs to the "RequireProjectileTarget" feature, so that if
    you click on a chair, you'll shoot the chair and (probably) destroy it.
    
    # Changelog
    
    :cl:
    - add: Bottles, Drink Glasses, Plates, and all liquid containers are now
    struck by bullets(and most likely destroyed in the process). We hope
    that this will offer both a small tactical advantage/disadvantage, as
    well as contribute to making gunfights around the bar more "Cinematic".
    - add: Chairs are now hit by projectiles if a shooter clicks on them, in
    addition to Tables.
    VMSolidus authored Sep 21, 2024
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