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Update 9/21/2024 #69
Update 9/21/2024 #69
Commits on Sep 7, 2024
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Update discord-changelog.yml (#881)
Signed-off-by: DEATHB4DEFEAT <[email protected]>
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[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.
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Back bcs im stupid Signed-off-by: Evgencheg <[email protected]>
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Commits on Sep 8, 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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# 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]>
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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]>
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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.
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Fixed some Comment Syntax (#851)
<!-- 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]? --> Fixed some comment syntax that annoyed me.
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# 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.
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# 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.
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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]>
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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.
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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]>
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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]>
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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]>
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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.
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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]>
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Adds a Toy Which Makes Bwoink Sound (#759)
<!-- 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]? --> 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. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/802c1896-f175-4e39-8f2e-97f1df2e88ba) ![image](https://github.com/user-attachments/assets/39add23b-1503-41ec-b9ce-080cd5757677) </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: Added bwoink hammer with bwoink sound --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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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]>
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Commits on Sep 9, 2024
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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.
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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.
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Update Clothing Assignments of Suit/Skirt (#857)
<!-- 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]? --> 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. --- <!-- 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 --> # 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: - 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.
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# 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
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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.
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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]>
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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.
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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]>
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# Description SOMEHOW THIS GOT PAST THE LINTER. THE FUCK?
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Commits on Sep 11, 2024
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# 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.
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# Description By request from our downstreams. # Changelog :cl: - add: Rat Kings have returned to the default event rotation.
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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.
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# 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]>
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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]? --> 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 <!-- 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: 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]>
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# 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.
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# 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]>
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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]>
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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]>
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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]>
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Commits on Sep 12, 2024
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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]>
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Alcohol Ethanol Content Fix (#911)
<!-- 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]? --> 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 <!-- 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: - tweak: Ethanol Contents - fix: SnowWhite Recipe - tweak: Ethanol overdose changed from 15 to 45
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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]>
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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.
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Commits on Sep 14, 2024
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Add Access Wire to Airlocks (#916)
# Description Access wire is cool, this PR adds it back to airlocks --- <!-- 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> https://github.com/user-attachments/assets/622d01ac-01e5-4290-af26-6175fa3eca6c </p> </details> --- # Changelog :cl: - add: Airlocks once again have access wires. Happy hacking!
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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]>
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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]>
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# 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]>
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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]>
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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]>
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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).
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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]>
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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]>
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# 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.
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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]>
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Commits on Sep 16, 2024
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# 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]>
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Commits on Sep 17, 2024
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# 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.
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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.
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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]>
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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]? --> - 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 <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> [x] Return Fireaxe Prying --- <!-- 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> </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: zelezniciar - tweak: The fireaxe once again can pry subfloors Co-authored-by: SsalamethVersaach <[email protected]>
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# 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. <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/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]>
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# 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]>
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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]>
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# 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.
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Commits on Sep 18, 2024
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Filespace ContestsSystem.cs (#931)
# Description I CAN'T BELIEVE I MISSED THIS.
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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.
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Commits on Sep 19, 2024
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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]>
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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]? --> 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. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/55fdf75d-2c02-4c25-b0df-e76cce564a33) ![image](https://github.com/user-attachments/assets/88a170fb-ba32-467c-b432-b0a8c554a489) </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: - remove: DeltaV Option Tab (Options moved)
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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.
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[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]>
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# 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.
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Commits on Sep 20, 2024
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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]>
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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.
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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]>
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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]>
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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!
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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.
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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.
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Ports Atmospheric Alerts Computer (#922)
<!-- 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]? --> - Ports the Atmospheric Alerts Computer, as implemented on WizDen --- # TODO [x] small fixes <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> n/a --- <!-- 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> ![Snímka obrazovky 2024-09-13 225958](https://github.com/user-attachments/assets/e03a5535-4e1d-427b-97b3-91b515e7df59) </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: zelezniciar - add: Added Atmospheric Alerts Computer Co-authored-by: SsalamethVersaach <[email protected]>
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# 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.
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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.
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Commits on Sep 21, 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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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]>
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[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]>
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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]>
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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.
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