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Update 9/21/2024 #69
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Update 9/21/2024 #69
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Signed-off-by: DEATHB4DEFEAT <[email protected]>
# 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.
Back bcs im stupid Signed-off-by: Evgencheg <[email protected]>
This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]>
# 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]>
# 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]>
# 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.
<!-- 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.
# 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.
# 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.
# 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]>
# 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.
# 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]>
# 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]>
# 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]>
# 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.
# 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]>
<!-- 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]>
# 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]>
# Description I hate when people don't use nullables correctly, and SOMEHOW a null reference is still being handed into IPCs.
# 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.
<!-- 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]>
# 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.
# 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.
This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]>
# 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]>
# 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]>
# 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]>
# 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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Description
We are now back to our regular Merge Upstream schedule. This time DS14 is grabbing 149 new commits. All the changes are far too many for me to count.