Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Upstream Sync #69

Merged
merged 653 commits into from
Aug 20, 2024
Merged

Upstream Sync #69

merged 653 commits into from
Aug 20, 2024

Conversation

DEATHB4DEFEAT
Copy link
Member

No description provided.

VMSolidus and others added 30 commits July 18, 2024 01:24
# Description

I've made it so that when a room is explosively depressurized(or when a
body of high pressure air flows into one of lower pressure air), that
entities inside are launched by the air pressure with effects according
to their mass. An entity's mass is now used as an innate resistance to
forced movement by airflow, and more massive entities are both less
likely to be launched, and will launch less far than others. While
lighter entities are launched far more easily, and will shoot off into
space quite quickly! Spacing departments has never been so exciting!
This can be made extraordinarily fun if more objects are given the
ability to injure people when colliding with them at high speeds.

As a note, Humans are very unlikely to be sucked into space at a typical
force generated from a 101kpa room venting into 0kpa, unless they
happened to be standing right next to the opening to space when it was
created. The same cannot be said for "Lighter-Than-Human" species such
as Felinids and Harpies. I guess that's just the price to pay for being
cute. :)

On a plus side, because the math behind this is simplified even further
than it was before, this actually runs more efficiently than the
previous system.

# TODO

Nothing, this is basically done. I've spent a good 6 hours straight
finely tuning the system until I was satisfied that it reflects
something close to reality.

# MEDIA

**Before the Space Wind Rework:**


https://github.com/Simple-Station/Einstein-Engines/assets/16548818/0bf56c50-58e6-4aef-97f8-027fbe62331e

**With this Rework:**


https://github.com/Simple-Station/Einstein-Engines/assets/16548818/6be507a9-e9de-4bb8-9d46-8b7c83ed5f1d

# Changelog

:cl: VMSolidus
- add: Atmospheric "Throws" are now calculated using object mass, and
behave accordingly. Tiny objects will shoot out of rooms quite fast!

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description

This PR was originally just going to be me fixing the stupid MobMimic
bug. Over the course of 5 hours, and in a state of sleep deprived
delirium, I somehow expanded this into something resembling the Rampant
Brand Intelligence midround event. You're welcome I guess? I'm going to
go get some sleep.

# TODO

- [x] Re-examine this after at least 9 hours of sleep, and vomit after I
read my own shitcode
- [x] Make it not shitcode

# Changelog

:cl:
- add: Rampant Brand Intelligence has been spotted infesting NT
Stations, be on the lookout for highly aggressive vending machines.

---------

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]?
-->

Gives a new way to speak, Sign Languages using the Language system by
only adding a nullable variable.
Sign Language uses the default Emote system, meaning its will not get
picked up by Radio or others devices or get blocked by accents.

When a Sign Language is on, "Say/Whisper" will talk in Sign Language,
Emote will still act like normal emotes.

The Glorious Sign Language has arrived... and there can be more then
one!

---

<!--
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/ac0c1a57-da49-4419-bb75-da0a308eee7d)

![image](https://github.com/user-attachments/assets/0739a740-4adf-4ba1-a852-0a382a534d8d)

</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: FoxxoTrystan
- add: Added the ability to speak with Sign Language.
Update coats.yml

Update books.yml

Hack solution for missing sprite

Fix more missing items

Cherrypick a force merge

Fix brig access

Revert "Cherrypick a force merge"

This reverts commit f2c9c5749eaefb29a44dacb2d7032a34867f1333.

GUH

Fix more errors

Update lighthouse.yml

Update lighthouse.yml

Fix tests

Test Moment

fix character editor

remove hyperlink books
# Description

This will be my third sprite update pack for Harpies, with new sprites
courtesy of StillxIcarus (Discord). These include owl wings, and forked
tails. I've also personally made a new "Large Ear Tufts" variation. Many
sprites have been split between Huescale and Whitescale variations, with
Huescale offering greater variety of colors, while Whitescale offers
better pure whites(A notable weakness of having only huescale options
was that white winged harpies ended up a yellow-cream color).

Additionally, I have updated all of the Harpy Hardsuit and Softsuit
variations to now include **Wing Sleeves**, with some hardsuits even
having personalized color schemes for their sleeves, depending on how
important the wearer may be. Of course, all of the syndicate hardsuits
have received their own unique schemes for each suit, including for the
first time a species-specific Elite Syndicate Suit.


![image](https://github.com/user-attachments/assets/f4e90e0d-6869-47de-bd26-a6668f8e3e2b)


![image](https://github.com/user-attachments/assets/ecc98a25-936c-46a4-bddc-ff3a25b27b25)

Additionally, I am taking this as a convenient time to move a majority
of the Harpy files to the core EE Directory, as I am taking direct
responsibility for maintaining my creation here, rather than anywhere
else.

:cl:
- add: Harpy Update 3, New markings for Harpies, all new
species-specific hardsuit & softsuit variations that feature wing
sleeves.
# Description

I went from the next commit after the latest mirror to before
2db374988c.

---

# TODO

- [x] Figure out how to live update the editor dummy
- [x] Stop editor sliders lagging a ton
- [x] Fix runtime errors or whatever
- [x] Do some playtesting, see what happens
- ~~Pick more PRs~~

---

# Changelog

:cl:
- add: Merged ~250-500 WizDen PRs
# Description
Captain's Carapace inherited HidesHarpyWings because wizden made it
parent off Large outerwear for reasons. I've moved HidesHarpyWings to
only LargeOuterwear that actually have harpy sprites so that this won't
happen again.


![image](https://github.com/user-attachments/assets/84ee06e3-eeeb-4193-8cb0-492bd1d3d82e)


![image](https://github.com/user-attachments/assets/ac9493b3-75e7-4696-b531-18b00d1332a5)
<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/1276c50a-b50b-45a9-a69f-17bca32c736c

</p>
</details>

---

# Changelog

:cl:
- tweak: You no longer eat food like a starving wolf or something
# Description

Height Sliders modifying zoom was always going to be temporary, and long
term we had planned on phasing it out in favor of allowing Physics to be
the balancing factor against players making their characters small. Now
that we have features such as Space Wind, Mass Contests, Frictionless
Space, and so on, this has come to fruition, and we no longer
necessarily need zoom-adjusting to be a balancing factor. Zoom is cited
as one of the most common complaints about our codebase, players
absolutely seem to not like this, especially since it's not communicated
to them in character creation that their viewmodel is going to be
adjusted.

This PR does not permanently remove the Modifies_Zoom feature, merely
setting it to false by default. Server hosts are still able to re-enable
it in their TOML configs if desired, but by default it should be
disabled.
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>
# Description

This fixes a bug that has been present in the game for ages, that people
can talk to each other in the cold vacuum of space without the aid of a
radio. I figured out that this doesn't actually need me to make my
"SpaceAudioSystem" just yet, and can be handled with an extremely easy
check of the voice source's Transform. Simply put, if they're not
touching any grid, their voice can't be heard. Additionally, if a
speaker is standing on a different grid from a potential receiver, their
voice cannot be heard since the two are on different grids. Effectively,
all verbal communication MUST be done through a radio if anyone involved
is in space, or on a different grid. Voice can no longer travel between
grids.

Sound should not travel through the vacuum of space. Use a radio to
communicate, or physically grab them, and hug them to within 3/10th of a
tile. This extremely small distance allotment is there to simulate
characters "Grabbing" each other in space to enable direct speaking
communication.

This also means that in space, you can have a completely private
conversation with someone by hugging them. Nukies would be able to
discuss their attack plans while in the shadow of a station, without
fear of being overheard by crew in defiance of really basic physics.

**I am coming for general audio next. We will restore the rule of
physics and sanity to this game**

# Media


https://github.com/user-attachments/assets/16f107f5-86ab-480b-85df-92b79632e3c1

# Changelog

:cl:
- add: Voice will no longer travel through space. If you are in space,
you must either have a radio to communicate with others, or get within
hugging distance of someone to talk.
# Description

Replaces the tons of super inconsistent emote defs with consistent and
more dynamic ones.

---

<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/eed4a1c9-7fe7-45a9-acb9-cbd64dd319e0

</p>
</details>

---

# Changelog

:cl:
- fix: Emotes now consistently work with any or no punctuation

---------

Signed-off-by: DEATHB4DEFEAT <[email protected]>
# Description

I made this entirely on a whim to prove a point in the middle of a
conversation. I have not tested this code, but I'm confident that it
will work as advertised.

This refactors the public KickCamera function so that it no longer:
Divides by 1, divides by 1 again, multiplies by 1, normalizes a
vector(turning its A value to 1), and then divides said vector by 1
again for good measure.

Instead 1 has been replaced by MassContest, wooh! I also got rid of
redundant steps. The effect of this is that characters with greater than
human-standard mass are slightly more resistant to all sources of camera
shake(Explosions, gravity generator turning off, gunfire, being hit by
flying objects, etc), while characters with less than standard human
mass experience a greater amount of camera shake.

You're welcome. Now go find a Felinid to shake vigorously. 

# Changelog


:cl:
- add: Camera Shake is now affected by character mass. Small characters
experience more camera shake. Large characters experience less.
# Description

By request from @OldDanceJacket, this PR does two things. First, it
gives the HoP access to Cargo, so that in ODJ's own words, "The Hop can
be like the Warden to Cargo. They are Brothers In Bureaucracy". The
second thing this PR does is add BASIC department PDAs for each
department to the PTECH vendor, enabling the HOP to hire people on as
the basic roles for every department, with additional PDAs for the
teaching roles(Interns).

By design, all specialized department roles(Such as Chemistry) cannot be
granted by the HOP, and must instead be given by their respective heads
of staff.

# Media


![image](https://github.com/user-attachments/assets/601cee43-f23a-4119-9e5a-e7f987fbd6d8)


# Changelog

:cl:
- add: The Head Of Personnel can now hire people onto basic roles for
each department by vending PDAs.
# Description

By request from @OldDanceJacket , this restores the ability for pipes
and wires to be hidden underneath grass and asphalt. I was originally
going to also port digging, but it turns out that SOMEONE already ported
digging, but completely forgot to also fix the subfloor nonsense.

# Media

With ShowSubfloor:

![image](https://github.com/user-attachments/assets/6aa5fee8-a670-4d3a-8d90-d17c964d59a8)

Subfloors hidden:

![image](https://github.com/user-attachments/assets/df3581e3-b8a2-4020-92f5-30af6f0e7c6e)

Dig the grass to expose pipes and wires:

![image](https://github.com/user-attachments/assets/ecf27a56-cb1d-4666-a235-f8ff94d4dfa2)

# Changelog

:cl:
- fix: Pipes and Wires are now correctly hidden by grass and asphalt
once more. Use a shovel to expose pipes hidden by grass.
# Description

By request from @OldDanceJacket , this reworks the NRP description of
the bar drink glasses to something more suitable for our codebase.

No changelog due to how minor this is. 

# Media

Drink glasses still change their name to accommodate reagents, that is
unchanged.

![image](https://github.com/user-attachments/assets/a4969be5-49f3-45c0-9687-505c9ccd723f)
# Description
Refactors the nyano shitcode responsible for allowing borgs to dispense
candies into a more generic variant, that allows to define what action
dispenses what entity, and allowing an arbitrary number of such actions
on an entity.

Requested by @DangerRevolution 

<details><summary><h1>Media</h1></summary><p>


https://github.com/user-attachments/assets/b4d643e2-c9b0-4367-8b9c-2d0cd4a228b9

</p></details>

# Changelog
No cl no fun

---------

Signed-off-by: Mnemotechnican <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Changelog

:cl:
- fix: Job playtime requirements for loadouts and traits show correctly
SimpleStation14 and others added 13 commits August 15, 2024 06:24
![WarningTrystan](https://github.com/user-attachments/assets/958f868b-11b9-48f0-80ab-13d9ff243f06)
<!--
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 is the rework regarding the unique feature for vulpkanins, this
is mostly due to the "FORCED" Issue by VM:
Simple-Station/Einstein-Engines#711

This PR will mostly add the new features that will mostly make
Vulpkanins unique.

For Vulpkanin Stats changed please check this PR:
Simple-Station/Einstein-Engines#713

- Flash Damge: Flashable has 2 new variables "EyeDamageChance" (Float)
and "EyeDamage" (int), those are default to 0 but if changed could give
a chance from 0 to 1 to give EyeDamage from the EyeDamage Value, this is
not fixed to vulpkanin and can be added to anything with the "Flashable"
Component.
- ScentTracker: Add a new Forensics type "Scent", scent will spread on
everything you wear and only the ent with the "ScentTrackerSystem" can
track a scent, tracking a scent will leave an effect on those who has or
the item with the scent, scent can be cleaned away with soap or you can
compleatly generate a new scent of a person by cleaning yourself, note:
someone with a scent does not mean his the one making that scent, they
may just have an item with the scent in their bag!
- Vulpkanins Screams: I have 5 Fox Screams that need to be edited and
need to be added in-game for vulpkanins with a lisence, just need to
have the time to do it and this PR seem the perfect place for it.

---

# 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] Flash Damage
- [x] Scent System
- [x] ScentTracker System
- [x] Vulpkanin Screams

---

<!--
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/3bd60c0f-2528-4be7-a52d-defe2990c475)

![image](https://github.com/user-attachments/assets/6756b6af-3f76-4faa-9fbd-c35964b267b3)

![image](https://github.com/user-attachments/assets/b4ff84a2-64eb-4985-876b-d3e93fc8bd12)

![image](https://github.com/user-attachments/assets/dd4b47ea-ae39-44c3-b5a2-27ee68703857)

</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: FoxxoTrystan
- add: Forensics Scent Type and Vulpkanins can now track scents, better
keep yourself clean!
- tweak: Vulpkanins eyes are sensetive, please dont flash them with
lights as this could damage them.
- add: Vulpkanins now has their own screams!

---------

Signed-off-by: FoxxoTrystan <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>
This cherry-pick's Wizden's Antag Refactor, which is needed for all
future antag updates, as well as for me to cherry-pick over Cultists(Who
are going to need some editing to fit the antag refactor), Changelings,
Heretics, and Wizards. I actually selected the White-Dream-Public
version of the Antag Refactor, due to it having commits made tailored to
our repository, so it comes prepackaged with all the changes necessary
for our repo-specific content.

https://github.com/frosty-dev/ss14-wwdp/pull/10

Signed-off-by: Timemaster99 <[email protected]>
Co-authored-by: ThereDrD <[email protected]>
Co-authored-by: Jeff <[email protected]>
Co-authored-by: Timemaster99 <[email protected]>
Co-authored-by: Timemaster99 <[email protected]>
Co-authored-by: [email protected] <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>
Co-authored-by: Azzy <[email protected]>
# Description


![image](https://github.com/user-attachments/assets/ecd62f8e-1ac9-4795-b672-1fa57417d471)

# Changelog

:cl: DangerRevolution
- add: Adds a new blindfold variant into loadouts.
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>
# Description

Adds **16** new horns to Onis, 10 of which are inspired by **Homestuck**
trolls. Most of the new horns have three-tone variants, and some also
have striped variants.

New horns and available variants:
- Antlers (Three Tone)
- Aries (Three Tone)
- Double Thick (Striped, Three Tone)
- Erebia (Ringed, Three Tone)
- Inclined (Three Tone)
- Makara (Striped, Three Tone)
- Nepeta (Three Tone)
- Pisces (Striped, Three Tone)
- Sagittarius
- Serket (Three Tone)
- Taurus (Striped, Three Tone)
- Tavris (Three Tone)
- Unicorn
- Vantas (Three Tone)
- Virgo (Three Tone)
- Wavy (Striped, Three Tone)
- Three Tone for the existing Double Curved horn
- Three Tone for the existing Double Curved Outwards horn

## Media

**Serket (Three Tone)**


![image](https://github.com/user-attachments/assets/69beabb3-01ea-49ac-9e9e-8d9351bf99df)

<details><summary>See more</summary>

**Makara (Striped)**


![image](https://github.com/user-attachments/assets/839707b7-c063-41f4-b59f-dc36f2126967)

**Aries (Three Tone)**


![image](https://github.com/user-attachments/assets/ba7a65da-06d0-4ddd-b0d0-afa9cff5ad03)


![image](https://github.com/user-attachments/assets/b4abcdd2-a11e-4d4f-be61-1970e78cf588)

**Antlers**


![image](https://github.com/user-attachments/assets/cfb47d5b-f985-4dbe-b86d-96c31472007f)

**Pisces (Striped)**


![image](https://github.com/user-attachments/assets/9426c51e-49fe-41d4-b049-ee8b1a159c57)

**Wavy**


![image](https://github.com/user-attachments/assets/c29420aa-4576-49ec-af08-0ff38aff7ea4)

**Taurus (Striped)**


![image](https://github.com/user-attachments/assets/9aa3084e-4acc-473e-b875-465b242d0551)

**Nepeta (Three Tone)**


![image](https://github.com/user-attachments/assets/639abc4a-0cf1-456a-b214-6520e39e992f)

**Sagittarius (Three Tone)**


![image](https://github.com/user-attachments/assets/2a4a7c6f-0678-462d-8de6-f8fe6c10aef3)

**Unicorn**


![image](https://github.com/user-attachments/assets/6783cbd4-2dcf-4204-bb03-3f3601e1c6f7)


![image](https://github.com/user-attachments/assets/c09f7ef3-a0e3-429f-be70-76db0232ad01)

</details>

## Changelog

:cl: Skubman
- add: 16 new horns for Onis have been added, with three-tone variants
and some striped variants! The new horns include the Serket, Nepeta,
Vantas, Makara, and more.
- add: The Oni horns Double Curved and Double Curved Outwards have
received three-tone variants.
# Description
It was never used but caused annoyance all the time: the listening post
could never use the news console and ghosts/centcom officials/skeletons
could never publish news because of it.

(This was not tested, I recommend either waiting til I test it or making
someone else test it before merging)

# Changelog
:cl:
- fix: You no longer need to have a station record to publish news.

Signed-off-by: Mnemotechnican <[email protected]>
This reverts commit 08822e3.

# Description

Our server partner White Dream had some unreported issues with their
cherry-pick of the Antag Refactor, which it turns out were server
breaking problems.
@github-actions github-actions bot added Status: Needs Review Someone please review this Changes: Audio Changes any ogg files Changes: C# Changes any cs files Changes: Config Changes any configuration file Changes: Documentation Changes any xml or md files Changes: Localization Changes any ftl files Changes: Map Changes any yml file in the Maps directories Changes: Sprite Changes any png or json in an rsi Changes: UI Changes any XAML files Changes: Workflow Changes any GitHub workflow file labels Aug 19, 2024
@DEATHB4DEFEAT DEATHB4DEFEAT merged commit cc03a47 into master Aug 20, 2024
9 of 10 checks passed
@DEATHB4DEFEAT DEATHB4DEFEAT deleted the upstream-sync-7 branch August 20, 2024 00:24
DEATHB4DEFEAT pushed a commit to Finket/Parkstation-Friendly-Chainsaw that referenced this pull request Aug 20, 2024
## Mirror of PR #991: [Adds pre-set warp
points](DeltaV-Station/Delta-v#991) from <img
src="https://avatars.githubusercontent.com/u/131613340?v=4"
alt="DeltaV-Station" width="22"/>
[DeltaV-Station](https://github.com/DeltaV-Station)/[Delta-v](https://github.com/DeltaV-Station/Delta-v)

<aside>PR opened by <img
src="https://avatars.githubusercontent.com/u/107660393?v=4"
width="16"/><a href="https://github.com/IamVelcroboy"> IamVelcroboy</a>
at 2024-03-21 18:53:11 UTC</aside>
<aside>PR merged by <img
src="https://avatars.githubusercontent.com/u/107660393?v=4"
width="16"/><a href="https://github.com/IamVelcroboy"> IamVelcroboy</a>
at 2024-03-22 01:35:14 UTC</aside>
<sup>

`2ad986dddd855df06eb430b0640340b9f14a79ee`

</sup>

---

PR changed 0 files with 0 additions and 0 deletions.

The PR had the following labels:
- Changes: YML
- Changes: Localization


---

<details open="true"><summary><h1>Original Body</h1></summary>

> ## About the PR
> Title
> Will work together with
[this](DeltaV-Station/Delta-v#968) to create a
cleaner more straightforward WP/Beacon mapping system.
> 
> ## Why / Balance
> Easier for mappers. Better for players


</details>

Co-authored-by: Velcroboy <[email protected]>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Changes: Audio Changes any ogg files Changes: C# Changes any cs files Changes: Config Changes any configuration file Changes: Documentation Changes any xml or md files Changes: Localization Changes any ftl files Changes: Map Changes any yml file in the Maps directories Changes: Sprite Changes any png or json in an rsi Changes: UI Changes any XAML files Changes: Workflow Changes any GitHub workflow file Status: Needs Review Someone please review this
Projects
None yet
Development

Successfully merging this pull request may close these issues.