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Upstream Sync #69
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# 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.
Signed-off-by: DEATHB4DEFEAT <[email protected]>
# 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
![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.
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## 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]>
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