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Upstream Sync #69
Upstream Sync #69
Commits on Jul 18, 2024
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Physics Based Air Throws (#342)
# 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]>
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Rework Mimic as Rampant Brand Intelligence (#395)
# 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]>
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Commits on Jul 19, 2024
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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]? --> 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.
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Commits on Jul 20, 2024
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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
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# 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.
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Merge branch 'master' into wizden-mass-pick-1
Signed-off-by: DEATHB4DEFEAT <[email protected]>
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# 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
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Harpy Hotfix (Cherry-Pick Broke Things) (#570)
# 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)
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CVar Food/Drink AutoEating (#571)
<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
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Disable height.modifies_zoom (#564)
# 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.
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Commits on Jul 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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People Can't Talk In Space (#574)
# 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.
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Remove Ending Punctuation From Emote Detection (#561)
# 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]>
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Mass Contests Affect Camera Shake (#560)
# 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.
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Commits on Jul 22, 2024
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Restore HoP As A Functional Job (#576)
# 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.
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Fix Subfloors For Diggable Diles (#577)
# 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.
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# 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)
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Commits on Jul 23, 2024
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Refactor FabricateCandySystem Into Its Generic Equivalent (#566)
# 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]>
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Fix Loadout and Trait Job Playtime Requirements (#584)
# Changelog :cl: - fix: Job playtime requirements for loadouts and traits show correctly
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Commits on Jul 24, 2024
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# Description Grrr, 3 lines changed. Filter out events that don't have a start announcement. # Changelog :cl: - fix: False alarm event will no longer report events that should not be reported.
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# Description This PR massively expands upon the functionality of the Contests System, fully restoring it not only to the original level of functionality available to the Nyanotrasen Contests, but vastly exceeding its functionality too. Contests now include features like Health Contests, Stamina Contests, but also include hooks for Mind Contests (To allow other systems to implement theoretical effects of MindContest even though I'm not yet finished with the Psionic Refactor). Additionally, all Contests now include optional overrides, allowing other functions to modify their own expected outcomes from the ContestsSystem. These two optional overrides are: - BypassClamp: Bypasses the clamp outright, allowing for Classic Nyanotrasen Contests style of outputs, with theoretically infinite results. If completely unlimited infinite results is desired, setting this to true when calling Contests will unlock the range to (-inf, inf). - RangeFactor: Proportionally expands the allowed Range of outputs from a given Contest. Normally they are CVar clamped to +/- 0.25, but if for instance RangeFactor was set to 2, the Range is now +/- 0.5 # Changelog No changelog because this is completely zero player-facing implementations. All I have done is give DEVS the tools needed to begin implementing easy math into the game. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Fix Editor Dummy Always Being Human (#582)
# Changelog :cl: - fix: Fixed the character editor dummy always acting like a human
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# Description Significant event rebalance based on my own experience and feedback from some players, mostly aimed to improve low-pop experience and prevent multiple instances of same event occurring at once. Added weaker versions of hostile critter events. Those versions spawn 2-3 times less critters and come with a different announcement: SlimesSpawnWeak, SpidersSpawnWeak, XenoVentsWeak. Rebalanced the following events: - AnomalySpawn - reoccurrence delay of 8 minutes to prevent multiple anomalies from spawning with a delay of a few seconds (which has happened many times). - BluespaceArtifact - same, but 5 minutes. - BluespaceLocker - 15 minute reoccurrence delay and no more than 4 occurrences per shift because it's really annoying. - BreakerFlip, BureaucraticError, ClericalError - reoccurrence delay of 5 minutes. - GasLeak - reoccurrence delay of 7 minutes. - KudzuGrowth - reoccurrence delay of 10 minutes. - MeteorSwarm - reoccurrence delay of 5 minutes, reduced player count requirement from 10 to 7. - MouseMigration, VentCritters (mice) - reoccurrence delay of 3 minutes, reduced playercount requirement from 35 to 0. (Those two events are identical but have different announcements, might as well remove one of them) - CockroachMigration - reoccurrence delay of 15 minutes. - PowerGridCheck - reoccurrence delay of 2 minutes (same as the maximum duration of the event). - SolarFlare, VentClog - reoccurrence delay of 5 minutes. - SlimesSpawn, SpiderSpawn - reoccurrence delay of 12 minutes. - MimicVendorRule - reoccurrence delay of 5 minutes. - XenoVents - increased weight from 1 to 6. - MothroachSpawn - decreased player requirement from 15 to 1. - MundaneDischarge - reoccurrence delay of 15 minutes. - NoosphericZap - increased the weight from 12 to 25 and added a reoccurrence delay of 15 minutes. (Making it more likely to occur on regular intervals rather than randomly throughout the shift). - NoosphericFry - changed the glimmer range to 550-1000Ψ. - PsionicCatGotYourTongue - changed the glimmer range to 590-1000Ψ. - MassMindSwap - **MADE TEMPORARY** and increased glimmer burn range to 350-450Ψ. - FreeProber - changed the glimmer range to 550-1000Ψ. - GlimmerRandomSentience - reoccurence delay of 15 minutes, minimum of 10 player, and a glimmer range of 500-900Ψ. - GlimmerRevenantSpawn - glimmer range of 700-900Ψ. (There's already another revenant spawn event that isn't based on glimmer, wtf?) Rebalanced the following midround antags: - DragonSpawn - doubled the weight, from 1 to 2. - NinjaSpawn - reduced the player requirement from 40 to 20 (loneop had 20, and is far more destructive than a ninja). Also reduced reoccurrence delay to 45 minutes. - ZombieOutbreak - earliest start moved from 90 minutes to 60, weight reduced from 2.5 to 2, number of initial infected cut down from 3 to 2. - LoneOpsSpawn - reduced the player requirement from 20 to 15 and increased the reoccurrence delay from 30 to 45 minutes. - Re-added the following events: - ClosetSkeleton, with a minimum of 15 players and reoccurence delay of 25 minutes. - RandomSentience - with a reoccurence delay of 10 minutes and a maximum of 3 occurences. <details><summary><h1>Media</h1></summary> <p> New events: ![image](https://github.com/user-attachments/assets/032fdd04-5030-4336-8af9-b5f4f0484443) ![image](https://github.com/user-attachments/assets/283423aa-a059-47b4-9eea-c235b6cb1254) </p> </details> --- # Changelog :cl: - tweak: Most station events were rebalanced to better suit low-pop rounds. - add: Weakened versions of vent critter events can now occur on low-pop rounds. - tweak: After a lot of complaints, the mass mindswap event is no longer permanent.
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Commits on Jul 25, 2024
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Social Anxiety Trait Renamed (#591)
# Description Changes the Social Anxiety Traits Name, Description, and ID's --- # Changelog :mefinks: - tweak: Changed the name of the Social Anxiety Trait. --------- Signed-off-by: Miller <[email protected]>
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Prevent Instant Unequip of Clothing (#594)
# Description Prevents players from picking up their own equipped clothing (via the "put in hand" verb or otherwise) and thus bypassing the unequip delay completely. Does so by cancelling the GettingPickedUpAttemptEvent on equipped clothing. This does not prevent unequipping the clothing normally, i.e. by interacting with it in the inventory, or stripping clothing from others. # Changelog No cl no fun - most people don't even know this was an option.
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Commits on Jul 26, 2024
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# Description In theory the test works, too tired to want to figure it out right now. --- # TODO - [x] XMLDocs instead of random comments - [x] Announcer audio test - [x] Fix the resource error - [x] Remove random extra announcement files - [x] Fix test errors - Add alert announcements to every announcer --- # Changelog :cl: - fix: Fixed some NEIL announcements not playing audio --------- Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: Danger Revolution! <[email protected]>
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Fix Talking Across Docked Grids (#593)
# Description Simple-Station/Einstein-Engines#574 introduced a bug whereby people who are each on separate grids, but the grids were attached, could not talk to each other. I have corrected this by making it so that when the Cross-Grid check is handled, it also checks to see if the two different grids are JOINTed to each other. Therefore allowing sound to travel across the connection. This should also work from Shuttle To Planet, since it's also handled via the same system. This means that docked shuttles allow sound to travel across to the docked station(or other shuttle), as well as shuttles docked to a planet's surface will permit sound to travel to the planet. # Changelog :cl: - fix: Fixed a bug where sound was not traveling over a Shuttle-Docking connection. Attached grids now permit sound to travel through. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Refactor Sign Languages and Language Markers (#575)
# Description This refactors #510 and #553. #553 specifically was reverted and re-implemented from scratch. As a consequence to all of this, the chat system was refactored a bit too, hopefully for the best. Changes: - InGameICChatType, InGameOOCChatType, ChatTransmitRange were all moved to shared and made serializable - Added a method to wrap whisper messages to reduce code duplication in chat system - Both WrapPublicMethod and WrapWhisperMessage call the same generic WrapMessage method, which allows to add speech verbs to whispers and more. That method is also fully responsible for adding language markers and deducing speech verbs now. - Everything related to speech was moved out of LanguagePrototype and into SpeechOverrideInfo. LanguagePrototype now holds an instance of that. - Added AllowRadio, RequireSpeech, ChatTypeOverride, SpeechVerbOverrides, MessageWrapOverrides to SpeechOverrideInfo, all of which are used in implementing the sign language. - Suffered a lot # TODO - [X] Cry - [X] Fix the sign language not displaying properly over the character. - [X] Find a way to circumvent being unable to speak?? <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/user-attachments/assets/845ec5d3-20aa-4786-bdc8-c39c80e0a4a3) See below </p></details> # Changelog No cl no fun --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: Danger Revolution! <[email protected]>
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Fix Multiple Species Requirements (#595)
# Description Fixed species requirements, they can now be used for ORs. Improved trait/loadout requirement code, made the colors per-item instead of on the commas too. Removed group exclusion requirements in favor of the aforementioned.
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Commits on Jul 27, 2024
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Refactor Ramping Event Scheduler (#592)
# Description The Ramping Event Scheduler originally followed a more or less linear trend of "Slow events" to "Fast events", reaching its absolute maximum event speeds at EXACTLY the point set by CVar. Additionally, the timer CVars were set on initialization, which meant that event times could not be modified live, thus voiding the entire benefit of having the CVars in the first place. I have completely rewritten the entire timer function to use a logistic curve, which provides varying levels of transition rate from "Start", "Mid", and "End". Shifts begin at their normal speed, and will accelerate quickly until it reaches the "Midround", at which point event timer growth begins to slow dramatically. Additionally, the timer function accounts for both settings in Gamemode, as well as in CVar. Minimum Time and Maximum Time are also now separate from each other, and can be truly independently modified. Finally, to show what this system is capable of, I've added a variant "Long Survival" that can be set via admeme. # Media The new "Ramping Event Timer Equation". I have intentionally left this public just in case anyone wants to use it for a different system. ![image](https://github.com/user-attachments/assets/50557a21-76ae-4b08-9cb1-edd8d991712d) # Changelog :cl: - add: Long Survival has been added as a new Game mode. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Fix Script Folder in Readme for Linux (#598)
# Description The folder for the linux scripts is wrong. Thought I might as well fix it, while I'm at it. --------- Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Commits on Jul 28, 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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Commits on Jul 29, 2024
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# Description Retextures Boxes slightly. Description. --- <details><summary><h1>Media</h1></summary> <p> ![Science](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160131.png) ![Standard](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160028.png) ![Olive](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160125.png) ![Doom](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160110.png) </p> </details> --- # Changelog :CL: - tweak: New Box Textures! --------- Signed-off-by: Miller <[email protected]>
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Fix 125 Toolshed Commands Being Unusable for Anyone without +HOST (#572)
# Description For reasons unknown, AdminManager has two command permission managers: _commandPermissions and _toolshedCommandPermissions. It used to load normal command permissions into the former, and toolshed command permissions into the latter. Since _toolshedCommandPermissions is NEVER actually used in checking whether a player can execute a command, all toolshed commands remained unavailable to anyone without +HOST. This PR provides a bandaid fix for that: it makes it so that the same permissions are loaded into both managers at the same time. It's necessary to load them into _commandPermissions in order to allow regular players to execute them, and it's also necessary to load them into _toolshedCommandPermissions because otherwise the ToolshedManager will complain about those commands lacking permission flags. This should also fixes some commands such as `spawn`, `pos`, `comp` being inaccessible to admins with +DEBUG and more. <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/user-attachments/assets/12afedef-0db3-43f2-8335-e95582a4a3f9) ![image](https://github.com/user-attachments/assets/f23ae98a-1e1b-4d28-8446-ca60e8239a03) Admin-only commands are unaffected: ![image](https://github.com/user-attachments/assets/d64a5a8d-f184-4a9d-bc71-ae80635df626) </p></details> --- # Changelog :cl: - fix: Fixed toolshed command permissions. This will mostly affect admins who don't have full host access.
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Radiation Doesn't Prevent DoAfters (#606)
# Description I got so pissed off that being near a singularity means you can't crowbar doors, that shortly after dying to a singularity because of said bullshit, I had written this before an emergency shuttle even arrived to pick up the crew. # Changelog :cl: - fix: Radiation damage no longer interrupts DoAfters.
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Make Jobs & Antags Use CharacterRequirements (#596)
# Description - Makes jobs use CharacterRequirements - Makes antags use CharReqs - Splits CharReqs into multiple files - Adds a Whitelist CharReq - Prays the tests pass --- --------- Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: VMSolidus <[email protected]>
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Commits on Jul 30, 2024
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Add Cybernetic Limb Markings (#613)
<!-- 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]? --> Adds cybernetic limb markings from Hesphiastos Industries and Bishop Cybernetics, originally from Deepstation. Also cherry-picks this [PR](SS14-Classic/deep-station-14#39) by @WarMechanic from Deep that increases arm and leg markings available for suitable species from 2 to 6. This allows players to cover all limbs with cybernetics. --- <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/49eb49c0-4f0c-4346-8463-524a75613f8a) ![image](https://github.com/user-attachments/assets/1d1698a4-4b7b-4c5e-86f5-1c237db25c19) </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: Skubman - add: Added cybernetic limb markings from Hesphiastos Industries and Bishop Cybernetics. --------- Co-authored-by: WarMechanic <[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]? --> Adds new markings representing makeup: - Lips - Blush - Nail Polish (Left) - Nail Polish (Right) Availability depends on the species. Cherry-picked from this [pull-request](DeltaV-Station/Delta-v#1191) from Delta-V. --- <!-- 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> Human: ![image](https://github.com/user-attachments/assets/947f0186-297a-4af8-87e4-a14aa08d6100) ![image](https://github.com/user-attachments/assets/fc8b347d-a4fd-49f6-ba8c-2dcd9e5d7ac0) ![image](https://github.com/user-attachments/assets/ae5fc444-b1c2-45bb-969c-d0052c295a9d) ![image](https://github.com/user-attachments/assets/47a1650f-d2a6-4586-a4a1-83398db138b3) Felinid: ![image](https://github.com/user-attachments/assets/fbd12ed4-e7ac-4898-aa01-bfeff23c2818) ![image](https://github.com/user-attachments/assets/3401464d-ba4d-4da0-b378-b0d45424d792) ![image](https://github.com/user-attachments/assets/f0a08c2f-0cb0-4349-976c-15c59723a702) Moth: ![image](https://github.com/user-attachments/assets/e0036568-8860-4daf-b548-3f953f9a2ec4) ![image](https://github.com/user-attachments/assets/68620d38-6365-477d-be90-6b92dfaa32ee) </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: Makeup is finally here: lips, blush, and nail polish! Sashay over to Character Setup in the Markings section, then look at Head/Overlay to give makeovers to your characters!
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Commits on Jul 31, 2024
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# Description Last update broke late joins on Release build. This hotfixes latejoins.
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# Description Done by request from several people who have some issues with the sound mixing of certain items being very off. I did a little digging, and discovered that the heart of the issue is that id: BaseItem had for whatever utterly strange reason, set the volume for every item not overriding it to be above people's sound settings, resulting in pickup and drop sounds being strangely inconsistent with all other volumes. It got so bad that some people reportedly couldn't play the game. # Changelog :cl: - fix: Fixed Tools, Drink Containers, Lockers, and all base items having inconsistent sound settings.
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# Description LASERS HAVE NO RECOIL, THEY SHOULD NOT PUSH YOU AROUND IN SPACE. THE CAPTAIN'S LASER PISTOL IS NOT AN INFINITE USE JET PACK. STUPID BUG. ME FIX. There are MANY things I hate about the gun system's code, I am going to revisit this later with a more comprehensive update. There are many hardcoded constants in it related to physics that I thoroughly despise. Guns should just be allowed to declare how much force of recoil they have, rather than it being hardcoded as "CONSTANT 25f". Also, I would like that if the Recoil value is greater than your character's mass, to then knock your character on their ass and/or send them flying. Imagine a Felinid getting thrown back by firing a shotgun. There's my justification for doing so. # Changelog :cl: - fix: Lasers no longer function as jetpacks in space.
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Fix the Uncategorized Category Not Being Hidden (#628)
<details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/8292491a-e3c6-4321-a2a9-acf3d7f92d3b) </p> </details> --- # Changelog :cl: - fix: Fixed the Uncategorized category not being hidden when empty
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# Description Fixes: - Whisper not undergoing readability obfuscation when out of range - Handheld translators ignoring language knowledge requirements - Several animals not having defined languages - Computers not having languages (this primarily affects the RnD console and in the future the cargo request console which send radio messages) - Some languages lacking brightness and thus being hard to read Also makes language colors from language markers use alpha blending instead of overriding the original color. The change is subtle, kinda hard to make it noticable without defeating the original purpose... <details><summary><h1>Media</h1></summary><p> Example of the new colors ![image](https://github.com/user-attachments/assets/291c1a6d-829b-43ec-afb7-5c902a1e4aff) </p></details> --- # Changelog :cl: - fix: Whisper can no longer be heard clearly outside the intended range. - fix: Translators can no longer be used without knowing the languages they require. - fix: Computers (primarily RnD console) now speak GC by default instead of Universal. - tweak: Readjusted colors of all languages to make them easier to read.
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Comms Console Announcer Fixes (#610)
# Description Cherry-Picks Fansana/floofstation1#50 This fixes some mistakes in the code for Michael's announcements. --------- Co-authored-by: Fansana <[email protected]>
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Commits on Aug 1, 2024
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More Loadout Items: Wave 2 (#616)
# Description Adds significantly more items to Loadouts. Notably, it adds almost every item from the ClothesMate, a decent amount of clothing from the AutoDrobe, and some missing clothes from the WinterDrobe. Other changes: - Restrict Command from wearing uniforms outside of their job - Limit Security's non-sec uniform/head/mask options to those that maintain the Security aesthetic, such as clothes that are red, black, and some blue/beige, and all MNK gear. - Restrict all shoes from Dionas and Harpies properly. I have a feeling that there's a better way to get around this issue, perhaps by preventing these species from selecting items that are based on `ClothingShoesBase`. - Make all colored jumpsuits available to all Civilians, and select jumpsuits for departments such as white/blue for Medical, white/purple for Epistemics, and yellow for Engineering. ## New Items ### Uniform Command cannot select any listed uniforms. Security (except HoS) can only select items marked with (*). - [2] white shirt and purple skirt - [2] yellow skirt with rose hoodie - [2] turquoise hoodie and shorts - [2] casual blue jumpsuit - [2] casual blue jumpskirt - [2] casual purple jumpsuit - [2] casual purple jumpskirt - [2] casual red jumpsuit (*) - [2] casual red jumpskirt (*) - [2] flannel jumpsuit (*) - [2] black hawaiian shirt - [2] blue hawaiian shirt - [2] red hawaiian shirt (*) - [2] yellow hawaiian shirt - [2] brown sweater with jeans - [2] green sweater with jeans - [2] red sweater with jeans (*) - [2] loungewear (*) - [2] sober sweater - [2] white t-shirt and jeans - [2] gray t-shirt and jeans (*) - [2] peach t-shirt and jeans (*) - [2] decorated turtle skirt (*) - [3] kimono - [3] geisha dress (*) - [3] bartender's uniform (jumpsuit) - [3] bartender's uniform (jumpskirt) - I find the bartender's uniform to be a neutral and very versatile piece, fitting the MNK aesthetic. This uniform with a white shirt and black bottom pairs well with the MNK black jacket and flannel jumpsuits. For this reason, I think the bartender's uniform should be accessible to everyone. - [3] lost tourist uniform - [3] black schoolgirl uniform (*) - [3] tan blazer schoolgirl uniform - [3] blue schoolgirl uniform - [3] cyan schoolgirl uniform - [3] dusk schoolgirl uniform - [3] green schoolgirl uniform - [3] orange schoolgirl uniform - [3] pink schoolgirl uniform - [3] purple schoolgirl uniform - [3] red schoolgirl uniform (*) - [4] red dress (*) ## Outer - [1] vest - [3] gentle coat - [3] jensen coat - [3] trench coat - [3] Denim jacket - [3] blue flannel jacket - [3] green flannel jacket - [3] red flannel jacket ## Head Security (including HoS) can only select items marked with (*). - [1] mime cap (*) - [1] mime cap (flipped) (*) - The mime cap is just a plain white cap, the same as the other caps in the Loadouts. - [2] beret (*) - [2] French beret (*) - [2] bowler hat (*) - [2] brown flatcap - [2] grey flatcap (*) - There already exists a "brown flat cap" (note the extra space) in the Loadouts, but it's a different item with a different style. - [2] black cowboy hat (*) - [2] brown cowboy hat - [2] red cowboy hat (*) - [2] grey cowboy hat (*) - [2] white cowboy hat (*) - [2] brown fedora (chocolate) - [2] grey fedora (*) - [2] fez (*) - [2] fishing cap - [4] rasta hat ## Shoes - [2] fishing boots - [2] tourist shoes - [3] high-heeled boots - [3] coder socks - [3] bee socks ## Neck Added some missing scarves and pins. Pins suggested by @Tmanzxd - [1] striped black scarf - [1] striped brown scarf - [1] striped light blue scarf - [1] striped orange scarf - [1] striped purple scarf - [1] black tie - [1] blue tie - [1] green tie - [1] red-tie - [1] white tie - [2] headphones Added bedsheets. Bedsheets are restricted to Civilian (excluding HoP) unless stated otherwise. - [2] black bedsheet - [2] blue bedsheet - [2] brown bedsheet - [2] green bedsheet - [2] grey bedsheet - [2] NT bedsheet - [2] orange bedsheet - Usable by all Logistics roles - [2] purple bedsheet - Usable by all Epistemics roles. We are one step closer to RD wizard - [2] rainbow bedsheet - [2] red bedsheet - Usable by all Security roles - [2] white bedsheet - [2] yellow bedsheet - Usable by all Engineering roles - [3] cosmos bedsheet ## Mask New category. There is conveniently already localization for the Mask category. Security (including HoS) can only select items marked with (*). - [1] black bandana (*) - [1] blue bandana - [1] brown bandana - [1] gold bandana - [1] green bandana - [1] grey bandana - [1] red bandana (*) - [1] skull bandana (*) - [1] gas mask (*) - [1] sterile mask (*) - [2] mercenary bandana - [2] muzzle (*) - [2] neck gaiter (*) - [2] red neck gaiter (*) ## Eyes - [1] glasses - Can't be used by characters with the Nearsighted trait as they already spawn with glasses - [2] jamjar glasses - [2] jensen glasses - [2] cheap sunglasses - A cheaper alternative to sunglasses (5 loadout points), without flash protection ## Items - [1] leather satchel - Leather satchels used to be a default backpack type in SS13 - [3] fire extinguisher - For when you need to put out fires from fire anomalies and pyromancy - [4] crayon box - Crew can use this to ~~vandalize sec front~~ decorate their workplaces with love - [4] barber scissors ## Jobs ### Chemist Suggested by @Tmanzxd - [1] heavy nitrile gloves - [1] chemistry tie - [1] enclosed shoes - [2] safety glasses - [2] chemical resistant apron - [2] formal chemistry suit ### Captain/HoP - [1] inspection gloves ### Head of Personnel - [2] Ian's bedsheet ### Medical - [2] medical bedsheet ### Clown - [1] sexy clown mask - [1] clown winter boots - [2] clown's bedsheet - [2] robes of the honkmother - [2] clown winter coat ### Mime - [1] sad mime mask - [1] scary mime mask - [1] sexy mime mask - [1] mime's winter boots - [2] mime's bedsheet - [2] mime's winter coat ### Cargo Technician - [1] logistics winter boots - [2] logistics winter coat ### Salvage Specialist - [2] mining winter coat --- <details><summary><h1>Media (Character Lookbook)</h1></summary> <p> ## Stylish Cowboy ![image](https://github.com/user-attachments/assets/23d78f00-a601-4fd7-8139-990850afc912) **Loadout:** black cowboy hat, bartender's uniform (jumpsuit), striped black scarf, red flannel jacket, fingerless gloves, fishing boots ## Secret agent ![image](https://github.com/user-attachments/assets/8d89a944-c147-47ce-b06a-21a2d0dee4dc) **Loadout:** french beret, cheap sunglasses, bartender's uniform (jumpskirt), MNK black jacket ## Cybernetic Tourist ![image](https://github.com/user-attachments/assets/ddd28b02-5211-4803-a5ae-6c37872f7d94) **Loadout:** glasses, blue hawaiian shirt, striped light blue scarf, geta sandals ## Cowgirl ![image](https://github.com/user-attachments/assets/25c6b5dd-30ff-4096-a710-fb785219958a) **Loadout:** white cowboy hat, MNK gym bra, high-heeled boots ## Cat schoolgirl ![image](https://github.com/user-attachments/assets/f97cd552-ddd2-49d0-8f4e-dcada261ec7f) **Loadout:** pink schoolgirl uniform, coder socks ## Olive Rancher ![image](https://github.com/user-attachments/assets/8f31921c-14e9-43c5-bd65-0c90ec9c3a5a) **Loadout:** grey cowboy hat, gray t-shirt and jeans, vest, leather shoes ## Casual ![image](https://github.com/user-attachments/assets/9610822b-cd3e-4dab-a06c-2a0f30f43866) **Loadout:** Beret, cheap sunglasses, sober sweater, laceup shoes ## French Chemist ![image](https://github.com/user-attachments/assets/325653a9-ddba-4670-bac2-67cda1d90b5c) **Loadout:** french beret, formal chemistry suit, chemistry tie, chemical resistant apron, heavy nitrile gloves, enclosed shoes (Hey Heidi!) ## RD Wizard ![image](https://github.com/user-attachments/assets/8807e3a8-12ec-4ed7-80c7-62952ebe39f0) *For my next magic trick, I cast Pyromancy!* **Loadout:** top hat, glasses, mystagogue lab coat, purple bedsheet, fishing boots </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: Skubman - add: Added dozens of new clothes and items to Loadouts, including the new Mask category. Have fun dressing up your characters! - tweak: Restrict Command Loadouts from selecting uniforms outside of their job. - tweak: Limit the selection in Security Loadouts of non-sec uniforms, hats, and masks to those that maintain the Security aesthetic. - tweak: Made all types of colored jumpsuits in Loadouts available to Civilian roles (excluding HoP), and suitable jumpsuits to Epistemics, Engineering, and Medical. - fix: Prevent dionas and harpies from selecting shoes in Loadouts.
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Revert "Mirror: Restrict Door Remotes to only Being Able to Manipulat…
…e Doors Relevant to Their Type" (#491) Reverts Simple-Station/Einstein-Engines#315 As [I brought up](Simple-Station/Einstein-Engines#315 (comment)) in the original pr, this change was made to counter power gaming, which isn't as much of an issue on EE downstreams, and adversely affects the engineering department, without any major benefits. --------- Signed-off-by: stellar-novas <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Invert the Running/Walking States (#485)
# Description Ports #39 A change made to encourage people to [stop and smell the roses](https://www.urbandictionary.com/define.php?term=slow+down+and+smell+the+roses), instead of sprinting everywhere trying to get shit done. This goes well with #486, so people don't actually *have* to rush places to try to get things done before the shift ends fatally. It's weird anyway how we're all constantly sprinting everywhere and have to *very actively* choose not to (and why would you?). Increases the default speeds so that walking isn't painfully slow and sprinting feels more like sprinting in combination with the active choice to sprint. Someone needs to PR changing the default sprint or examine buttons, so people can fight and sprint with this change. (A lot of other default keybinds suck or conflict too and need to change) # Media Terrible video but whatever https://github.com/user-attachments/assets/5ff3863d-92c8-4df3-b76b-82874b5e1ae3 # Changelog :cl: - tweak: The station's crew hivemind has decided to slow down their movement and enjoy The Park instead of sprinting everywhere --------- Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: Pspritechologist <[email protected]>
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Move Survival Boxes To Loadouts (#634)
# Description Survival boxes take up a shitload of space, and very few people actually want them. Most people take the Epipen and Spacepen out, and throw the box away immediately on roundstart. Having survival boxes automatically in the backpack causes issues when Loadouts contain "large items", causing most or all of a person's loadout to be dumped on the floor at roundstart. While that isn't completely unavoidable, moving survival boxes to loadouts will go a long way towards ameliorating said issue. I intentionally omitted removing survival boxes from antagonist bags because we currently don't have antag character slots and loadouts. In the future when we have that update, we can remove survival boxes from the nukie bags too. # Changelog :cl: - add: Survival Boxes have been added to loadouts.
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# Description Subcontainers such as Boxes, Medkits, and Lunchboxes are essentially useless items that players always throw away. The given reason for this is that because the boxes only ever provided the same or less inventory slots than the inventory slots they take away, using boxes only ever penalizes players. Since you can only ever open one container at a time, placing items in boxes means you have to first open your backpack, then open the box, then take the item out. How it SHOULD work instead, is that boxes contain slightly more inventory slots than what they remove. You would effectively be trading the ability to quickly and efficiently access all your items, for having slightly more inventory capacity. This PR buffs the parent of four different categories of items, such that 3x3 boxes occupy 9 inventory spaces and provide 16 spaces, and 2x4 boxes occupy 8 spaces and provide 12 spaces. The difference accounts for 3x3 boxes being significantly more inventory-awkward to put in your backpack than the 2x4 containers. Toolboxes are unchanged because they're already huge, and don't fit in backpacks anyway. Here's a demonstration of inventory management with a backpack full of boxes. https://github.com/user-attachments/assets/40b184f6-b061-4f0a-8e8b-7e2a7b9793bc # Changelog :cl: - add: Boxes(Cardboard, Medkits, Lunchboxes) now contain slightly more inventory slots than they occupy.
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# Description This takes Ultravision, Dogvision, and Normalvision, making all 3 traits into our first set of "Neutral" traits. They now cost 0 points, but still occupy one of the 5 trait selections. In the future we should have a decent roster of Positive, Neutral, and Negative traits. If Death ever finishes making Subcategories, we'll probably want to have Positive, Neutral, and Negative be the 3 "Main" categories, and all subcategories sit underneath them. <details><summary><h1>Media</h1></summary> <p> Token screenshot for a 3 line PR because my maintainers will get onto me if I don't include some kind of media. ![image](https://github.com/user-attachments/assets/27a7feea-a347-41bf-ae01-099eb84ed7af) </p> </details> # Changelog :cl: - tweak: Ultraviolet Vision, Deuteranopia, and Trichromat Modification are all now 0 point Neutral traits. They still occupy one of your trait selections. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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More Loadout Items: Wave 3 (#633)
# 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]? --> Adds some useful items in the Items category and unused clothes into Loadouts. There are nine suits from Delta-V that were meant for a planned Mafia gamemode, but otherwise, they are unused. These suits were made by @TadJohnson00. I renamed some of the mobster suits to lessen the association with and added them to Loadouts. There is an "inspector's coat" in-game not used anywhere, that has been renamed to "slim trench coat" and added to Loadouts. Adds labels to survival boxes in the Loadouts UI to be able to distinguish against them. ## New Items ### Uniform Security (except HoS) can only select items marked with (*). - [2] black suit (*) - [2] dark suit (*) - [2] red suit (*) - [2] brown suit - Security doesn't have this as a Security Officer wearing this might be confused for the Detective. - [2] dubious suit (*) - [2] mafioso suit (*) - [2] white suit - [2] negative suit (*) - [2] gangster suit (*) ## Outer - [3] slim trench coat - [4] overcoat - More expensive than other coats due to its increased resistance to Slashing (10%) and Hea (25%). ## Items - [1] book [Random] - [1] water bottle - [1] space medipen - [1] emergency medipen - [1] folder [grey] - [1] breath mask - [1] emergency flare - [1] paper - This item gives four pieces of paper instead of one, as indicated in the loadout description. - [1] pen - [2] flashlight - [2] pipe - [3] flippo lighter - [3] pre-packed lunchbox [Filled, Random] ### Medkits Each medkit is only accessible to Medical (except Chemist) and Corpsman unless specified otherwise. - [4] first aid kit - Selectable by every role. - [4] brute trauma treatment kit - [4] burn treatment kit - [4] combat medical kit - Selectable only by Chief Medical Officer and Corpsman. - [4] oxygen deprivation treatment kit - [4] radiation treatment kit - [4] toxin treatment kit - [5] advanced first aid kit <details><summary><h1>Media</h1></summary> <p> ## Survival box labels ![image](https://github.com/user-attachments/assets/4eab5ed4-51a1-4784-a9d5-f41b76e35365) ## Mobster suits ![image](https://github.com/user-attachments/assets/c7b8a1dd-c243-4b9d-9973-860d8810b793) ## Vintage ![image](https://github.com/user-attachments/assets/09e4dc1e-bfeb-46d1-80d8-da4338b5348e) **Loadout:** black cowboy hat, **pipe**, **dubious suit**, **slim trench coat**, laceup shoes ## Dapper Cop ![image](https://github.com/user-attachments/assets/2b6fbe0d-b00a-4d20-ba8f-c1a766cda392) **Loadout:** white fedora, security hud, **pipe**, **gangster suit**, striped red scarf, white gloves ## Biker ![image](https://github.com/user-attachments/assets/f4ca8fe0-e600-42cd-83d7-070b57d57b46) **Loadout:** cheap sunglasses, **brown suit**, MNK black jacket, black gloves, black cowboy boots </p> </details> --- # Changelog :cl: Skubman - add: Added new clothes in Loadouts: slim trench coat, and Mafia-style suits. - add: Added new useful items in Loadouts: lunchbox, more survival gear, paperwork, and medkits. --------- Signed-off-by: Angelo Fallaria <[email protected]>
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# Description Add the ability for Vulpkanins to wag their tails like Lizards and add a far better icon for tail wagging making it not look like only action. --- <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/6ed28a22-81ac-494c-bc18-92b5f7ae8ecb) ![image](https://github.com/user-attachments/assets/d3f976b1-d680-4181-a645-8e84a071e6cf) </p> </details> --- # Changelog :cl: - add: Vulpkanins can wag their tails now --------- Signed-off-by: FoxxoTrystan <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Commits on Aug 2, 2024
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Increase Combat Knife Availability (#640)
# Description Added combat knives to the SecTech vendor and added the combat knife to the security techfab for a cost of 2.5 steel and 1 plastic. With this change, Harpy and Diona Security players can now get a combat knife from the SecTech as they cannot spawn nor wear combat boots, which contains a combat knife. Prison guards now start with combat boots with a combat knife, and a combat knife has been added to Loadouts for Felinid/Harpy security. Cherry-picked from Space Wizards (space-wizards/space-station-14#27224). An equivalent to "Fix no combat knives in sec techfab" (space-wizards/space-station-14#28086) has been added with 7809b504cc1c2f8f4e9db2e820d94f292e787115, which also adds the combat knife to emagged autolathes. # Changelog :cl: Skubman, Ghagliiarghii - add: Added the combat knife to the SecTech, and the ability to manufacture combat knives in the SecLathe and emagged autolathes. - add: Added a 1-point combat knife to Loadouts for Felinid/Harpy security jobs. - tweak: Made the security belt and security webbing able to hold combat knives. - tweak: Prison Guards now start with combat boots with a combat knife. --------- Co-authored-by: Ghagliiarghii <[email protected]>
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# Description Adds breaching charges for Security, a weaker version of the Salvage seismic charge for breaching through walls. Originally made by @rosieposieeee for Delta-V (DeltaV-Station/Delta-v#1056). --- # 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: rosieposieeee - add: Added breaching charges to the SecTech vendor for Security, to break through walls. --------- Co-authored-by: rosieposie <[email protected]>
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AHelp Sound Improvements (#585)
# Description I don't like the bwoink. I also don't like being notified about the thing I'm staring at. If anyone has better quality sounds to suggest, I might use those instead. --- <details><summary><h1>Media</h1></summary> <p> ## Different sounds https://github.com/user-attachments/assets/8003f785-0cd0-44c9-94c2-919c59adac5c ## Ignore sounds when looking https://github.com/user-attachments/assets/2ac99672-a601-41e0-a5cd-25ce9c1a5c49 </p> </details> --- # Changelog :cl: - tweak: The AdminHelp sound has changed to three that play under different circumstances --------- Signed-off-by: DEATHB4DEFEAT <[email protected]>
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Fix Stinky Anomaly Announcement (#646)
# Description Title. <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/user-attachments/assets/31a9527d-1481-423f-a561-274d9814ee92) </details> # Changelog No cl no fun
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Revert "Refactor Ramping Event Scheduler (#592)" (#644)
# Description This reverts commit 910b4c3. The PR was never tested properly, and after it was merged on deep station, a lot of significant issues have been uncovered, including station events appearing every 6-12 seconds regardless of the gamemode, some RampingStationEventScheduler component fields being unused, some CVars having misleading usages, some CVars being unused, and more. The PR needs to be re-done and tested thoroughly before it can be merged. :cl: - fix: Reverted the station event scheduler rework due to it absolutely breaking the game.
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Commits on Aug 3, 2024
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Supermatter Engine (Port From White Dream) (#341)
# Description ![SM boom](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/6937c520-0963-437c-a9a6-49afe6c8b787) ![New edge supermatter](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/e8305536-b777-41f8-b9bf-295d402dc1bf) This PR has been produced in collaboration with coders from White Dream, with written permission given by the relevant code owners to port this specific slice of content to Einstein-Engines. Supermatter Engines are a form of nuclear reactor, which produces energy in the form of radioactive particles, while also decaying into Phoron when excited by an external energy source. Power can be obtained from the engine via radiation collectors, which like those of a singularity engine, must be periodically refueled. In addition, the engine must also be actively cooled via aid from Atmospherics, and for undesirable gasses to be extracted from the reactor chamber. If not cooled, the crystal will begin to destabilize and eventually collapse into one of three different situations depending on the source of its instability. 1. A nuclear blast. 2. A gravitational singularity 3. A Tesla ball # Changelog :cl: VMSolidus, White Dream, Colin-Tel - add: Supermatter Engines have been implemented. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: whateverusername0 <whateveremail> Co-authored-by: username <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: Pieter-Jan Briers <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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Fix NoMaterialArbitrage Test Fail (#653)
# Description This test fail has annoyed me for the last time. ![image](https://github.com/user-attachments/assets/84dea50c-d907-4db1-b58e-fd3f9df61bbf)
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Fix for Failed to Cherry-Pick PR #26217: Fix Pressure Damage Calculat…
…… (#655) Fixes #245
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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]? --> Changed the rouny sprite to be less simplistic --- # 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: Rouny Sprite Changed
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Fix Event Manager Allowing to Start Multiple Events of the Same Type …
…in a Short Time Window (#645) # Description Makes it so that the event scheduler doesn't pick events that were already added (but not yet ended). In order to fix this: <details><p> ![image](https://github.com/user-attachments/assets/fd73dbce-7cbc-489b-8990-7ae791723351) </p></details>
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Commits on Aug 4, 2024
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Remove Clothesmate Bloat (#637)
# Description The original intended purpose of Loadouts as designed by Death was to serve as the ultimate solution to the Clothesmate BLOAT. Ironically, when Wizden made their own Loadouts, they made a version of Loadout that is incapable of this. Now that we've more significantly fleshed out EE Loadouts to fulfill that purpose, I can finally trim down the Clothesmate. I haven't touched any of the other vendors, just the Clothesmate. As an aside, the cost of a Clothing restock has gone down from a fucking ridiculous 4500, down to only 1500. Making it something Cargo techs can actually reasonably buy. Clothesmates now only contain the absolute barest minimum clothes for a greytider. This also helpfully serves as a balancing act against Loadouts being able to provide items other than clothes. It is much harder to get clothing outside of loadouts, preventing people from spamming useless clothing entities on the station. If you spend all your loadout points on items, you are locking yourself out of wearing actually nice drip. Choose how you spend your points wisely! <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/9f6d7668-c8ba-4404-834c-b4f885b6617f) </p> </details> --- # Changelog :cl: - tweak: Due to budget cuts, Nanotrasen has ceased stocking Clothesmate vendors with more clothing than the average cargo tech can afford. Civilians are advised to bring their own clothes to the station if they wish to wear anything other than grey.
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Fixes Failed to Cherry-Pick PR #25986: Return Detective to Security #…
…145 (#656) Partial fix to #145, as the changes in inventory will need reflected in the Security Loadout system which will be in another PR. Made so Detective has the same access as Security Officers.
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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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Add 4 Missing Vendors To Vendor Spawners (#639)
# Description Simple-Station/Einstein-Engines#400 added 4 new vendors that were never implemented in the game's spawners, so they never actually appeared ingame. This PR adds them to random vendor spawners, so that they'll show up on stations. # Changelog :cl: - add: SweatMAX, "hot foods", Mars Mart, and Nippon-tan vendors have all been added to vendor spawners.
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# Description **Voracious** is a 1-point Physical trait that makes you eat and drink twice as fast. Inspired by the SS13 trait of the same name. Roughly based on the Parkstation implementation of Voracious by @DEATHB4DEFEAT. ## Technical Details The new component `ConsumeDelayModifierComponent` is rather generic, and can decrease or _increase_ the consumption speed of food and/or drinks. This gives room to add a negative trait that includes slower eating/drinking. ## Media ![image](https://github.com/user-attachments/assets/f8475b2a-de0b-4cae-83c6-8a280139bfd8) # Changelog :cl: Skubman add: Add the Voracious trait, a 1-point trait that makes you eat and drink twice as fast.
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Zombie Improvements Take 2 (#652)
# Description Problem: "Players like to stall zombie rounds" Solution: Fix the Anti-Stall mechanic. The set of functions for handling the automatic shuttle call now correctly only checks "The" station, rather than any grid containing a StationDataComponent. By using the less permissive _gameTicker.GetSpawnableStations(); function, the zombie gamerule no longer includes stations such as Centcomm, Planet Expeditions, some salvage wrecks, certain space ships, the Syndicate Listening Outpost, and Nukie World. Additionally, the check for "Healthy" humans no longer considers anyone infected with the zombie virus to be a "Healthy" human, ensuring that someone with a 200u jug of Bicaridine can no longer contribute to round stalling. Finally, dead (player)zombies are now by default checked for the purpose of calling the evac shuttle. The reason being for this assumption, is that dead zombies are still players removed from the round. If a majority of players are removed from the round(or fucked off to space), the shuttle should be called. # Changelog :cl: - fix: Zombie events have had their Anti-Stalling mechanic improved. Dead (Player) Zombies, Infected Players, and Initial Infected are all counted as zombies for the purpose of determine if the shuttle should be called. Additionally, any player who leaves the station is no longer counted as a healthy crewman for the automatic shuttle call.
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Commits on Aug 5, 2024
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Rename Trait "Heavyweight Drunk" To "Alcohol Tolerance" (#669)
# Description Renamed the trait "Heavyweight Drunk" into "Alcohol Tolerance". "_Heavyweight_" is a term that exists in real life, but to the plain eye the name is simply "Opposite of Lightweight Drunk". "Alcohol Tolerance" is a more intuitive and interesting trait name. More importantly, it's more natural for in-game characters to say "I have an alcohol tolerance" as opposed to "I'm a heavyweight drunk". # Changelog :cl: Skubman - tweak: Rename the trait "Heavyweight Drunk" into "Alcohol Tolerance". --------- Co-authored-by: Danger Revolution! <[email protected]>
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# Description **Light Step** is a 1-point Auditory trait that reduces the volume of your footsteps by roughly 50%, enabling you to be quieter and stealthier. Inspired by the SS13 trait of the same name. ## TODO - [x] Locale strings - [x] ~~Reduce the distance in which Light Step footsteps can be heard~~ - It turns out that whatever I did reduced the delay between footstep sounds. - [x] Discuss the balancing values for the trait ## Technical details In the current implementation, Light Step reduces the volume of footsteps by 10 dB, resulting in roughly halving the volume. The fields in `FootstepVolumeModifierComponent` change the volume in terms of decibels. ## Media ![image](https://github.com/user-attachments/assets/d1e3efee-6f81-4212-a745-ae08687afcc0) # Changelog :cl: Skubman - add: Add the Light Step trait, a 1-point trait that makes your footsteps quieter. --------- Signed-off-by: Angelo Fallaria <[email protected]>
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New Trait: Sign Language (#677)
# Description **Sign Language** is a 1-point Visual trait that allows you to use Galactic Sign Language. ## Media ![image](https://github.com/user-attachments/assets/ef9a3ed0-6157-4604-9db4-d7114595195b) ![image](https://github.com/user-attachments/assets/805b4a8f-a2d3-469c-b4ab-e46c787a55b6) # Changelog :cl: Skubman - add: Add a new 1-point trait called Sign Language, a trait that allows you to communicate in Galactic Sign Language. --------- Signed-off-by: Angelo Fallaria <[email protected]>
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# Description Refactors the oracle system and component, making them more customizable and less trash. - Most of the nyano shitcode was rewritten in accordance with the new standards and in a less hardcoded manner (all features were preserved, with some changes). - Replaced the accumulator field pattern with the "nextX" pattern for things oracle does on certain intervals. - Removed some code duplication and bloat. - Gave oracle a 75% chance to request technology and 25% to request a plant. - When requesting a technology, oracle will only request what's either already researched, or can be researched soon (that is, the prerequisites of the research are complete and the research isn't locked for any reason). - If there's no research server at the moment when oracle demands an item, it will only demand a plant - When dispensing rewards, oracle can now spawn 1, 3, or 5 crystals at once, and research disks worth 5k, 10k, and 20k research points. Each one of those have different probabilities (3 crystals and 5k points still prevail, but occasionally you can get the more expensive rewards). - When dispensing rewards, oracle now throws them at the person who fulfilled the request instead of simply spawning them at their feet. Almost every oracle thing (except for throwing and the amount of liquid dispensed) can now be configured in the yaml prototype of the oracle. # TODO Forget it <details><summary><h1>Media</h1></summary><p> https://github.com/user-attachments/assets/9d4be44f-37d5-4072-a6e6-f194764f7ff6 ![image](https://github.com/user-attachments/assets/011761d4-8d73-4d65-ba9c-92b25a28e95f) </p></details> --- # Changelog :cl: - tweak: Oracle requests are now more likely to be aligned with the current research.
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Carrying System Refactor (#580)
# Description This is a very simple and apparently minor update to the Carrying System, bringing it up to date with more modern code. The biggest difference is that rather than having a private one-off implementation of one of the original Nyano MassContest functions, it uses the new public Reworked MassContests. With this change, pick up durations no longer infinitely scale with arbitrary mass, meaning that a hypothetical 2000kg Lamia doesn't have an arbitrarily infinitesimal pickup duration when trying to pick up a 10kg Harpy. Carrying is also more strictly limited by mass, rather than by carrying duration, meaning that if a target character is more than 25% heavier than your character, it will not be possible to shoulder them. You'll just have to either drag them, or get a roller bed to move overly massive characters. The last thing I did was just cleanup all of the code, so that has nice, Single-IF exit conditions, rather than 30+ line blocks of IF(THING) RETURN; Oh, and entities can now set their own internal base PickupDuration, so that entities can declare however easy or difficult they should be to pick up! # MEDIA https://github.com/user-attachments/assets/9ee0f1dd-ac75-406f-8bbd-9a130594d46d # Changelog :cl: - tweak: The Carrying system has been reworked as a means of better supporting having extremely large species and characters. 10kg Harpies should no longer be oppressed by 2000kg Lamia with infinitely short carry attempts.
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Commits on Aug 6, 2024
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Adds PKA & Jetpack Module for Salvage Cyborgs (#550)
# Description Gives salvage borgs a special jetpack module with half of the capacity of a normal mini-jetpack. Granting them about 2 minutes of thrust, which allows them to be more useful in space, partake in some rescue missions and to some extent be independent for a limited amount of time if something happens to the salvagers. It also adds a PKA module, which gives them a PKA which can't be wielded, leading to a hilarious accuracy penalty. --- <details><summary><h1>Media</h1></summary> <p> Demo of the Modules [![Crafting demo, basic usage](https://i.ytimg.com/vi/k6xbEAtudVA/maxresdefault.jpg)](https://youtu.be/k6xbEAtudVA "PKA/Jetpack Borg Demo") Stormtrooper aim vs dragon AI [![Soloing space dragon AI, ft. stormtrooper aim](https://i.ytimg.com/vi/0e8iXbtD-Pc/maxresdefault.jpg)](https://www.youtube.com/watch?v=0e8iXbtD-Pc "Stormtrooper vs Space Dragon AI") Refillable jetpack module demo [![Refilling jetpack](https://i.ytimg.com/vi/y7Ie81NV2QM/maxresdefault.jpg)](https://youtu.be/y7Ie81NV2QM "Refill showcase of the jetpack module") </p> </details> --- # Changelog :cl: - add: Added an unlockable PKA and Jetpack module to Salvage Cyborgs --------- Signed-off-by: gluesniffler <[email protected]>
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Rebase Blood Drinker System, Arachne, Oneirophage (#438)
# Description This is a simple rebase of the Blood Drinker System, and its related features that have been commented out and/or omitted due to its lack of rebase. I am NOT substantially updating any of this code at this time, outside of the barest minimum updates needed to make it run in the first place. The reason I am doing this is that I require the Blood Drinker system functional as a prerequisite for future features, and I will update or refactor it when needed. Arachne are still pending a Full Rework, but that is beyond the scope of this PR. # TODO - [x] Make the code functional - [x] Port Arachne - [x] Uncomment Oneirophages - [x] Re-add Oneirophage midround event # Changelog :cl: - add: Arachne have been reimplemented! - add: Oneirophages are back! --------- Signed-off-by: VMSolidus <[email protected]>
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# Description This is a re implementation and complete rewrite of the original Nyanotrasen CPR feature, this time as its own completely standalone system. Unlike the original CPR, this system requires no modification of base game code, and can be toggled on and off via CVars while the server is running. Fixes #473 Fixes #49 # Changelog :cl: - add: CPR has been added to the game. People with CPR training can now perform CPR on anyone who is in either crit or dead states. - add: CPR Training has been added to the game as a new positive trait. All medical staff start with this trait for free. --------- Signed-off-by: VMSolidus <[email protected]>
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# Description **Self-Aware** is a 2-point Mental trait that allows you to precisely examine your Brute/Burn damage as if using a health analyzer, and estimate the level of your toxin/airloss damage. Inspired by the SS13 trait of the same name. ## Media <details><summary>Expand</summary> **Trait entry** ![image](https://github.com/user-attachments/assets/8faae16f-7dd5-42cd-8332-c65a0c610429) **No damage** ![image](https://github.com/user-attachments/assets/72bfa0f4-57fa-4b8d-b974-a604b4030ea6) **Damaged** ![image](https://github.com/user-attachments/assets/ec6318b4-41dc-4d3b-9aec-8f02333363e7) </details> # Changelog :cl: Skubman add: Add the Self-Aware trait, a 2-point trait that allows you to examine your Brute/Burn damage numbers like a health analyzer, and estimate your toxin/airloss damage. --------- Signed-off-by: Angelo Fallaria <[email protected]> Co-authored-by: VMSolidus <[email protected]>
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Remove Overlay Restrict From Vulps (#683)
<!-- 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 As title, will allow players to put as many overlay markings as required for their vulps. --- # 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: TJohnson - tweak: Removed overlay restriction for vulps, you can now have as many overlay markings as you want! Signed-off-by: Tad "Taddy" Johnson <[email protected]>
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Stamina Damage Resistance Real (#679)
# Description Added stamina damage resistance, acts the same way as armor does. Call this shock resistance if you wish Just attach StaminaDamageResistance component to an entity with a set multiplier and have fun. Made all hardsuits 25% stun resistant by default. With some variety, e.g. nukie, ERT, captain, HoS suits are 50%, DS are 90%, etc. etc. This will not remove stuneta but it will make it more difficult to stamcrit a traitor or such. Some armor/batong ratios that you need to hit before the target is stamcritted: 0% - 3 batong hits 25% - 4 batong hits 50% - 6 batong hits 75% - 12 batong hits 90% - 28 batong hits 100% - ![image](https://github.com/user-attachments/assets/da147676-520b-4e3c-b027-ef9dc6a7394b) # Changelog :cl: - add: Added different stamina damage resistance to hardsuits. --------- Co-authored-by: whateverusername0 <whateveremail>
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New Trait: Blood Deficiency (#686)
# Description **Blood Deficiency** is a +2 points negative Physical trait that makes you slowly lose blood over time. When left untreated you will die from blood loss. Inspired by the SS13 trait of the same name. Slash/Piercing weapons and bleeding are much more lethal against you. The moment you start taking **any** blood loss damage, you start dying because you can't regenerate blood. Even just two consecutive kitchen knife stabs will make you bleed enough to die slowly unless you immediately apply gauze. Blood packs, iron pills (or copper for Arachnids), and gauze to stop bleeding will help you survive with this trait. Here's how the timeline looks for untreated blood deficiency: - ~0-21 minutes: losing blood slowly - ~21-31 minutes: blood level below 90%, start taking bloodloss damage - ~31-33 minutes: critical - ~34 minutes: death ## Media <details><summary>Expand</summary> **Trait entry** ![image](https://github.com/user-attachments/assets/ea4a0c3c-7c05-45fc-8a32-48957701a246) ![image](https://github.com/user-attachments/assets/37398779-90a4-4f4f-a183-38d806184394) As shown above, even just reducing the blood volume to less than 90% means you will die a slow and painful death. </details> </p> </details> # Changelog :cl: Skubman - add: Add the Blood Deficiency trait, a new negative trait that makes you slowly lose blood over time. You must routinely receive blood loss treatment to live, and even normally non-lethal bleeding can make you start dying slowly.
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New Trait: Oni Damage Bonuses (#676)
# Description Adds three new 1-point traits for Onis that **redistribute** your damage bonuses, allowing you to specialize in Slash or Piercing instead of Blunt, or be a generalist who is equally effective with all melee Brute weapons. The three new traits are **Swashbuckler**, **Spearmaster**, and **Weapons Generalist**. | Traits / Damage Bonus | Blunt | Slash | Piercing | |------------------------|-------|-------|----------| | Base Oni (No Traits) | 35% | 20% | 20% | | **Swashbuckler** | 20% | 35% | 20% | | **Spearmaster** | 20% | 20% | 35% | | **Weapons Generalist** | 25% | 25% | 25% | # Changelog :cl: Skubman - add: Add three new 1-point traits for Onis that allow you to specialize in Slash or Piercing damage or be a melee weapons generalist. --------- Signed-off-by: Angelo Fallaria <[email protected]> Co-authored-by: Danger Revolution! <[email protected]>
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Port Justice Department From DeltaV (#675)
# Description This ports DeltaV-Station/Delta-v#660 > ## About the PR > Adds the Justice Department, a department enveloping the lawyer and 3 new roles that manage the court system and charges against the accused. Includes: • New department, Justice! • 3 new roles: ◦ Chief Justice: The main, impartial judge for the station responsible for adjudicating criminal and civil trials, as well as other small matters like paroles and pardons. ◦ Clerk: The court clerk, who organizes trials, notarizes court documents (warrants, sentences, etc), and ensures correct sentencing and due process for the accused in sec custody. ◦ Prosecutor: A special lawyer role that legally advises sec and handles all of its court prep and prosecution, freeing up sec's time to go stun baton the clown instead of waiting for trial. • Antag objective to steal the Clerk's notary stamp, an object imbued with the authority to officialize court decisions. • Made the Lawyer role easier to understand and added them to the department. Renamed to Attorney, they now exclusively defend the accused or can sue on their behalf. Can also curse at the prosecutor in the bar. • Changed SoP to match. Notable changes include ◦ Felony charges and above must be reviewed and approved by the Clerk or Chief Justice if those roles are active. ◦ Parole, criminal trials, and civil trials are now all adjudicated by the Chief Justice, or the clerk in their absence. ◦ To ensure fair judgement, a Captain can only remove the Chief Justice with a majority vote from command. ◦ Warrants and court decisions must be written down and stamped with the notary stamp. Warrants must be approved by the Chief Justice. ◦ Full list of SoP changes can be found here: https://docs.google.com/document/d/12ZKTtzvVWBuC7PuiREL9v7mhVZve11p0-T6MBPpVeGs/edit?usp=sharing • Classy wooden desk timer to help keep trials timely and within limits. > > **TO DO:** Chief Justice > > * [x] Role > * [x] Inventory > * [x] Job Description > * [x] Icon > * [x] Access (CMD/CJ/Sec/Justice*) > * [x] Airlocks > * [x] Spawnpoint > * [x] Closet(just reuse legal w/ a lock) > * [x] Gavel** (proto/sprite/sound) > * [x] Stamp (proto/sprite) > * [x] Drip > > Court Clerk > > * [x] Role > * [x] Inventory > * [x] Job Description > * [x] Icon > * [x] Access (Sec/Justice*) > * [x] Spawnpoint > * [x] Closet(just reuse legal w/ a lock) > * [x] Stamp** (proto/sprite) > * [x] Warrant document > * [x] Drip > > Prosecutor > > * [x] Role > * [x] Inventory > * [x] Job Description > * [x] Icon > * [x] Access (Sec/Justice*) > * [x] Spawnpoint > * [x] Closet(just reuse legal w/ a lock) > * [x] Drip(Can be same as lawyer but should have a unique badge) > > SoP/Guidlines > > * [x] Civil and criminal law-penalties > * [x] Legal mutiny? > * [x] Assigning judges when no judge is present > * [x] Judge is representative of CC. Not necessarily _above_ captain but outside. > * [x] When to appeal to a jury? How to pick a jury? (random would be good) > * [x] Rules for gaining warrants > * [x] Procedure for arresting officer filing criminal charges > * [x] Rules for summoning witnesses > * [ ] Guide/book > > Other > > * [ ] Station Beacons > > ## Notes: > * We might want to consider bringing back brig access for cells to give legal dept sec access and not control over prisoners. > * Mapping would need to provide offices for CJ, CC, and Prosecuter. > * Chief Justice is a rep of CC not necessarily above captain but outside > > ## Why / Balance > The current legal system in-game is built around LRP gameplay, with security handling everything relating to arrests, sentencing, trials, and execution. Additionally, it is near-impossible to find an impartial judge for any court case with the current system. New legal department would guarantee an impartial and available judge (whether it be the Chief Justice or Clerk) for any court case, take pressure off of security to handle things like sentencing and trials. Additionally, there will be more roleplay opportunities for things like civil cases, inter-department disputes, internal affairs, or whatever else you may need legal help with. > > ## Technical details > n/a > > ## Media > ![image](https://private-user-images.githubusercontent.com/136020119/295444469-8569ec5a-8a44-41a5-83c8-165c940e9a9a.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI4MjY5MTEsIm5iZiI6MTcyMjgyNjYxMSwicGF0aCI6Ii8xMzYwMjAxMTkvMjk1NDQ0NDY5LTg1NjllYzVhLThhNDQtNDFhNS04M2M4LTE2NWM5NDBlOWE5YS5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjQwODA1JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI0MDgwNVQwMjU2NTFaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT03ZjE2M2UxNmE2OWE3YmNkM2MwMzY3YmQ5MWU5MGEwNzFjZTg5NDAyMGZkNzkyZTJjZDRhYWJlYzk1MTNmZDg3JlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCZhY3Rvcl9pZD0wJmtleV9pZD0wJnJlcG9faWQ9MCJ9.kv3SVoSKceqwlIctnBa4u6E3NHMJ3rPrg3VxoTl-jZQ) ![image](https://private-user-images.githubusercontent.com/136020119/295444610-9ab40e2b-149b-4d9d-af13-47c8fec40be3.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI4MjY5MTEsIm5iZiI6MTcyMjgyNjYxMSwicGF0aCI6Ii8xMzYwMjAxMTkvMjk1NDQ0NjEwLTlhYjQwZTJiLTE0OWItNGQ5ZC1hZjEzLTQ3YzhmZWM0MGJlMy5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjQwODA1JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI0MDgwNVQwMjU2NTFaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT01ZDUyZWQ4NWVkZTM5NDlhNDcxNTNiZGIxZDljMjJkZTBmZThmN2IxNWEwMzk5MWQwMDdjNmQ4MWY1NTcxNWFlJlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCZhY3Rvcl9pZD0wJmtleV9pZD0wJnJlcG9faWQ9MCJ9.jZUnQ8Xj6uor4NAU-IHU7MoD1e3F964XkmZ3aNjPj0U) > > * [x] I have added screenshots/videos to this PR showcasing its changes in-game, **or** this PR does not require an in-game showcase > > ## Breaking changes > none that I know of 😓 > **Changelog** 🆑 Leo, Velcroboy, and Timemaster - add: Added The Justice Department >:)
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New Trait: Parkour Training (#670)
# Description **Parkour Training** is a 3-point Physical trait that increases your table climbing speed (and all other climbables), and crawling speed, and reduces the cooldown on laying down/standing up. Inspired by the SS13 trait called Freerunning, expanding on it by including new mechanics around the Laying Down system. Stats (Adjustable): - 30% faster table climbing speed - 25% faster crawling speed - Cooldown on laying down/standing up reduced from 2.5 seconds to 2 seconds ## Media ![image](https://github.com/user-attachments/assets/09237d2f-667b-473a-98ad-71bd19bce6c3) # Changelog :cl: Skubman - add: Add Parkour Training, a 3-point trait that makes you faster with climbing tables and crawling. --------- Signed-off-by: Angelo Fallaria <[email protected]>
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Cherry-Pick "EMP Grenade Actually Sabotages Power" From Wizden (#516)
<!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> <!-- The text between the arrows are comments - they will not be visible on your PR. --> ## About the PR <!-- What did you change in this PR? --> EMP has been changed to target APC-powered-devices (most electrical devices) as well as batteries to disable them. This means EMP can interfere with autolathes, airlocks, atmos devices, substations and SMES. The power draw of a single EMP grenade now cuts out a substation, and the disabling effect prevents further recharge until it subsides. EMP duration now also stacks, which creates a novel way to quietly black out the station by attacking engineering SMES with 3 EMP grenades (6tc EMP bundle) to black out the station for 3 minutes. Edit, here's a detailed changelog of the PR, Functionality: - EMP disable has been generalised to kill and prevent further function of every device/battery by interrupting recharge - As a result of the above, some hard coded interactions have been culled - EMP disable duration now stacks with multiple EMP blasts - EMP is now capable of draining from gravity generators - The Charger system has been slightly reworked to facilitate communication between batteries and chargers Results: - EMP grenade can disable basically every powered machine, most notably doors - EMP grenade has had its power drain upped to 2.7MW, which is slightly more than a substation and 1/3 a SMES - EMP grenade can now instantly kill substations - EMP grenade can now instantly kill gravity generators - 3 EMP grenades (6tc) can be used to kill SMES and disable recharge for 3 minutes with no evidence on the power monitor. ## Why / Balance <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> EMP at 2tc has a relatively low value-proposition when compared to C4 which is also 2tc. While EMP can probably black out one (or two if you're lucky) APCs and can be used as a defensive option against Stun/Lasers. C4 can be used to cut wires, substations, SMES, generators, doors, reinforced walls, people and the list probably continues. New EMP can be used to soft-bomb station power in an explosion that isn't globally alarming (salv boom). Targeting the captain's office directly may let you crowbar in and steal the locker but it leaves ephemeral evidence in the form of everything electrical shimmering blue. Opting to bomb substations blacks out a wider area, providing several degrees of separation from your target. That is to say, new EMP grenade favours map knowledge and rewards better stealth. ## Technical details <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> - `C.S/.../EmpSystem.cs` uses TryComp to turn on/off charging for `C.S/Power/Components/PowerNetworkBatteryComponent` - `C.S/Power/EntitySystems/PowerReceiverSystem.cs` listens to `EmpPulseEvent` to turn off. Requests to turn back on are additionally intercepted by `EmpSystem.cs` and cancelled. - `C.S/.../GravityGeneratorSystem.cs` listens to `EmpPulseEvent` and converts energy consumption to a normalised charge - `C.S/Power/EntitySystems/ApcSystem.cs` no longer toggles its breaker, but still listens to `EmpPulseEvent` for updating visuals. - `C.S/Power/EntitySystems/ChargerSystem.cs` was refactored to add a `ChargingComponent` flag to power cells instead of `ActiveCharger` on itself. Battery and Charger communicate through this flag. Listens to `EmpPulseEvent` for updating its state machine. New `ChargerUpdateStatusEvent` allows batteries to update the charger's status. - `C.S/Power/EntitySystems/BatterySystem.cs` can now be disabled, and checks for disabling before updating its charge. Raises `ChargerUpdateStatusEvent` when hearing `EmpDisabledRemoved` to tell its charger to start charging again. - `C.S/Power/PowerWireAction.cs` checks for `EmpDisabledComponent` before turning power back on. - `C.S/SurveillanceCamera/Systems/SurveillanceCameraSystem.cs` and `C.S/VendingMachines/VendingMachineSystem.cs` had redundant `EmpPulseEvent` listeners culled. - `Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml` buffed EMP grenade. ## Media <!-- PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. Small fixes/refactors are exempt. Any media may be used in SS14 progress reports, with clear credit given. If you're unsure whether your PR will require media, ask a maintainer. Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): --> https://www.youtube.com/embed/rSVph6OIg1s?si=8o4bx9Vx16B6usuu - outdated video demonstrating changes on a wizden map https://www.youtube.com/embed/B3iPhLcfs-0?si=trB1HY2ccjMf96Bj - electrical anomaly crit with updated emp - [x] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase **Changelog** <!-- Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog --> :cl: - tweak: EMP Grenades can now disable basically any electrical device, and stack in disable duration. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: VMSolidus <[email protected]>
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Admeme Language Commands (Attempt 2) (#565)
# Description #562 but using commands instead of tricks. Less user-friendly but makes you look like a hacker when you use them :trollface: <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/user-attachments/assets/818b6226-aea8-4f9a-b30d-5df39b8041e6) ![image](https://github.com/user-attachments/assets/f3c40feb-f84d-4083-bc9a-44f7b1dfb30d) ![image](https://github.com/user-attachments/assets/31827207-4903-4df1-9074-eb060d0cf63c) (ignore the missing locale, I fixes) </p></details> # Changelog :cl: - add: Admin tooling: added several admin commands to help manipulate entities' languages. --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
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# Description Added in penlights that spawn in Medical Staff PDAs. --- # TODO - [x] EyeCheck system - [x] Add in the bloody pens. --- <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/dc746aa2-782e-4d86-b9ef-9e012343fb87 </p> </details> --- # Changelog :cl: Tilkku - add: Added Pen Lights - add: Eye Examination --------- Signed-off-by: SleepyScarecrow <[email protected]> Co-authored-by: VMSolidus <[email protected]>
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# Description Cherry-picked from Delta-V, originally by @WarMechanic (DeltaV-Station/Delta-v#1455). Original Description: > Every pair of gloves now has its own fingerprint, so items can be traced back to gloves which can then be traced back to people. > > ## Why / Balance > > Evidence is very important to court cases running smoothly, so detectives now have more evidence that can certify whether or not John Syndicate's behaviour is valid. Traitors are now encouraged to either clean evidence off syndicate gear regardless of glove status, or use a disposable pair of gloves specifically for handling syndicate gear to be disposed of later. > > Aside from being required to obfuscate evidence you leave behind, there is now a value proposition to searching glove prints of departments. Wearing gloves that does not correspond your department can punish an unknowing detective into searching the wrong people. > > ## Technical details > > `FiberComponent.cs` now stores a Fiberprint variable like `FingerprintComponent.cs`. The code for assigning a fiberprint is the same as the fingerprint. When evidence is placed on an object, the fiberprint is concatenated to its localised fiber type. <details><summary><h1>Original Media</h1></summary> <p> > hm ok we have these specific gloves on an akms > <br> > > <img src="https://private-user-images.githubusercontent.com/69510347/345294367-55819ed3-1e89-401f-b7fb-0d8569bd7aa2.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI1NjU2ODYsIm5iZiI6MTcyMjU2NTM4NiwicGF0aCI6Ii82OTUxMDM0Ny8zNDUyOTQzNjctNTU4MTllZDMtMWU4OS00MDFmLWI3ZmItMGQ4NTY5YmQ3YWEyLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA4MDIlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwODAyVDAyMjMwNlomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTYxZWUxMjZjY2FiMTU1ODdlOGFiNDliN2ZjZjg4MmYxZmY3ZWY0MGMzN2UxZWM1MjA2MjBlYjY1ZDQ2YTJjMGYmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.t5sASM_0is4bqd1YIizQ0lldAZ5RAStbNzXNuzHmdfU"> > > hm well we found the gloves and they have fingerprints > <br> > > <img src="https://private-user-images.githubusercontent.com/69510347/345294443-a9b21171-bee5-4c5f-8ec6-cf5576572d45.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI1NjU2ODYsIm5iZiI6MTcyMjU2NTM4NiwicGF0aCI6Ii82OTUxMDM0Ny8zNDUyOTQ0NDMtYTliMjExNzEtYmVlNS00YzVmLThlYzYtY2Y1NTc2NTcyZDQ1LnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA4MDIlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwODAyVDAyMjMwNlomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTM3ZTY3NjRhZmEzMjRhYTkwNjUyOWI3MzgzOGM0ZWRjY2Q3MTg0YzViN2NjMDQyZTgzMDBiMmZlZDAyYWJjYjUmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.uSn27Drf1K8rcfQtYRo_fGKudbO03fp40GNHUSd4Uw0"> > > gotem > <br> > > <img src="https://private-user-images.githubusercontent.com/69510347/345294064-d6254f48-2d81-4702-ac03-c1c796712ef4.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI1NjU2ODYsIm5iZiI6MTcyMjU2NTM4NiwicGF0aCI6Ii82OTUxMDM0Ny8zNDUyOTQwNjQtZDYyNTRmNDgtMmQ4MS00NzAyLWFjMDMtYzFjNzk2NzEyZWY0LnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA4MDIlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwODAyVDAyMjMwNlomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTgzNWYzODBmOWVhYzQzMjMxNDdlMzk5Zjk2ODY4N2I1ZWNmYmNkNGI2NGFlMjZiMDM1NGVjNDJlOGFjNjViN2YmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.TjsSLQpLoGsXOHS-wl_LSASdLxgeVTKxCGugkX7-v90"> </details> </p> # Changelog :cl: WarMechanic - add: Gloves now have unique fingerprints. Items can be traced back to gloves, which can then be traced back to people. --------- Signed-off-by: Angelo Fallaria <[email protected]> Co-authored-by: WarMechanic <[email protected]> Co-authored-by: deltanedas <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: VMSolidus <[email protected]>
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Alphabetized physical-desc.ftl (Fr This Time) (#648)
<!-- 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]? --> alphabetized physical-desc.ftl because it annoyed me
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Commits on Aug 7, 2024
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Fix No Blood Regeneration (#689)
# Description Being a little too clever with omitting braces in complicated if statement chains in #686 caused blood regeneration for entities without Blood Deficiency to stop working altogether. I added some braces and now blood regeneration works again. I also added `DataField` to `HasBloodDeficiency` because I forgot to add that. # Changelog :cl: Skubman - fix: Passive blood regeneration now works again.
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# Description This PR fixes an issue with the BarotraumaSystem which would constantly report high pressure damage, even when no such damage was applied. --- - [x] Tested High pressure damage correctly reported - [x] Tested Low pressure damage correctly reported - [x] Tested No pressure damage correctly reported --- # Changelog :cl: - fix: Barotrauma admin log spam
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Butlergone (Cherry-Pick From Delta-V) (#678)
# Description Cherry-picks DeltaV-Station/Delta-v#1100 and DeltaV-Station/Delta-v#1222. Makes butlertron anchorable, pullable, and destructible, and disables logging of butlertron's messages. Credit to adeinitas and NullWanderer. # Note This was cherry-picked without testing, someone needs to test it first. # Changelog :cl: - add: Mr. Butlertron can now suffer for its crimes. --------- Signed-off-by: Null <[email protected]> Co-authored-by: Adeinitas <[email protected]> Co-authored-by: Null <[email protected]>
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White Dream Harpy Markings (#696)
# Description ONIKS was kind enough to provide me with several new Harpy markings, consisting of alternate Bat-wings, Haven Tail, Long Forked Tail, and Swallow Tail. I have also taken the liberty of actually making a basic set of "Bionic Wings", which are just a slightly edited version of the "harpsuit" wing sleeve, including hardsuit lights. Unfortunately due to limitations in the game's code concerning markings, I couldn't make the lights use the unshaded shader. This limitation irritates me. I'll probably fix that in a separate PR. I actually also received a pack of Arachnid and Felinid sprites! But I'm going to add those in a different PR entirely. <details><summary><h1>Media</h1></summary> <p> Bionic wings ![image](https://github.com/user-attachments/assets/6acc64a9-be6b-435b-9c61-91287ef65c10) Bat Wings ![image](https://github.com/user-attachments/assets/e44fe12e-8410-47ca-a4c1-5e644fd36b8a) Haven tail ![image](https://github.com/user-attachments/assets/2adadcdd-04fc-458d-8491-61bd52a3b4d1) Swallow tail ![image](https://github.com/user-attachments/assets/615391eb-0314-4e6d-a87b-101d0a307955) Long Forked Tail ![image](https://github.com/user-attachments/assets/e3d672f7-b8cb-4497-a2a3-87d0c224847d) </p> </details> # Changelog :cl: - add: The following new markings have been added for Harpies: Bat Wings, Simple Bionic Wings, Haven Tail, Swallow tail, and Long Forked Tail
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Add Le Psionic Orb From Nyanotrasen (#685)
# Description It says Psionic chat out loud <!-- 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/a60c4110-ce1b-40ca-8177-df2d0b45b6da) </p> </details> --- # Changelog :cl: - add: Readded Psionic Relay Orb
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Psionic Refactor Part 1: Respacing To Keep Files Changed Down (#698)
# Description Due to some inherent limitations of maintenance, code review, and me having both severely crippling ADHD and a lifelong adderal dependency, I've made the executive decision to break apart the Psionic Refactor into a multitude of smaller, bite sized PRs. I'm keeping the original Psionic Refactor PR open, because I'm going to need it for code reference to keep track of the changes I had originally worked on, but I need to essentially restart the entire refactor from scratch, and approach it from a new angle that's going to make everything actually way easier. I also need to be able to work on each available system individually wherever possible, and this fact is most readily shown by how the Lightning Refactor and Oracle Refactor were both done separately. To start off, this PR is ONLY moving all of the relevant psionics code to core folders, and nothing more. I'm doing this first so that I can immediately cut down massively on the "Files Changed" with the simplest, most basic change necessary to start my work. No changelog because this isn't player facing, and no media because there's literally nothing to show.
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New Trait: Sluggish / Snail-Paced (#692)
# Description This PR adds two new negative traits that decrease your movement speed: **Sluggish** and **Snail-Paced**. - Sluggish (+1 points) - 15% slower movement speed - 35% slower climbing speed (for standard tables, from 1.5s to ~2.02 seconds) - Cooldown on laying down/standing up increased from 2.5 seconds to 3 seconds - Snail-Paced (+2 points) - 30% slower movement speed - 66% slower climbing speed (for standard tables, from 1.5s to ~2.48 seconds) - Cooldown on laying down/standing up increased from 2.5 seconds to 4 seconds ## Media <details><summary>Expand</summary> **Trait entry** ![image](https://github.com/user-attachments/assets/cb483536-ec3e-4c28-a4b4-c431bb1b669e) ![image](https://github.com/user-attachments/assets/a251844e-7058-4d4b-b21d-a5637c39489f) </details> # Changelog :cl: Skubman - add: Add two new negative traits: Sluggish (+1) and Snail-Paced (+2) that make you move slower, and climb tables slower. --------- Signed-off-by: Angelo Fallaria <[email protected]> Co-authored-by: VMSolidus <[email protected]>
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# Description **Hemophilia** is a +1 point negative Physical trait that makes you more susceptible to bleeding. You bleed twice as long, and you take 10% more Blunt damage. ## Media <details><summary>Expand</summary> ![image](https://github.com/user-attachments/assets/ceb0e91e-73c8-4986-a566-40fb9cd0d32b) </details> --- # Changelog :cl: Skubman - add: Add the Hemophilia trait, a new negative trait for 1 point that makes you bleed twice as long and makes you take 10% more Blunt damage.
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Aloe Cream Recipe Fix, Now 15 Seconds (#688)
<!-- 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]? --> Changed the cooking time for aloe cream, so now it doesn't interfere with RegenerativeMesh any longer. # 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: - fix: Fixed the RegenMesh recipe
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New Plant Trait : Bluespace Slips (#674)
# Description Adds a new trait which plants can mutate to have. It teleports both the slippee and the produce to a random location within a radius determined by how potent the produce is. Inert unless the plant also has the slippery trait. ~~Probably very stinky code considering this is my first time dealing with c#.~~ --- <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/cd22756d-ea5e-4a30-8043-c991549c9019 </p> </details> --- # Changelog :cl: - add: Added Bluespace Slips, a plant trait that teleports you randomly if you slip.
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Commits on Aug 8, 2024
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1984 Dresser Arbitrage 2, Electric Boogaloo (#682)
# Description @DEATHB4DEFEAT ![image](https://github.com/user-attachments/assets/0ee6b468-7959-4ebd-8202-6fbc2794511c) No changelog because this isn't player facing.
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Respace Psionics Audio & Localization Files (#700)
# Description Effectively Part 2 of splitting up the Psionic Refactor. This PR is partially respacing the non-C# side of Psionics code, such as Localizations, Audio files, some entities. I'm not respacing all of them in a single sitting because just finding them all is a complete pain in the ass. No media because there's nothing to show. No changelog because this isn't player facing.
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Updates WelderRefinable Component (#687)
# Description I have made this originally for N14 as there was a heavy need for junk items to be list instead of a hash. It created a few issues where you were unable to put down 2 pieces of steel without making a new defined entity which spawns a stack of 2. I thought this was quite annoying so I decided to instead make it into a `EntitySpawnEntry` from a `string` which would also give it options of `amount` `prob` `maxAmount` and `orGroup` which would definitely aid in the scrapping needs there as you could randomize the refined amounts. I believe this could be useful upstream. As well as cleaning up code which is more modifiable than before. The new example of how it can be typed in yaml is also simpler in my opinion as it is self-explanatory and used in various places like StorageFill contents for one. ```YAML - type: WelderRefinable refineResult: - id: SheetGlass1 amount: 1 maxAmount: 2 prob: 0.5 orGroup: Glass ``` --- :cl: refactor: Refactors WelderRefinableComponent.cs and RefiningSystem.cs tweak: Tweaked the formatting for WelderRefinable refineResult to use EntitySpawnEntry format
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1984 Shit Colored Moths (#681)
# Description I'll let google image search make my case. ![image](https://github.com/user-attachments/assets/c8fe9ec7-0292-4d77-bc94-f890219349e3) ![image](https://github.com/user-attachments/assets/1d871bff-4a18-4ce9-a121-d0282821c48c) ![image](https://github.com/user-attachments/assets/2375fe34-691c-49ab-b9d7-a16a17b2a3ce) Done. By popular request, I'm bringing back RGB Moths. # Changelog :cl: - fix: Moths can now once again be colorful.
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Commits on Aug 9, 2024
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Tweak Skeleton Description (#707)
# Description Cherry-picks Fansana/floofstation1#88 from Floofstation - changes skeleton description to match with Delta-v. Credit to ShatteredSwords. # Changelog :cl: ShatteredSwords - tweak: Skeleton ghost role description has been adjusted to be less evil. --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: ShatteredSwords <[email protected]>
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Soft-Refactor Geiger Counters (#615)
# Description This refactors Geiger Counters so that their behavior of "Only making sound to a person holding them" is no longer hardcoded. The GeigerCounterComponent now can define how loud it ticks, how far away people can hear the ticks, and whether it plays only for the person holding it or for anyone nearby. This PR partially fulfills one of the "Nice To Have" features requested for Simple-Station/Einstein-Engines#341 by making it possible to create stationary radiation alarm objects. It also serves as a substantial quality of life improvement for Engineering and Science crew, since it's now possible to place an active Geiger counter in the artifact lab, and then be able to audibly hear if the lab becomes radioactive due to an artifact. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/74122135-7345-4995-bb0e-d1216e1d53b6 https://github.com/user-attachments/assets/de79db6f-e1c1-471f-88b5-0a47ff4bfa16 </p> </details> # Changelog :cl: - add: Geiger Counters other than ones installed in Hardsuits now generate an audible sound when active and exposed to radiation. - add: Wall mounted geiger counters have been added to the game. --------- Signed-off-by: VMSolidus <[email protected]>
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Make Dionas Slow And Steady (#704)
# Description Dionas now have 25% slower movement speed in exchange for total slip immunity and slow immunity (except lying down). Note that this also prevents slowdowns from hunger and thirst. This also fixes an existing bug with Sluggish and Snail-Paced related to `TraitSpeedModifierSystem`, as it was not applying the reduced movement speed upon spawning, only when the movement speed has been modified by another source. `TraitSpeedModifierSystem` has been moved from `Content.Server` to `Content.Shared`. This used to be a trait costing 3 points, but is now given for free to all Dionas per request of @VMSolidus. ## Media <details><summary>Expand</summary> **Speed with no items** ![image](https://github.com/user-attachments/assets/b723614a-79fe-401c-ae53-2ad98ff9a6d3) **Speed wearing a jugsuit, wearing a duffel bag, holding one duffel bag in each arm, and walking through a puddle of glue covered in spider webs.** ![image](https://github.com/user-attachments/assets/a934d2c1-437f-463c-8fe3-63b7b54a1f58) </details> # Changelog :cl: Skubman - add: Dionas have been given a 25% slower movement speed. In exchange for that, they gain absolute slip immunity and movement speed modifier immunity. This makes them immune to slowdown from things like duffelbags, hardsuits, and spider webs. - fix: Sluggish and Snail-Paced will now properly apply their movement penalties upon joining.
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# Description Just some regular cleanup of PsionicSystem and PsionicAbilitiesSystem. No refactoring today, just cleanup. Tomorrow I will serialize this shit, assuming this gets merged. No media because there's nothing to show. No changelog because this isn't playerfacing.
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Minor Glimmer System Cleanup (#702)
# Description More tedium to get out of the way, I can't do much more than this since by now in the day my adderall has worn off. This just does basic code cleanup of the glimmer system. No media because there's nothing to show. No changelog because this isn't player facing.
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Commits on Aug 10, 2024
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# PT2 of Melee Weapons The Numbers Don't Lie This is part 2 of the ongoing work of Solid and myself going through and touching up the melee combat in the game. In this part I rebalance all of the melee weapons to generally do less damage, more stamina damage, and be more unique in regards to slight range changes, attack speed adjustments, along with every weapon getting slightly adjusted heavy swing changes ranging from attack rates, damage, range, angle, and how many targets you can hit. Majority of weapons will hit the standard amount of targets of 5(the old norm), but a few are lowered to be single target hits. These are usually tightened in the angle that they attack in(old angle range was 60). Similarly all melee weapons have individual stamina costs on their heavy swings, most of these are in the range of 5 or 10, and following this PR the new standard should be 10 as the outliers that would abuse this have been addressed in this PR. --- # Changelog Normally I would do a changelog but this took awhile and I forgo. :cl: ODJ - tweak: Melee Weapons now feel different across the board, from the Wrench to the Chainsaw, try out their normal swings and their heavy attacks! --------- Co-authored-by: VMSolidus <[email protected]> Co-authored-by: jcsmithing <[email protected]>
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"Mantis" was going to be the original name, but the doubling as detective lead me to needing to add the qualifier "forensic" to make that part clearer. The "Mantis" was already there to imply the psionic part. For "psionic mantis" defenders, I propose an alternative renaming scheme: Mystagogue -> Psionic Mystagogue Mantis -> Psionic Mantis Cyborg -> Robotic Cyborg Chaplain -> Religious Chaplain Players either already know what a mantis is, or they've got little enough playtime that there's still some intrigue left in the setting and it's something they can learn by observation. Weird names are mostly restricted to one dept here and a tinge harder time understanding it is what I'd call "Mystery" rather than something that's undesirable here. The mechanic the mantis interacts with - psionics - is also somewhat hidden and esoteric. # Media ![image](https://github.com/user-attachments/assets/8706c0cd-97a3-4ed6-a0e4-e23012a461a7) ![image](https://github.com/user-attachments/assets/7e6296fb-52ca-4d4e-b40d-2e166520d4b5) # 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: Rane - tweak: Renamed "Psionic Mantis" to "Mantis", as it was originally going to be called.
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New Trait: Liquor Lifeline 🍺🩹 (#706)
# Description **Liquor Lifeline** 🍺 is a new trait (-3 points) that makes you slowly heal Brute and Burn (except Caustic) damage when drunk, healing more the drunker you are. Inspired by the SS13 /tg/station quirk called Drunken Resilience. Strength of Liquor Lifeline healing in terms of its Brute damage healed per tick compared to Bicaridine: - 0.1u to 0.5u Ethanol - 10% Bicaridine - 0.5u to 7u Ethanol - 20% Bicaridine - 7u to 11u Ethanol - 40% Bicaridine - 11u to 15u Ethanol - 80% Bicaridine - 15u+ Ethanol **(drunk poisoning starts)** - 120% Bicaridine ## Media **Trait entry** ![image](https://github.com/user-attachments/assets/31e8cb3a-c5d5-4596-8934-4ad1256b4981) # Changelog :cl: Skubman - add: Add Liquor Lifeline (-3 points), a new positive trait that makes you slowly heal Brute and Burn damage when drunk, healing more the drunker you are. The trait also gives you the benefits of Alcohol Tolerance. - tweak: The cost of the Alcohol Tolerance trait has been reduced from -2 points to -1 point. - add: Dwarves receive the Liquor Lifeline trait for free. --------- Signed-off-by: Angelo Fallaria <[email protected]>
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NyanoCombat 2, Part 1: Simple Melee Refactor (#605)
# Description Done in partnership with @OldDanceJacket This is a simple refactor of the Melee System, which introduces some new implementations of Contests, but more importantly lightly refactors melee so that "Light Attack"(Left Click) and "Heavy Attack"(Right Click) are now no longer hardcoded to be the same thing, and now can have different modifiers. We've set things up so that weapons can have different behaviors and bonuses if they are used in a heavy attack as opposed to a light attack, including range and damage. In addition to simple code cleanup, I have done the following things: - Max Number of targets per Power Attack(Wide Swing) is now set via a CVar instead of a constant, but is still defaulted to 5. All Blunt Weapons have been changed to - Deal 100% of Blunt as Stamina(up from 50%) by default - BluntDamageStaminaFactor can now be overridden by specific weapons Light Attacks have been changed to: - Deal up to 25% less damage scaling with taken stamina damage - Deal up to 20% more damage with being injured Heavy Attacks have been changed to: - Deal up to 50% less damage scaling with taken stamina damage - Deal up to 20% more damage with being injured - Now deal (by default) 10 points of stamina damage to the wielder - In a separate PR, nearly every weapon in the game is going to have their Wide Swing(Now "Power Attack") mode stats looked at. - When examining the damage a weapon deals, if it has any damage modifiers when power attacking, these values will be shown in addition to the light attack damage. Heavy attacks can now have separate modifiers for: - Attack Range (multiply against light attack range) - Attack Damage (multiply against light attack damage) - Attack Speed (multiply against light attack speed) - Stamina Cost (overriding the default) We will be building upon this PR throughout the week with additional PRs, to include a full rework of melee weapon values across the entire board. For the most part, this PR is primarily here to give new options for contributors to balance melee weapons. # Note For Maintainers: @OldDanceJacket will be following this up with his own PR containing Part 2, which will include a comprehensive rework of the damage values for every melee weapon in the entire game. Due to this, I can't actually make that much in the way of significant changes to the components in review without messing with his side of things. I also have my own Part 3 that I will be working in partnership with ODJ on throughout this week, which will consist of a pack of combat-system related Traits. # Changelog :cl: @VMSolidus and @OldDanceJacket - add: Being injured now lets you deal up to 20% more damage in melee combat to simulate the adrenaline rush from taking a hit. - add: Taking stamina damage now makes you deal less damage in melee. Up to 25% less for Light Attacks, and 50% less for Power Attacks - add: Wide Swing has been reworked as "Power Attack". Power attacks cost 20 stamina(by default) to perform, and their effects can differ from Light attacks on a per-weapon basis. Individual weapons can also have different stamina costs to power attack with. --------- Signed-off-by: Danger Revolution! <[email protected]> Co-authored-by: Danger Revolution! <[email protected]>
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Remove Hugging Interaction Popup From Humanoids (#710)
<!-- 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 Reasoning: 1) Hugging your coworkers isn't necessarily always inappropriate, but it's something that should take a bit more intention than it does now. 2) Event subs in this game right now still have no good method of handling multiple subscriptions to the same event. The hugging event is occupying 2 pieces of prime real estate - the empty hand interaction, which is the most common, and the humanoid interaction, which is the most common and most important. And for what? Spamming popups and chat for something that could just be an emote. 3) Because of the above, it's too easy to accidentally hug people while doing something else - the lack of intersectionality makes people just ignore hugging because they assume it means nothing and was not intentional. This does not lead to good roleplay outcomes. 4) I left the petting stuff on animals because that's much more common and appropriate and you're less likely to be trying to do other complex interactions with them. Also, since they're usually NPCs, it doesn't matter if they get desensitized to the interaction as meaningless, or at least it's out of scope. # Changelog :cl: Rane - remove: Removed the spammable hugging on click. Consider using emotes for this instead.
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NyanoCombat 2, Part 3: Physical Traits (#607)
# Description Done in partnership with @OldDanceJacket This PR adds 9 additional physical traits to the game, 5 positive, and 4 negative. While this PR is intended to go with NyanoCombat 2, Part 1 and 2, I have made this PR function completely standalone. It does not require either of the two other PRs. ## Positive Traits - **Will To Live**: Increases your Dead threshold by 10 - **Tenacity**: Increases your Crit threshold by 5 - **Vigor**: Increases your maximum Stamina by 10 - **High Adrenaline**: You gain up to 10% more damage with all melee attacks when injured. - **Masochism**: You ignore the first 10% of stamina damage penalties to melee attacks. If NyanoCombat 2 Part 1 isn't merged yet, this makes you deal up to 10% more melee damage when you receive stamina damage. - **Martial Artist**: Your unarmed melee attacks have bonus range, and deal 50% more damage(for every species in the game, this means 7.5 instead of 5 damage). This trait is identical to one that the Boxer job receives for free, thus it cannot be taken by Boxers. ## Negative Traits - **Will To Die**: Decreases your Dead threshold by 15 - **Glass Jaw**: Decreases your Crit Threshold by 10 - **Lethargy**: Decreases your maximum Stamina by 15 - **Adrenal Dysfunction**: Your melee attacks are penalized by up to 20% when injured. If NyanoCombat 2 Part 1 is merged, this cancels out the natural bonus everyone globally gets to melee when injured. - **Low Pain Tolerance**: Your melee attacks are penalized by up to 15% when receiving stamina damage. If NyanoCombat 2 Part 1 is merged, this stacks with the natural penalties everyone globally gets to melee when taking stamina damage. # TODO - [ ] Let ODJ look over these for balance. # Media ![image](https://github.com/user-attachments/assets/242e8b50-8a5e-4079-bf1d-f952ceeade38) # Changelog :cl: VMSolidus and Skubman - add: 11 new Physical Traits have been added to the game! 6 positive traits, and 5 negative traits. --------- Signed-off-by: Danger Revolution! <[email protected]> Co-authored-by: Angelo Fallaria <[email protected]> Co-authored-by: Danger Revolution! <[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]? --> Adds `BeardTag = "HidesBeard"` for helmets which cover entire head, masks which should hide beards and such. --- # 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 `HidesBeard` tag
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Commits on Aug 11, 2024
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Increase Trait Limit From 5 To 10 (#720)
# Description Given the big influx of new traits, a maximum of 5 traits can feel constricting, as often you'll have unspent points but not enough trait slots to buy more traits. This doubles the default trait limit from 5 to 10 to increase player choice and allow more unique trait setups. Since the base trait points have not been increased, players will still need to take negative traits if they want to have more positive traits than before. ## Changelog :cl: Skubman - tweak: The maximum trait limit has increased from 5 traits to 10 traits.
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Make Security Dripped Out Again (#660)
Leadup to PR #656. The Loadout fix for #145. Adds and makes a lot of loadout options for Security. Full Change Log Below: **Change Notes:** - Changed Wizden Security Vest sprites to DeltaV Sprites. - Removed Wizden Security Vests from loadouts (can be re-added later in another PR if sentiment changes.) - Added Plate Carriers and Durathread Vests to loadouts - Made non-specialist Security apparel generic to Security. Charge Batong with style now! - Added Flashes to Security Loadouts. - Added Security Armor Vests to Security Loadouts. - Added Detective Coats and Vests to Security Loadouts. - Added Warden Armored Jacket to Warden Loadouts. - Added Head of Security's Trenchcoat to Loadouts. - Added Security gear & accessories to Loadouts. - Added Brigmedic and Corpsman items for Corpsman! - Added SecGlasses to Loadouts! --------- Signed-off-by: Tmanzxd <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: Danger Revolution! <[email protected]>
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Commits on Aug 12, 2024
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Ports 78 From Floofstation - Fix Crew Monitor (#717)
# Description Crew Monitor right now only shows Good! or Bad! (dead). Should show more states, this fixes it. # Changelog :cl: Xavier - fix: Crew monitor not working properly, now displays correctly.
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Various Floofstation Ports. (#716)
# Description Various minor yaml and QOL ports from Floofstation. Changelog entries go in order of author. I'm considering just copying over the changelog at some point. # Changelog :cl: AeraAuling, ShatteredSwords and Cynical24 - add: Added the Explorer's Labcoat and a Hairflower into Loadouts. - fix: Fixed Epistemics being unable to take Survival Boxes - fix: Fixed the NearSighted trait making you unable to take glasses in your loadout - add: Added a variety of Cowboy Hats into loadouts.
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Add Home Run Bat (Traitor Item) (#722)
# Description Adds the home run bat as a new item for traitors, a new traitor weapon that knocks targets back significantly. The home run bat has the same Nyanocombat stats as the baseball bat, with differences: damage has been reduced by around 25%, same as the baseball bat, and the Stamina damage on power attacks is 25. Originally made for Delta-V (DeltaV-Station/Delta-v#1476) ## Media <details> ![image](https://github.com/user-attachments/assets/3502145f-cae2-4ce0-9ae2-a0f2eeb48c8b) ![image](https://github.com/user-attachments/assets/f508a367-d2bb-4283-bd47-de4b4b272637) </details> ## Changelog :cl: musicmanvr - add: Added the Home Run Bat for Syndicate operatives. Send your foes flying! --------- Co-authored-by: deltanedas <[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]? --> Added in showers. A pure RP furniture item. --- # 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] Sound effects - [x] Wallmount - [x] Add in Showers --- ![Display](https://github.com/user-attachments/assets/c8499c33-a9ce-4d2d-9003-ed8517afb0b9) --- # 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 - add: Added showers
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Hardsuit MRP Descriptions (#725)
# Description Copying over the original description from #617 > This is a significantly pared down version of #492 > Focusing only on a small category of item descriptions just to get the ball rolling. > > Space Station 14 is actually missing the other two suit-names that were at one point present and commonplace in SS13. The term "Hardsuit" is itself one of three classifications of space suit, based on a book series that I read as a teenager. The full list is as follows. > > Vacsuit: Vacuum-Protection-Suit > Hardsuit: Hardened Vacsuit > Tacsuit: Tactical Combat Hardsuit > Vacsuits are a catch-all shorthand for civilian space suits. They offer no actual protection from anything other than the cold void. > Hardsuits are a form of "Up-armored" vacsuit, and are more like industrial PPE in space. You wear a hardsuit because it's there to protect you while you're welding, shipbreaking, asteroid mining, and so on. > Tacsuits are a variant on the idea of a hardsuit, but instead of having an industrial purpose, they are explicitly for military purposes, and aren't for civilian use at all. > > I've opened this up on draft because Mocho was asking to help me with it. > > Generally, the hardsuits need to be explicitly associated with a specific in-universe corporation. With descriptions changed to better suit a hypothetical setting that we'd wish to write. > > For instance, much of the equipment used by Security would likely be products of Five-Points-Armory, a corporation that NT prefers to buy their security equipment from for the simple fact that it's cheap, yet gets the job done. Rewrote hardsuit descriptions to match the original request, but from the POV of a character as suggested by @DangerRevolution. The descriptions also have a rough template which goes along the lines of... {Type of suit} produced by {corporation} + {optional visual attributes} + the label/tag says {hint at protective stats} + it feels {light or heavy depending on speed stats}. In the commits you can also find that I had lengthier but more fleshed out descs for each of the hardsuits. But they went into detail your character wouldn't feasibly be able to know at a glance (how do I know this suit is made of plastitanium plating, and that the other has ceramic TPS plates?). Feel free to ask for mix and matching between the two. **Also I moved the paramedic voidsuit to be a hardsuit, because for whatever reason it wasn't one already.** Even had all of the properties that a normal hardsuit does. --- # Changelog 🆑 - tweak: Changed hardsuit descriptions to be slightly less LRP. - tweak: Changed paramedic voidsuit from a softsuit to a hardsuit. --------- Co-authored-by: VMSolidus <[email protected]>
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The bi-monthly nix version bump. Only impacts the nix users, which are me and @DEATHB4DEFEAT
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Commits on Aug 13, 2024
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Fix Whitelist Requirements (#729)
# Changelog :cl: - fix: Whitelist requirements work properly
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# Description This PR has updates surrounding Oni speech: a new speech bubble for Onis with horns, unique speech verbs, and a tweak to the Nekomimetic description to mention Onis. Notably, Onis will now have a **fully unique** speech (sound, speech bubble, verbs), improving how distinct they feel. #711 (Remove Or Rework Vulpkanin) triggered a discussion about how unique the species should be in EE. As an Oni main, I can't help but notice that Onis often feel like human reskins, practically being colorful humans with horns. This PR aims to be a step in the right direction to make Onis more aesthetically distinct from humans by changing the visuals of their speech. All that is left is to give them unique screams, preferably screams that sound rather *demonic*. Shoutout to @leonardo-dabepis who improved the chat bubble horns for me. I will impulsively put him in the changelog to give credit ## Media **Speech Bubble** ![image](https://github.com/user-attachments/assets/71185797-40b9-437b-a360-7ffcac83705b) <details><summary>See more</summary> **Speech Style** ![image](https://github.com/user-attachments/assets/67ef53f9-d713-40c4-a88f-903d7be4f55a) **Nekomimetic Description** ![image](https://github.com/user-attachments/assets/c3df58db-22d1-44a1-8f0c-84e879ad0c7f) </details> ## Changelog :cl: Skubman and leonardo-dabepis - add: Onis now get a unique speech bubble, a black bubble with horns. - add: Onis have received a distinct speech style that reflects their strength. Hear them 'grunt', 'bellow', 'blare', and 'rumble' as they talk. - tweak: The Nekomimetic language description has been changed to mention Onis speaking it. --------- Signed-off-by: Angelo Fallaria <[email protected]> Co-authored-by: Danger Revolution! <[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]? --> By multiple requests i bring my PR from Frontier The [PLUSHIE UPDATE!](new-frontiers-14/frontier-station-14#886) This PR add a prize vendor machine where you can trade prize ticket for a toy/plushie, to get ticket you win those in arcade machines. This PR will give a chance for everyone to get the toys they need in a special machine and will make plushies in general more random and fun, in term of random spawns. WARNING THIS PR DOES NOT MAP THE PRIZE VENDOR AND WILL MOSTLY NEED TO BE MAPPED. --- # 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] Prize Vendor - [x] Prize Tickets - [x] New Toys/Plushies - [x] Prizes --- <!-- 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/643e6c65-bba0-4eef-8e8e-d3510922e51e) </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: A ton of new plushies has arrived - add: Prize counter are here, get your prizes by winning games and getting prize tickets! and find prize balls!!
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Oni Pointy Ears And Tusks (#727)
# Description Adds eight pointy ears, two tusks, one feet marking (toes resembling WarCraft trolls) and human nose markings to Onis. The pointed ears are a big reference to tieflings (similar to Onis) who often have them. Onis will now have pointy ears by default, but there is a marking to disable ears. 5 human nose markings have all been made available to Onis, Harpies, and Felinids. Onis and Felinids can now get chest scars, originally humna-only. The tusk markings are originally from Frontier goblins. The new pointy ears give players the power to make their Onis look like **tieflings, orcs, elves, goblins**, and more fantasy races. These markings can potentially be used in the future for other species like psionic elves. ## Media **Blood Elf** (Tall Ears) ![image](https://github.com/user-attachments/assets/257c8839-303c-45b2-b129-3f9183e47695) <details><summary>See more</summary> **Orc** (Upward Ears, Large Tusks) ![image](https://github.com/user-attachments/assets/46bac694-de88-4e04-a12b-7ff8a8111e7b) **Night Elf** (Wide Ears) ![image](https://github.com/user-attachments/assets/18813660-cd2c-4d37-800d-bf84b1d7dee5) **Night Elf** (Slanted Ears) ![image](https://github.com/user-attachments/assets/7f39457b-875d-4c46-a5fb-428a6a535fb1) **Troll** (Large Ears, Small Tusks, Two-Toed Feet) ![image](https://github.com/user-attachments/assets/d9a0c52e-020d-4b55-bb7e-7a4afed61dcc) **Character Setup** ![image](https://github.com/user-attachments/assets/35ba27d4-e6d1-4c52-bbc7-0f057df12fc8) ![image](https://github.com/user-attachments/assets/5d9e7690-7118-48b3-95b9-50ee784660e2) </details> ## Changelog :cl: Skubman - add: Onis have received eight new pointy ear markings in the 'Head (Side)' section that can help them resemble tieflings, orcs, elves, goblins, trolls, and more. - add: Onis get two new tusk markings in the 'Snout' section, and a Two-Toed feet marking in the 'Legs' section. - add: Felinids, Onis, and Harpies can now select Human nose markings like the schnozz, blobby nose, and nubby nose. - add: Felinids and Onis can now select the Chest Scar and Top Surgery Scar markings. - tweak: Default Onis now use the Double Curved horn and Upward Ears markings.
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Commits on Aug 14, 2024
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Hotfix Psionic Regeneration (#730)
# Description I LOVE OLD SHITCODE THAT DOESN'T VALIDATE ANYTHING. Not going to validate it in this PR because I'm just hot fixing this shit, and I'm busy as hell with serializing Psionics. I'll go do a significantly more longer-term fix 2 PRs from now. # Changelog :cl: - fix: Fix missing Psionic Regeneration sound effect
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Vulpkanin Rework: Number Changes (#713)
# Description Per #711, this PR adds new stat changes to Vulpkanins to make them more mechanically interesting and distinct from Humans. - Receive the Voracious trait by default, giving them 2x eating/drinking speed. - Takes 30% less Cold damage - Takes 30% more Heat damage, up from 15%. - Hunger rate increased by 25%. - Receive 25% more fire stacks, increasing the Heat damage and duration of being on fire. - Flash duration has been increased by 50%. - The duration of flashes, 5 seconds, will become 7.5 seconds. **Only merge** alongside #715. ## Media <details><summary>Expand</summary> **New flash duration** https://github.com/user-attachments/assets/afafd890-d40b-4c63-9259-53ae6a355e53 </details> ## Changelog :cl: Skubman - add: Vulpkanins receive the Voracious trait for free, giving them 2x eating/drinking speed, but Vulpkanins get hungrier 25% faster. - tweak: Vulpkanins gain a 30% Cold resistance, but their Heat vulnerability has increased from 15% to 30%. Vulpkanins also receive 25% more Fire stacks, amplifying the damage and duration of being on fire. - tweak: Flash duration against Vulpkanins has been increased by 50%. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: VMSolidus <[email protected]>
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# Description --- Three new Oni horn markings,] two of which have three tone support. There was a distinct lack of large horns, which I tried my hand at. <details><summary><h1>Media</h1></summary> <p> ![display](https://github.com/user-attachments/assets/cb0604e8-941c-48fd-8fb8-205893b87c5c) </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 crowned, tall bull, and tall curved Oni horns.
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Commits on Aug 15, 2024
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Convert Harpy Singing Into a Trait (#714)
# Description Adds a new trait that lets characters play midi without needing an instrument. Singer a 1-point positive trait. For now it's only available for vulps and felinids as they are naturally more vocal than other species. Also refactored harpy singing system a bit. # TODO - [X] Find out whatever causes this. Not critical, but probably should be fixed... <details><p> ![image](https://github.com/user-attachments/assets/8e0a6bf5-5fa3-4a0a-8937-2931dfe4ee62) </p></details> <details><summary><h1>Media</h1></summary> <p> Outdated ![image](https://github.com/user-attachments/assets/018b6cf3-d510-46e2-8c38-4bd49e1929bd) ![image](https://github.com/user-attachments/assets/f27bd451-b3c2-4a22-ab50-35c2f4ecbcb3) </p> </details> # Changelog :cl: - add: Added a new positive trait - singer. It allows you to play midi songs without an instrument, similarly to harpies. --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: VMSolidus <[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]? --> Add a bit of clothing specie related and some tiny misc changes. Normally i wanted to add the spooders changes here but with the other spider specie coming in il hold myself for now. --- # 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] Add clothings - [x] Loadouts/Vending machines --- <!-- 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/Simple-Station/Einstein-Engines/assets/45297731/47865d65-754d-4b70-9c10-19bc9aa55ac6) </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: Xenowears! new non-human related clothings. --------- Signed-off-by: FoxxoTrystan <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: VMSolidus <[email protected]>
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![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]>
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Cherry-Pick Antag Refactor (#734)
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]>
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Commits on Aug 16, 2024
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# Description ![image](https://github.com/user-attachments/assets/ecd62f8e-1ac9-4795-b672-1fa57417d471) # Changelog :cl: DangerRevolution - add: Adds a new blindfold variant into loadouts.
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Commits on Aug 18, 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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[S] Onis: Get A Boatload Of Troll Horns. (#741)
# 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.
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Remove the Stupid Station Records Check From News (#739)
# 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]>
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Commits on Aug 19, 2024
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Revert "Cherry-Pick Antag Refactor (#734)" (#749)
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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Merge branch 'master' of https://github.com/Simple-Station/Einstein-E…
…ngines into upstream-sync-7
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Commits on Aug 20, 2024
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