-
Notifications
You must be signed in to change notification settings - Fork 3.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add changelog for loadouts #27020
Merged
VasilisThePikachu
merged 1 commit into
space-wizards:master
from
VasilisThePikachu:changelog-loadout
Apr 16, 2024
Merged
Add changelog for loadouts #27020
VasilisThePikachu
merged 1 commit into
space-wizards:master
from
VasilisThePikachu:changelog-loadout
Apr 16, 2024
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
github-actions
bot
added
the
Changes: No C#
Changes: Requires no C# knowledge to review or fix this item.
label
Apr 16, 2024
Errant-4
added a commit
to Errant-4/space-station-14
that referenced
this pull request
Apr 24, 2024
* Fix some airlocks with multiple access types (space-wizards#26980) Co-authored-by: Velcroboy <[email protected]> * Automatic changelog update * Fix some TryGetMind overrides relying on player data (space-wizards#26992) * Fix some TryGetMind overrides relying on player data * A * Rider has bamboozled me * Update `data.Mind` before attaching to entity. * Give names to solution & identity entities (space-wizards#26993) * Add QM maintenance airlock (space-wizards#26982) Co-authored-by: Velcroboy <[email protected]> * Update submodule to 218.1.0 (space-wizards#26997) * Loadouts redux (space-wizards#25715) * Loadouts redux * Loadout window mockup * More workout * rent * validation * Developments * bcs * More cleanup * Rebuild working * Fix model and loading * obsession * efcore * We got a stew goin * Cleanup * Optional + SeniorEngineering fix * Fixes * Update science.yml * add add * Automatic naming * Update nukeops * Coming together * Right now * stargate * rejig the UI * weh * Loadouts tweaks * Merge conflicts + ordering fix * yerba mate * chocolat * More updates * Add multi-selection support * test h * fikss * a * add tech assistant and hazard suit * huh * Latest changes * add medical loadouts * and science * finish security loadouts * cargo * service done * added wildcards * add command * Move restrictions * Finalising * Fix existing work * Localise next batch * clothing fix * Fix storage names * review * the scooping room * Test fixes * Xamlify * Xamlify this too * Update Resources/Prototypes/Loadouts/Jobs/Medical/paramedic.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/loadout_groups.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/Jobs/Civilian/clown.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/Jobs/Civilian/clown.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/loadout_groups.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/Jobs/Security/detective.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/loadout_groups.yml Co-authored-by: Mr. 27 <[email protected]> * ben * Margins --------- Co-authored-by: Firewatch <[email protected]> Co-authored-by: Mr. 27 <[email protected]> Co-authored-by: Mr. 27 <[email protected]> * Fix starting gear (space-wizards#27008) Slight blunder on the loadout prototype being used and all the names aligning means playtesting didn't catch it earlier. Ideally player spawning code wouldn't have sucked so I could add tests like I wanted but it is what it is. * Reduce clown snore volume (space-wizards#27012) * reduced gain by 25dB * changed volume again --------- Co-authored-by: Martin Petkovski <[email protected]> * Automatic changelog update * Add changelog for loadouts (space-wizards#27020) * Automatic changelog update * Fix senior ID cards and other loadout shit (space-wizards#27017) * remove senior backpacks * fix ID cards * Update atmospheric_technician.yml * Automatic changelog update * Re-add IAdminRemarksCommon to DB model for SS14.Admin (space-wizards#27028) This was removed in space-wizards#25280 as the relevant DB entities didn't go outside the DB layer anymore. SS14.Admin however still uses them directly (as it only supports Postgres), so the interface is still useful there. * Add autism pins to loadout (space-wizards#27034) add autism pins to loadout * Add winter coats and shoes to loadouts (space-wizards#27022) * inital * Update loadout-groups.ftl * fix order * add winter boots * fix test fails * Automatic changelog update * LobbyUI fixes (space-wizards#27033) * LobbyUI fixes I have no idea which were bugs prior but anyway fix stuff. * More fixes * Test moment * Automatic changelog update * Lower player requirements for nukies back down to 20 (space-wizards#27036) Update roundstart.yml * Automatic changelog update * Add Nun Hood to Chaplain loadout options (space-wizards#27025) Adds Nun Hood to starting Chaplain loadout options * Automatic changelog update * add ancient jumpsuit to passenger loadout (space-wizards#27035) inital * Update submodule to 218.2.0 (space-wizards#27041) * Added Jukebox (space-wizards#26736) * Added Jukebox, along with music for jukebox * Fixed Jukebox meta.json copyright * Removed songs I couldn't find a license for. * Renamed files to solve check failures from spaces * Added missing attributions.yml * Fixed lack of description in Jukebox * Jukebox is now constructable. * Change Jukebox menu to FancyWindow * Moved Jukebox messages out of jukebox component * Removed Jukebox OnValueChanged. * JukeboxComp now uses AutoGenerateComponentState * Removed state code, since it's auto generated * Fixed various Jukebox code to match conventions. * Updated Standard.yml to match changed song list. * fixes * Jukebox workin * Fix * Polishing * Finalising * Revert * bad * jukey * Reviews * name * Update submodule to 218.2.0 --------- Co-authored-by: iNVERTED <[email protected]> * Automatic changelog update * Add jani gloves loadout (space-wizards#27011) * Mobs auto state handlers (space-wizards#26957) * Autogenerate MobStateComponentState * changed CurrentState to DataField, updated DataField attribute for AllowedStates * Update Content.Shared/Mobs/Components/MobStateComponent.cs * Update Content.Shared/Mobs/Components/MobStateComponent.cs --------- Co-authored-by: BuildTools <[email protected]> Co-authored-by: metalgearsloth <[email protected]> * Fix capitalization for pirates and rats (space-wizards#26644) * Fix capitalization for pirates and rats * Deal with replacements better * Be smarter about caps * Do last word properly * Variables named a bit better * Fix Consistency * Undo change that's not needed anymore * Fix up pirate since it doesn't need to check early either * Make mobster replacin' a bit better anyway * Remove extra space * Use capture groups for mobster in', add comments for first and last words * Slightly more clarification with comments * Automatic changelog update * Fix character preview not updating on character change (space-wizards#27043) I love lobby code :3 * Automatic changelog update * Fixed gloved weapons being able to attack when not equipped. (space-wizards#26762) * Initial commit. No evil hidden files this time :) * Added newline because I forgot :( * We <3 tags :) * Fixed! Works now * Update Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs --------- Co-authored-by: metalgearsloth <[email protected]> * Automatic changelog update * Make cargo pallets smoothing with eachother (space-wizards#27049) * Revert "Update .editorconfig to correspond Code Conventions" (space-wizards#27051) Revert "Update .editorconfig to correspond Code Conventions (space-wizards#26824)" This reverts commit 882aeb0. * Show volume on the gas analyzer (space-wizards#25720) The gas analyzer now shows the volume of pipes, tanks, canisters and the environment. Adjust gas analyzers so that the volume and number of moles shown corresponds to only the scanned element, e.g. a canister or single pipe in a pipenet. * Automatic changelog update * Navmap rework (space-wizards#26713) * Optimized the drawing of lines and tracked entities * Optimized nav map updating and added thin wall support * Added support for thin doors * Removed floor tile seams, more line drawing optimizations * Fixed split grids not updating correctly * Cleaned up NavMapControl code * Fix nav map header * Converted nav map updates from system network messages to delta-states * Addressed review comments * Fixed timing issue where NavMapSystem would update before AirtightSystem did * fland update (space-wizards#27064) * fland update * n2 lockers * meta update (space-wizards#27067) * saltern update (space-wizards#26507) * saltern update * update atmos too * run fixgridatmos * fix power outside botany, fix botany air alarm --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * atlas artifact update (space-wizards#26506) atlas update Co-authored-by: deltanedas <@deltanedas:kde.org> * prop hunt ss14 (real) (space-wizards#26691) * texture appropriation * add code for projector * add chameleon projector yml * damage and actions * prevent small props being killed round removing you (700 damage from a single shot) * tweak default * oop * do appearance properly, need engine update * fix bugs, blacklist pda * remove status icons * amou * sus * fix test + make props fast * amouuuung * remove funny log --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * box update (space-wizards#27069) * box update * argh * Fix PDA and ID card data not getting set on loadouts (space-wizards#27062) * Automatic changelog update * Standardize HoS/Warden winter coats, add unarmored variants for printing (space-wizards#24865) * Both winter coats with same armor as their counterparts * Matching description for HoS's, unarmored variants for balancing the uniform printer * Forgot some text * New sprite provided by PursuitinAshes, old sprite moved to unarmored version * Removed the 'unarmored' specifier, in line with the rest of the winter coats * Remove unarmored warden, no sprite * Re-implemented the warden's unarmored coat, with sprites from Dutch-VanDerLinde * CRLF to LF * Move armor values to abstract * Chances of triggering effects (space-wizards#27056) * electrocution * slippery * flashibg * Update SlipperyComponent.cs * Update SlipperySystem.cs * Automatic changelog update * cargo console radio messages on approving (space-wizards#27038) * 1 * void --> "Unknown" * Automatic changelog update * Make Holy Water more like Water (space-wizards#27068) holy water can now be used to satiate thirst, water plants, and extinguish fires. * Low-Key Zombie Rebalance (space-wizards#27060) initial soft zombie rebalance - lower infection chance, damage, and chance of outbreak Co-authored-by: Bellwether <null> * Automatic changelog update * Partially reverts the remote signaller resprite (space-wizards#27073) de-sprites the remote signaller * fix soap popup (space-wizards#27054) fix soap * Automatic changelog update * Reduces the captain's sabre reflect chance to 10% (space-wizards#26969) add * add greysec loadout (space-wizards#27023) * inital * George orwell * Automatic changelog update * Add ability to shake fizzy drinks so they spray in peoples' faces (space-wizards#25574) * Implemented Shakeable * Prevent shaking open Openables * Prevent shaking empty drinks. Moved part of DrinkSystem to Shared. * DrinkSystem can have a little more prediction, as a treat * Cleanup * Overhauled PressurizedDrink * Make soda cans/bottles and champagne shakeable. The drink shaker too, for fun. * We do a little refactoring. PressurizedDrink is now PressurizedSolution, and fizziness now only works on solutions containing a reagent marked as fizzy. * Documentation, cleanup, and tweaks. * Changed fizziness calculation to use a cubic-out easing curve. * Removed broken YAML that has avoid the linter's wrath for far too long * Changed reagent fizzy bool to fizziness float. Solution fizzability now scales with reagent proportion. * Rename file to match changed class name * DoAfter improvements. Cancel if the user moves away; block if no hands. * Match these filenames too * And this one * guh * Updated to use Shared puddle methods * Various fixes and improvements. * Made AttemptShakeEvent a struct * AttemptAddFizzinessEvent too * Automatic changelog update * Add Hardhats to Station Engineer Loadouts (space-wizards#27044) * Add hardhats to loadout. * Update Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml * Update Resources/Prototypes/Loadouts/loadout_groups.yml --------- Co-authored-by: metalgearsloth <[email protected]> * Fix loadouts UI not refreshing on char change (space-wizards#27075) I love lobby code. Refreshing the entire jobs UI doesn't seem to cause issues. At least jobpriorityselector was my fault when I was far fucking stupider writing this shit. * Automatic changelog update * Rebalance: From Insuzine recipe removed Benzene (space-wizards#26829) * From Insuzine recipe removed Benzene * Remove ash from Insuzine recipe * Nukie Medivisor REAL (space-wizards#26218) * Nukie Medihud REAL adds a new HUD that the nukie agent starts with, does the same shit as the other visor, but with health bars. Also tinted slightly blue to differentiate it. (also medhuds are blue) * the blue-ening makes the icons bluer 'cause someone asked. * Automatic changelog update * Refactor status icons take 2, cyborgs don't see criminal status (space-wizards#26207) * Initial commit. * review --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: metalgearsloth <[email protected]> * Automatic changelog update * Add recipe of beverage jug (space-wizards#25681) * Add craft of beverage jug * Change steel to plastic * Fix price * Automatic changelog update * Cleanup in HumanoidCharacterAppearance (space-wizards#26974) * namespace * Tidy up the code for selecting random humanoid color * Update submodule to 219.0.0 (space-wizards#27077) * Content changes for MapManager/System refactor (space-wizards#26994) * Content changes for MapManager/System refactor * Poke Tests * Why is this failing? * Will this make the analyzer happy? * Fix merg conflict (space-wizards#27080) bo * Chatfactor: Chat Repository, Admin Commands, Chat Created Events (space-wizards#26113) * Chatfactor: Chat Repository, Admin Commands, Chat Created Events This addition-only PR covers a repository that stores chat messages. This PR defines what chat messages can be stored, what can be done with those stored messages, and what events occur when the repository does things. This PR also includes to admin commands that show how the repository will be used for administration purposes at first. Because all chat messages will be uniquely identified per round (and, as rounds are uniquely identified, are essentially a GUID) we can delete, amend or nuke messages. Note there's no "amend" command right now. The original chatfactor PR didn't include one, and I'm avoiding further feature bloat with these chatfactor PRs... * Remove an event that shouldn't be in this PR * Resolve PR comments. * Resolve peak goober moment * Also make sure we tell the user why if their delete command fails * Supply a reason if the nukeuserids command is malformed * Tidy messages * Some more docstring tidyup * Imagine tests handling IOC correctly chat * Imagine tests handling IOC correctly chat * Resolve PR comments * Fix goobering with needing to use ToolshedCommand * In which we bikeshed toolshed * loud metal pipe sound effect * One must imagine funny boulder pushing man happy * Move commands to new folder * Mald, seethe, cope. * I hate toolshed I hate toolshed I hate toolshed * Fix command ftls * Bit of tidy-up and a YAGNI removal of a get we don't need yet * Whelp lmao * UserIDs are in a weird fucky state I didn't anticipate, so I've removed the remove-by-userID command for the time being. * Rename ChatRepository to ChatRepositorySystem. * Resolve PR review comments --------- Co-authored-by: Your Name <[email protected]> * Flash buff (space-wizards#25730) * flash buff * oops! * bool * 3 -> 1.5 seconds * okay fix * sluth * Fixing the cryogenic section of the guidebook (space-wizards#26803) Its fixed, but the cryopod is being partially covered by text and the caption is not aligned to the captions next to it. No clue how to fix this, but good enough for me. * Ports a fuckton of vox clothing from Paradise and /vg/station (space-wizards#27021) * adds a bunch of vox clothing sprites * bird up * bee mask * fix test fails. i hope. this better be the only damn one * fix "eqipped" * A. * outerclohting * ??? --------- Co-authored-by: metalgearsloth <[email protected]> * Emergency Lights now changes color depending on alert level and whether or not the light is powered. (space-wizards#26932) * Emergency Lights now change color depending on alert level and whether or not they are powered. * Made a condition for null alert level, added summary doc. * Refactored uid and emergencylightcomponent into Entity<EmergencyLightComponent> * Adds plasma windoors for Armory, Sec, Command, and Atmos (space-wizards#26149) * Adds plasma windoors for Armory, Sec, Command * Adds atmos too --------- Co-authored-by: Jeff <[email protected]> * Automatic changelog update * Chemists now start with chemical analysis goggles (space-wizards#27047) Update chemist.yml * Automatic changelog update * Killer tomatoes (space-wizards#26053) * make tomatoes * many friends! many mommies * finish * renaming system * fix * Update miscellaneous.yml * Update Content.Server/NPC/Systems/NPCImpritingBehaviourSystem.cs Co-authored-by: faint <[email protected]> * N * deleete exception? * merge conflict fix * fix? * fuck you * sloth fixes * fixess? * fix --------- Co-authored-by: faint <[email protected]> Co-authored-by: metalgearsloth <[email protected]> * Automatic changelog update * Component of planet initialization on the map (space-wizards#26510) * no cl no fun * DevPlanet * fix europa? * Update Content.Server/Station/Components/StationBiomeComponent.cs * Update Content.Server/Station/Components/StationBiomeComponent.cs --------- Co-authored-by: metalgearsloth <[email protected]> * Automatic changelog update * Revert space-wizards#26994 and space-wizards#27077 (space-wizards#27090) * Nerfs the Experimental Research Hardsuit's size (space-wizards#27094) * nerfs rds hardsuit to be the size all other hardsuits are * 4x4 > 5x5 * Automatic changelog update * fix RD hardsuit description (space-wizards#27094) (space-wizards#27095) * Fix duplicate science backpack for reserach assistant (space-wizards#27096) Update research_assistant.yml * atlas update (space-wizards#27070) Co-authored-by: deltanedas <@deltanedas:kde.org> * saltern update (space-wizards#27071) Co-authored-by: deltanedas <@deltanedas:kde.org> * Changes to frills axolotl (space-wizards#27104) * add roboticist gear to science loadout (space-wizards#27045) * inital * yes * g * death * DEATH * Automatic changelog update * Raise difficulty class of RD hardsuit objective (space-wizards#27103) Raise difficulty class of RD hardsuit * Automatic changelog update * Made glass more opaque (space-wizards#26948) * Made glass more opaque * Made glass a bit less opaque * Automatic changelog update * Fix fixgridatmos command (space-wizards#27113) * Fix storage fill giving no reason for failing (space-wizards#27122) * Hide some map related logs from clients (space-wizards#27127) * Hide some map related logs from clients * #if !DEBUG * Fix typo * Make station components use StationPostInitEvent (space-wizards#27126) * Fix Mindshield positioning (space-wizards#27120) fixed-ops Im sure there is a more elegant way of fixing this, but this way requires no code changes. So I guess it works. * "make thief" admin action: fix missing icon (space-wizards#27119) * Fix lizard snouts disappearing when wearing masks (space-wizards#25716) * fixes it * Snout fix * Partway commit * Partway commit * Update masks and helmets to use the new system * add dirty calls to mask system (space-wizards#27128) * add dirty calls to mask system * among --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Stunprod rework (space-wizards#25922) stunprod * webedit ops (space-wizards#27131) * Automatic changelog update * Make YAML Linter validate server/client-only components (space-wizards#26809) * YAML Linter now validates invalid fields in server-only and client-only components * Update to change in engine PR * Use reflection manager to get the lists of client/server assemblies. Also made it use a hashset on type instead of the previous code. * I'm dumb my bad. * Fix 2 errors that snuck through, showing why we need this. --------- Co-authored-by: Pieter-Jan Briers <[email protected]> * Fix emergency shuttle initialization * Update EmergencyShuttleSystem.cs * add fuel costs back to finishing welding (space-wizards#27030) * add fuel costs back to welding * ack * meh * eek! * Automatic changelog update * Reduced Pneumatic Cannon inventory space by 75%, removed cannon blacklist (space-wizards#26878) Reduced Pneumatic Cannon inventory space by 75%, removed cannon whitelist. * Automatic changelog update * Add new jukebox song. (space-wizards#27074) add song to jukebox for funsies! * No More Bartender Incendiaries on Meta (space-wizards#27142) deleted bartender's incend * Disable Communication Console Announcement Button for Too Long Messages. (space-wizards#27145) Disable comms console announce for long messages Disable the "announce" button on the communications console for messages above the cap. I did not touch broadcasting because I could not identify an easy way to check the maximum length for it. * Automatic changelog update * Wallmount substations can once again be created (space-wizards#27138) * Wallmount substation once again obtainable * Fill mapped wallmount substations with components * Automatic changelog update * More storage tweaks (space-wizards#25970) - Fix some prediction stuff. - Fix some jank. - UseDelay. - Cap. * chili/chilly peppers sprite alignment fix & minor refactorization (space-wizards#25971) * png alignment and minor refactorization * Update migration.yml --------- Co-authored-by: metalgearsloth <[email protected]> * Automatic changelog update * Automatic changelog update * Adds non randomized rod velocity (space-wizards#27123) * adds non randomized rod velocity * Adds despawn suffix to despawn rod * Optimise immovable rod mapinit (space-wizards#27149) Redundant getworldpos. * make filled inventory slots blank (space-wizards#27150) * blank filled slots * Update InventoryTemplatePrototype.cs * fix cryopod volume (space-wizards#27148) * Automatic changelog update * Fixed debug assert while getting network state in ClothingSystem (space-wizards#27153) * Add evac shuttle test. (space-wizards#27152) * Add evac shuttle test. * Fix typo in comment * Floor trap (space-wizards#26314) * trap * without effect * Guidebook update for the Space Ninja (space-wizards#26650) * added ninja to Antagonists.xml * give the space ninja some love * by the way did you know there are now 25 fiber types? i demand this number get updated with every single PR * Automatic changelog update * You can bless more containers with a bible (space-wizards#26526) * Made more things blessable * Removed junk * Remove whatever that was * Make bowls blessable * New mixablesolution component, converted everything to work with it * Fix minor mishaps * Fix extra spaces in bottle yml * Fix last extra space, fix bottle havign the wrong solution name * Remvoe unneeded event(I think), fix alcohol bottles not being mixable * I missed cans * Automatic changelog update * Glass shards damage (space-wizards#26783) * Update shards.yml Changed glass shards damage depends on their type, each tier of glass gains 1 more damage, also changed attack rate to 1, because you cant fast swing with weapon that can hurt you * Oops Forgot about base shard * Update shards.yml Cleanup * Update shards.yml Changed damage on step (Attack damage + 1) * Automatic changelog update * Add medical gloves and sterile masks to medical loadouts (space-wizards#27029) * Add medical gloves to loadouts * Realize I don't need to duplicate them * Re-add extra lines * I did it wrong... * Format it back to how it was this time for sure * For real this time * ... * Add sterile masks too * I can't spell officer apparently * Standardize order of where gloves are * Add Nurse Hat to doctors * Remove duplication of gloves and masks * Remove extra space * Name glove protos similiar to other ones * Remove latex gloves proto from medical (sci has it) * Fix crates masks (space-wizards#27137) Fixes crates masks not allowing them to go under plastic flaps + crates no longer can go trough windoors. * Move storage binds and slot click handling to shared (space-wizards#27135) * Automatic changelog update * Windoors now contain proper electronics (space-wizards#27133) * Windoors now contain proper electronics * weh * Automatic changelog update * Admin log shuttle gibbing + Make shuttle gibbing and immovable rods drop organs and correctly put player in ghost (space-wizards#27114) * Add admin log when someone gets gibbed by a shuttle * Make shuttle gibbing work properly again * Fix immovable rod gibbing, no longer puts you into nullspace * Update Content.Server/ImmovableRod/ImmovableRodSystem.cs * Update Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs --------- Co-authored-by: metalgearsloth <[email protected]> * Adds the option to fit the viewport to vertical screenspace (space-wizards#27061) * Adds the option to fit your viewport to your vertical screenspace * fixes documentation * Removes commented-out leftover * Hides the viewport width slider and also we dont know if the viewport width causing stretching/squishing was a bug present before but we fixed that while we were at it * Removes commented out leftovers * Automatic changelog update * Make remaining IPrototypes partial (space-wizards#27157) * disable rehydration prediction (space-wizards#27166) Co-authored-by: deltanedas <@deltanedas:kde.org> * Corrected misleading protections in jumpsuit/skirt descriptions (space-wizards#27160) removed misleading protections * fix burning to ash not working on all mobs (space-wizards#27158) * Automatic changelog update * Make banpanel defaults use cvars (space-wizards#27168) * Make banpanel respect CCVars. Add CCVars for default ip/hwid/use last details checkboxes. * Move severity handling for server/role ban to another function * Save sawmill * Line goofyness --------- Co-authored-by: Vasilis <[email protected]> * Automatic changelog update * Fix for inventory and belt not opening (space-wizards#27179) Co-authored-by: Plykiya <[email protected]> * belts get their equip sound (space-wizards#27174) done * Updatte engine to v219.1.0 * Un-revert space-wizards#26994 * Make material arbitrage test more verbose (space-wizards#27180) List entities spawned by destruction for debugging * Fixed potential duplicate engraved lighter steal objective (space-wizards#27177) * Fixed potential duplicate engraved lighter steal objective * Update Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml Co-authored-by: Tayrtahn <[email protected]> * Implement pigeonpeas' suggestion * Also replaced the one if the vending machine, unsure if this vending machine is used or if vended items retain their fills, but figure can't hurt --------- Co-authored-by: Tayrtahn <[email protected]> * Possible fix for evac shuttle test failures (space-wizards#27175) It couldn't be this easy, could it? * Make material arbitrage test ignore price of contained entities (space-wizards#27182) Material arbitrage test now ignores price of contained entities * Try fix random shuttle test failures (space-wizards#27186) * Update Credits (space-wizards#27192) Co-authored-by: PJBot <[email protected]> * Update Core (space-wizards#27195) * add * fix invalid * Add map Oasis (space-wizards#25736) * Add map Oasis * integration test fix * psych job * 1984 an invalid component * address reviews * address reviews, touch ups. * tiny feexes * move a tree * Actually put it in the active maps pool. * minor tweeks * tweek some door accesses. * add extra lawyer, make evac the right docking arrangement. * Address the small things, fix cryopods, make perma huge. * Fix some small things in the new perma. * Improve perma spacing resiliancy... maybe. * burn the invalids * Pray to the Sloth gods that painters arent cooked. * rearrange some buttons * fix fax names and add a genedrobe. * Housekeeping * fix some stuff I thought I already fixed * wood benches * Some under door tiles, a couple missing decals. * one pipe got brokey. feexit! * astrograsses and lathe to cargo * N2 lockers, minor things. * cap laser to case * GridFill the briggle so it feels better. Some other minor things * name the Briggle correctly * Automatic changelog update * Two-Tone lizard snouts (space-wizards#27143) snouts * Adds security webbing and security belts to Security Officer loadout (space-wizards#27189) * added filled security webbing * moved sec belt to loadout * added webbing for head of security and warden * Automatic changelog update * Update engine to v219.1.1 (space-wizards#27201) * Automatic changelog update * Update engine to v219.1.2 (space-wizards#27206) * Fix ghost prayer interaction (space-wizards#27199) fix ghost prayer interaction Co-authored-by: Júlio César <[email protected]> * Add rainbow jumpsuit to passenger loadout. (space-wizards#27211) * Add all colored jumpsuits to passenger loadout * onlyrainbowiguess * Automatic changelog update * THE RETURN OF ITEM STATUS (space-wizards#22986) * THE RETURN OF ITEM STATUS Item status is now inline with the hands again. You can now see item status for both hands at once. If you have more than 2 hands, the last active hand of that side is displayed in the respective item status. The item status for the active hand is also highlighted. Item status has been given a new look so it looks unique and matches every UI theme. * Shrink item status to 125px This is going to require fixing the existing controls. Do that later. * New bullet item status rendering sex * Make gun item status look just a little bit nicer. Avoid only one or two bullets ending up on a single row of an item status. * Delete Eris theme files * More improvements Fixed the fact that left/right were flipped around when assigning status panel locations. Involved renaming all the UI textures. Redid how content margins are set from the theme. Less complex and cleaner now. Made the item name always left-aligned, just looks better since other UI elements don't adapt anyways. * Compact down item status text Now it fits 3 lines of text on one line. Yay. This is achieved by compacting RichTextLabels by reducing their line height and giving them a negative bottom margin. * Add item status sprites for Ashen theme. * Add status control to show beaker/bucket/jug solution/transfer volumes Also PollingItemStatusControl I'll be using that more. * Fix welder item status, clean up welder code The item status control implementation was ancient and bad. That's why it was buggy. Removed all the complex dated networking stuff for welders, we just sync the solution contents now anyways so none of that is needed anymore. This moves a buncha stuff to shared and just removes code. Cleanup. The code was doing some really dumb stuff. * Spray bottles show contents in item status. * cowtools * Fix plasmafire and clockwork themes. Actual git gaslighting wtf. --------- Co-authored-by: metalgearsloth <[email protected]> * Automatic changelog update * Buff welding supplies closet (space-wizards#27212) In SS13 this closet gives you THREE welding masks and THREE welders. Over here, sometimes it only contained a single mini welding tool. * Add clothing equipped/unequipped events (space-wizards#27155) * Added ClothingGotEquipped/ClothingGotUnequipped events * Better version * Implemented in a few places * More implementations * Add ClothingDidEquipped/ClothingDidUnequipped events * Removed CC and recall reference in pallet descriptions (space-wizards#27209) cleaned pallet descriptions * SS14-26480 Roll Traversal Distorter into regular Artifact Analyzers (space-wizards#26545) * SS14-26480 Roll Traversal Distorter into regular Artifact Analyzers Bit of a grab-bag of cleanup of Xenoarchaeology prompted by space-wizards#26480. 1. Traversal distortion biases are now "up" and "down" instead of "in" and "out". 2. Node generation has been tidied up to make it a little clearer how it works. 3. Traversal Distorters have been removed from the game along with their board. 4. Traversal distortion is now done by the artifact analyzers by default. 5. Some loc strings have been made clearer. 6. The Abnormal Artifact Manipulation tech has been made slightly cheaper. 7. The aformentioned tech is now localized as Artifact Recycling, given all it does is unlock the crusher. 8. The Xenoarchaeology guidebook entry has been given a bit of a rewrite, putting all information into one page and making sure to cover the basics that otherwise would require someone typing "Liltenhead artifact tutorial" into Youtube. * Fix references to deleted guidebook entry * Add fancy button to console because @EmoGarbage404 asked me to * migration comprete * Fixed a goober comment * maint fails to resolve conflicts: more at 11 * Resolve PR comments * Make UI nice --------- Co-authored-by: Nemanja <[email protected]> * Automatic changelog update * Fixed grammar when drinking empty drink (space-wizards#27218) Fix * Escape markup for in-game chat, and labeler (space-wizards#26359) * Escape markup for in-game chat, and labeler * different way * remove a using --------- Co-authored-by: wrexbe <[email protected]> * Make sterile masks a tiny item (space-wizards#27213) This minorly annoyed me because breath masks are tiny too, so if I swapped them I may run out of inventory space. * Add SharedPopupSystem.PopupClient for cursor and coordinates (space-wizards#27231) * Polymorphs spawn using the parents world rotation (space-wizards#27223) changes polymorph spawn to use angle * Add events for custom action target validation (space-wizards#27230) * make fire spreading scale with mass (space-wizards#27202) * make fire spreading scale with mass * realer --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Make CLF3 reaction require heating first. (space-wizards#27187) * heat your bombs * Removing comment * Automatic changelog update * Psicodine, Mannitol, Lipolicide and Happiness (space-wizards#27134) * reagents * Update Resources/Locale/en-US/reagents/meta/narcotics.ftl --------- Co-authored-by: Kara <[email protected]> * Automatic changelog update * Engineering guidebook update (space-wizards#26851) * RTG page update * old commits from space-wizards#22272 * Small fixes over most pages * TEG tweaks * Fixed a thing in airlock security * fixed an italics tag * singularity page now includes tesla * Added a burn chamber to TEG page * Prettyprinted TEG page, fixed some more issues with details * Moved ONE singular comma * Change Singularity page heading to include tesla * Singularity page pretty printing + fixes * TIL its [italic] NOT [italics] * RTG Prettyprinting * Access Config Prettyprinting + Netconfig tweak * Atmospherics prettyprinting * Construction keybind fix * Apply suggestions from code review --------- Co-authored-by: Kara <[email protected]> * Automatic changelog update * General slime improvements (space-wizards#23425) * General slime improvements * Finish morphing * oops 2x2 not 3x3 * actually lets ball - 2x3 inventory * Last two things on the todo list * .\RobustToolbox\ * JUST COMPILE * fix tests 2.0 * fix tests 3.0 * Do reviews * minor change * guideboob * more --------- Co-authored-by: Kara <[email protected]> * Automatic changelog update * Minor slime fix (space-wizards#27237) * Syndi-Cat Tweaks (space-wizards#27222) * Syndicat Price 10 -> 6 * Update animals.yml * Update animals.yml * Update uplink_catalog.yml * Update uplink_catalog.yml * Update animals.yml * Automatic changelog update * Little analysis console rearrangement (space-wizards#27244) * Fix weird formatting --------- Co-authored-by: Velcroboy <[email protected]> Co-authored-by: Velcroboy <[email protected]> Co-authored-by: PJBot <[email protected]> Co-authored-by: Leon Friedrich <[email protected]> Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: Firewatch <[email protected]> Co-authored-by: Mr. 27 <[email protected]> Co-authored-by: Mr. 27 <[email protected]> Co-authored-by: tosatur <[email protected]> Co-authored-by: Martin Petkovski <[email protected]> Co-authored-by: Vasilis <[email protected]> Co-authored-by: Pieter-Jan Briers <[email protected]> Co-authored-by: Doctor-Cpu <[email protected]> Co-authored-by: MACMAN2003 <[email protected]> Co-authored-by: Bellwether <[email protected]> Co-authored-by: iNVERTED <[email protected]> Co-authored-by: lzk <[email protected]> Co-authored-by: Alfred Baumann <[email protected]> Co-authored-by: BuildTools <[email protected]> Co-authored-by: beck-thompson <[email protected]> Co-authored-by: slarticodefast <[email protected]> Co-authored-by: chromiumboy <[email protected]> Co-authored-by: Emisse <[email protected]> Co-authored-by: deltanedas <[email protected]> Co-authored-by: ShadowCommander <[email protected]> Co-authored-by: Krunklehorn <[email protected]> Co-authored-by: Ed <[email protected]> Co-authored-by: icekot8 <[email protected]> Co-authored-by: Ghagliiarghii <[email protected]> Co-authored-by: Flareguy <[email protected]> Co-authored-by: MisterMecky <[email protected]> Co-authored-by: deepdarkdepths <[email protected]> Co-authored-by: Tayrtahn <[email protected]> Co-authored-by: Pancake <[email protected]> Co-authored-by: Token <[email protected]> Co-authored-by: Golinth <[email protected]> Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: ArZarLordOfMango <[email protected]> Co-authored-by: Errant <[email protected]> Co-authored-by: Hannah Giovanna Dawson <[email protected]> Co-authored-by: Your Name <[email protected]> Co-authored-by: Nemanja <[email protected]> Co-authored-by: Detintinto <[email protected]> Co-authored-by: superjj18 <[email protected]> Co-authored-by: faint <[email protected]> Co-authored-by: Whisper <[email protected]> Co-authored-by: Iztok Bajcar <[email protected]> Co-authored-by: DrSmugleaf <[email protected]> Co-authored-by: no <[email protected]> Co-authored-by: SlamBamActionman <[email protected]> Co-authored-by: shamp <[email protected]> Co-authored-by: ElectroJr <[email protected]> Co-authored-by: pigeonpeas <[email protected]> Co-authored-by: Aexxie <[email protected]> Co-authored-by: dffdff2423 <[email protected]> Co-authored-by: osjarw <[email protected]> Co-authored-by: Gyrandola <[email protected]> Co-authored-by: keronshb <[email protected]> Co-authored-by: Nim <[email protected]> Co-authored-by: UBlueberry <[email protected]> Co-authored-by: SoulFN <[email protected]> Co-authored-by: MilenVolf <[email protected]> Co-authored-by: deathride58 <[email protected]> Co-authored-by: K-Dynamic <[email protected]> Co-authored-by: nikthechampiongr <[email protected]> Co-authored-by: Plykiya <[email protected]> Co-authored-by: Plykiya <[email protected]> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: Ubaser <[email protected]> Co-authored-by: IProduceWidgets <[email protected]> Co-authored-by: KittenColony <[email protected]> Co-authored-by: SpeltIncorrectyl <[email protected]> Co-authored-by: Júlio César Ueti <[email protected]> Co-authored-by: Júlio César <[email protected]> Co-authored-by: Alzore <[email protected]> Co-authored-by: Wrexbe (Josh) <[email protected]> Co-authored-by: wrexbe <[email protected]> Co-authored-by: Weax <[email protected]> Co-authored-by: potato1234_x <[email protected]> Co-authored-by: Kara <[email protected]> Co-authored-by: Terraspark4941 <[email protected]> Co-authored-by: Just-a-Unity-Dev <[email protected]> Co-authored-by: FungiFellow <[email protected]>
rbertoche
pushed a commit
to rbertoche/space-station-14
that referenced
this pull request
Oct 11, 2024
* Fix: Prevent single-use hyposprays from getting the toggle draw verb (#26595) Prevent single-use hyposprays from getting the toggle draw verb Co-authored-by: Plykiya <[email protected]> * MeleeHitSoundSystem (#25005) * Began work to unscrew melee noises * finished * cleanup * cleanup * Update Content.Server/Weapons/Melee/MeleeWeaponSystem.cs Co-authored-by: Ed <[email protected]> * _Style * Fix merge --------- Co-authored-by: Ed <[email protected]> Co-authored-by: metalgearsloth <[email protected]> * Remove physics comp from VendingMachineWallmount (#25632) * Remove physics comp from VendingMachineWallmount * Fixtures removal --------- Co-authored-by: Jeff <[email protected]> Co-authored-by: metalgearsloth <[email protected]> * Remake hairflowers (#25475) * Add more lily usage (orange hairflower and flowercrown) * comit 2 * ee * more fixes * w * im stupid * bring poppy in authodrobe * weh --------- Co-authored-by: metalgearsloth <[email protected]> * Injector UI shows TransferAmount change, Spilling liquid changes Injector mode (#26596) * Injector UI shows TransferAmount change, spill changes mode * Update Content.Shared/Fluids/SharedPuddleSystem.Spillable.cs * Update Content.Shared/Fluids/SharedPuddleSystem.Spillable.cs --------- Co-authored-by: Plykiya <[email protected]> Co-authored-by: metalgearsloth <[email protected]> * disallow unanchoring or opening panels on locked emitters/APEs (#26600) * disallow unanchoring or opening panels on locked emitters/APEs * no locking open panels * oops * needback feedback * Update Content.Shared/Lock/LockSystem.cs * Update Content.Shared/Lock/LockSystem.cs * Update Content.Shared/Lock/LockSystem.cs * sanity --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: metalgearsloth <[email protected]> * Fix grave digging sound indefinitely playing if dug by aghost. (#26420) Admins bypass doafters. As such, the code that runs on doafter completion is ran before the sound is actually created. This then leads to the sound never being stopped, and as such it would infinitely play. This commit gets around the issue by manually stopping the sound should the doafter fail to start. If we could be sure that the doafter would never fail, then we could just move the call to StartDigging above starting the doafter but this is currently not possible. Co-authored-by: metalgearsloth <[email protected]> * Make the buttons on the map ui not squished (#26604) Make the map ui work Co-authored-by: wrexbe <[email protected]> * Combine flower crown and wreath (#26605) * Combine flower crown and wreath * huh * huuh :trollface: * Add AP damage to throwing knives (#26380) * add * ap * no more stam dmg * cancelable brig timers (#26557) brig timers now cancelable. also some screensystem yakshave * Fix orientation of roller skate sprites (#26627) Co-authored-by: Eoin Mcloughlin <[email protected]> * Fix GastTileOverlay sending redundant data (#26623) Fix GastTileOverlay not updating properly * Auto DeAdmin sooner (#26551) Co-authored-by: wrexbe <[email protected]> * Add briefcase to curadrobe and lawdrobe, and some briefcases cleanup (#26527) * Add briefcase to curadrobe and some briefcases cleanup * also add to lawdrobe * Fix some text overflow bugs in HUD (#26615) * Don't clip text in item status * Fix overflow in examine tooltip --------- Co-authored-by: Eoin Mcloughlin <[email protected]> * Adds two milk cartons to the BoozeOMat (#26635) * made the hover text less vague (sorry) (#26630) * blacklisted throwing knifes from pneumatic cannon (#26628) * Fix radio jammer not blocking suit sensors. (#26632) As it turns out, they are not in fact on their own netid. They are actually just on wireless. The way I had tested my previous pr led to this mistake being made. I originally had the radio jammer block wireless as well, but decided to take out under the flase assumption that it suit sensors were actually on their own netid and did not require the ability to block all wireless packets at the last moment. * Replace drill_hit.ogg and drill_use.ogg with better sounds (#26622) * Replace drill_hit.ogg and drill_use.ogg with better sounds * Fix attribution source for drill_hit.ogg * Update Resources/Audio/Items/attributions.yml Co-authored-by: Kara <[email protected]> * Update Resources/Audio/Items/attributions.yml Co-authored-by: Kara <[email protected]> --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: Kara <[email protected]> * Gave Blast door access permissions (#26606) Added access reader to all blast doors. Added pre configured blast doors for engineering and science. * Gives all wheeled objects low friction (#26601) * gives all wheeled objects friction * adjustments to sum stuff * Combine solution injection systems; Fix embeddable injectors (#26268) * Combine injection systems * Update Content.Server/Chemistry/EntitySystems/SolutionInjectOnEventSystem.cs --------- Co-authored-by: metalgearsloth <[email protected]> * Add ValueList import (#26640) * Change assault borg modules texture (#26502) * Update borg_modules.yml * Fix borg_modules.yml? * Uh --------- Co-authored-by: metalgearsloth <[email protected]> * Add Cyborg Emote Sounds (#26594) * Hal 9000's first emote * Add Chime emote & Change variation to 0.05 * Modify Buzz emote * Add Buzz-two emote * modified Horn * add ping emote * add slowclap emote * Convert slowclap.ogg to mono, reflect change in attribution.yml * fix capitalization for all chatMessages && change all catagory to category * remove all traces of slowclap.ogg * forgor one file smh * collating copywrite * spelling mistakes will be the death of me * more spelling mistakes * change yml string to list * Coordinates Disks & Shuttle FTL Travel (#23240) * Adds the CentComm Disk and configures it to work with direct-use shuttles * Added functionality for drone shuttles (i.e. cargo shuttle) * Adds support for pods, and a disk console object for disks to be inserted into. Also sprites. * Added the disk to HoP's locker * Removed leftover logs & comments * Fix for integration test * Apply suggestions from code review (formatting & proper DataField) Co-authored-by: 0x6273 <[email protected]> * Fix integration test & changes based on code review * Includes Disk Cases to contain Coordinate Disks, which are now CDs instead of Floppy Disks * Check pods & non-evac shuttles for CentCom travel, even in FTL * Import * Remove CentCom travel restrictions & pod disk consoles * Major changes that changes the coordinates disk system to work with salvage expeditions * Missed CC diskcase removal * Fix build * Review suggestions and changes * Major additional changes after merge * Minor tag miss * Integration test fix * review --------- Co-authored-by: 0x6273 <[email protected]> Co-authored-by: metalgearsloth <[email protected]> * Add door electronics access configuration menu (#17778) * Add door electronics configuration menu * Use file-scoped namespaces Signed-off-by: c4llv07e <[email protected]> * Open door electronics configuration menu only with network configurator Signed-off-by: c4llv07e <[email protected]> * Doors will now try to move their AccessReaderComponent to their door electronics when the map is initialized Signed-off-by: c4llv07e <[email protected]> * Make the access list in the id card computer a separate control Signed-off-by: c4llv07e <[email protected]> * Fix merge conflict Signed-off-by: c4llv07e <[email protected]> * Remove DoorElectronics tag Signed-off-by: c4llv07e <[email protected]> * Integrate doors with #17927 Signed-off-by: c4llv07e <[email protected]> * Move door electornics ui stuff to the right place Signed-off-by: c4llv07e <[email protected]> * Some review fixes Signed-off-by: c4llv07e <[email protected]> * More fixes Signed-off-by: c4llv07e <[email protected]> * review fix Signed-off-by: c4llv07e <[email protected]> * move all accesses from airlock prototypes to door electronics Signed-off-by: c4llv07e <[email protected]> * rework door electronics config access list Signed-off-by: c4llv07e <[email protected]> * Remove Linq from the door electronics user interface * [WIP] Add EntityWhitelist to the activatable ui component Signed-off-by: c4llv07e <[email protected]> * Better interaction system Signed-off-by: c4llv07e <[email protected]> * Refactor Signed-off-by: c4llv07e <[email protected]> * Fix some door electronics not working without AccessReaderComponent Signed-off-by: c4llv07e <[email protected]> * Move AccessReaderComponent update code to the AccessReaderSystem Signed-off-by: c4llv07e <[email protected]> * Remove unnecesary newlines in the door access prototypes Signed-off-by: c4llv07e <[email protected]> * Remove unused variables in access level control Signed-off-by: c4llv07e <[email protected]> * Remove unnecessary method from the door electronics configuration menu Signed-off-by: c4llv07e <[email protected]> * [WIP] change access type from string to ProtoId<AccessLevelPrototype> Signed-off-by: c4llv07e <[email protected]> * Remove unused methods Signed-off-by: c4llv07e <[email protected]> * Newline fix Signed-off-by: c4llv07e <[email protected]> * Restored to a functional state Signed-off-by: c4llv07e <[email protected]> * Fix access configurator not working with door electronics AccessReaderComponent Signed-off-by: c4llv07e <[email protected]> * Replace all string access fields with ProtoId Signed-off-by: c4llv07e <[email protected]> * move access level control initialization into Populate method Signed-off-by: c4llv07e <[email protected]> * Review --------- Signed-off-by: c4llv07e <[email protected]> Co-authored-by: metalgearsloth <[email protected]> * scoopable ash and foam, solution transfer prediction (#25832) * move SolutionTransfer to shared and predict as much as possible * fully move OpenableSystem to shared now that SolutionTransfer is * fix imports for everything * doc for solution transfer system * trolling * add scoopable system * make ash and foam scoopable * untroll * untroll real * make clickable it work * troll * the scooping room --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <[email protected]> * Replace the teleportation logic on the SCRAM implant! (#26429) * Replace the teleportation logic on the SCRAM implant! Now instead of just trying to pick a random tile in range 20 times, the scram teleportation logic now: - Gets a list of grids in range - Until a suitable tile is picked it picks a random grid - From that grid it picks a random tile. - If the tile is suitable, then it is set as the target and the user will be teleported there. - Grids and tiles are randomly picked as outlined above until a valid tile is found, or all valid grids and tiles are exhausted. - Should no suitable tile be found then they get teleported to the same position they are at. Effectively not teleporting them. * Actually make the defaults sane which I forgor in the last commit * Extract tile section to its own function. Bias selection for current grid. Use proper coords for box. * Address reviews as much as possible * Address reviews * Refactored AdvertiseComponent (#26598) * Made it better * ok * alright --------- Co-authored-by: wrexbe <[email protected]> * Bartender "Essentials" (#25367) * drinks round 1 saving my progress before my hard drive explodes * test 2 please work * name fixes whoops * Update drinks.yml * various fixes am dumb * add sol dry to vends more fixes and changes, yippee! * more fixes & ingame testing shrimple tests * last fixes :trollface: should be ready for pr now * Update soda.yml sate thirst * Add ERT Chaplain (#25956) * ERT Chaplain * Make BibleUser * It was not intended * reword my poor words * 1984 a comment that I decided was unnecessary. * Update Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml --------- Co-authored-by: metalgearsloth <[email protected]> * Changes in chemicals page in guidebook (#25831) * Added pages to chemical categories The chemical categories have their own page now. Added the "Chemical Tabs" in /ServerInfo/Guidebook. Moved the Chemicals code from shiftsandjobs.yml to its own .yml file which is "chemicals.yml". * Update guides.ftl * Update chemicals.yml Changed the guide entry's ID for the medical tab from Medicine to Medicinal. Hope this works... * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Biological.xml Co-authored-by: exincore <[email protected]> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Foods.xml Co-authored-by: exincore <[email protected]> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Elements.xml Co-authored-by: exincore <[email protected]> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Narcotics.xml Co-authored-by: exincore <[email protected]> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Toxins.xml Co-authored-by: exincore <[email protected]> * Fixed a few errors and stuff! A few typos have been fixed thanks to exincore. Added dedicated .xml files to be used for the dedicated category pages (Medicinal and Botanical pages). Made it so it doesn't use any duplicated IDs anymore. If there's more problems, please do tell so I can fix it! * Update settings.json * Fix? --------- Co-authored-by: exincore <[email protected]> * Anomalies behaviours (#24683) * Added new anomaly particle * Add basic anomaly behaviour * +2 parametres * add functional to new particle * add components to behaviours * big content * add shuffle, moved thing to server * clean up * fixes * random pick redo * bonjour behavioUr * fix AJCM * fix * add some new behaviours * power modifier behaviour * rmeove timer * new event for update ui fix * refactor! * fixes * enum * Fix mapinit * Minor touches --------- Co-authored-by: metalgearsloth <[email protected]> * Fix clipping/overlap in lathe machine UIs (#26646) * Add scrollbars to lathe material list when necessary * Fix bug where shrinking window would cause elements to overlap --------- Co-authored-by: Eoin Mcloughlin <[email protected]> * Added chat window transparency slider to options (#24990) * Adds a new slider to the misc tab in options that lets the player set chat window transparency * Tweaked variable names * Fixed order to match UI * Renamed set chat window transparency function * Changed and refactored to opacity instead of transparency * Remove unnecessary int to float conversions Slider used to be 0-100 while the CCVar was 0.0-1.0f. This is confusing and was only used for rounding to 2 decimal points. * Round the value to two decimal points * Remove rounding for now * Rename * Unhardcode chat color by moving to stylesheet * Fix indent * Make opacity slider only change opacity --------- Co-authored-by: Your Name <[email protected]> Co-authored-by: ShadowCommander <[email protected]> * Infinity books (#25840) * setup text data * roundstart reshuffling keywords with gibberish words * saved data categorized * add book with hints * start redrawing books * +4 book design * +books +random visual upgrade * finish first file * finish lore file * finish with books.rsi now authorbooks.rsi... * aurora! and some fix * nuke author books * speelbuke update * finish respriting work * fix scientist guide visual * setup datasets * setup stupid funny random story * restore author books, upgrade hint generation * add variety to story generator * add learning system * minor textgen edit * file restruct, hint count variation * more restruct * more renaming add basis learning system logic. Spears locked for special book for test. * nuke all systems, for splitting PR gods * typo fix * update migration with deleted books * add random story books to maint * Update construction-system.ftl * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: Hrosts <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * typo fix * interchangeably * final * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: Hrosts <[email protected]> * "." * Update Content.Server/Paper/PaperRandomStorySystem.cs Co-authored-by: Hrosts <[email protected]> * Ubazer fix * inadequate * localized * Update meta.json * fuck merge conflicts * fix jani book --------- Co-authored-by: chromiumboy <[email protected]> Co-authored-by: Hrosts <[email protected]> * Resprite ambuzol plus pills (#26651) * Fixed air injector visuals (#26654) * Make cyborgs hands explosion proof. (#26515) * Make the advanced treatment modules beakers explosion-proof. * undo changes * Epic rename fail * Explosion recursion data field * Logic for data field * Make typing indicator shaded (#26678) * Validate wire layout prototypes and remove invalid WiresComponents (#26682) Validate wire layout prototypes; delete invalid wirescomponents. * Increase time inbetween anomaly pulses (#26677) nerf anomaly pulse delays * Fix for items dropped being rotated to world north (#26662) * Fix rotation of dropped items * combined world position rotation function for dumpable * scuffed implementation? * less scuffed? * even less scuffed... I guess * capital D --------- Co-authored-by: Plykiya <[email protected]> * fix double interaction popup (#26684) change popentity to popupclient * disable foam scooping (#26686) Co-authored-by: deltanedas <@deltanedas:kde.org> * Little disk printer sprite tweaks (#26711) * Little disk printer sprite tweaks * ill change this aswell * New lobby art: TerminalStation (#26505) woop woop * Unidentified corpses respect gender pronouns (#26715) fix: LGBT erasure /j * Things that can't go in disposals now don't "Miss" (#26716) * Moved is canInsert check to before miss check * Update Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs --------- Co-authored-by: metalgearsloth <[email protected]> * Clean up YAML issues in animals.yml (#26696) * Cleaned up YAML issues in animals.yml * Cleaned up TimedSpawnerComponent * fix health analyzer crash (#26700) Co-authored-by: deltanedas <@deltanedas:kde.org> * Make the station start with random broken wiring (#26695) Random wire cutting on round start * Fix turned off thrusters consume power (#26690) * Mail Unit Fix (whitelist) (#26688) Fix Mail Unit * OOC Patron Color Toggle (#26653) * Adds the option for you to toggle your OOC Patron color visibility to yourself and others. * Makes the button magically disappear if you arent a patron * Fix random clothing slots being able to hide character's nose and hair (#26708) Fix bug and formatting * Make Zombie, Initial Infected fix (#26665) Make zombie fix * Suit Sensors No Longer Use a Hardcoded 'Total Health' (#26658) * Suit sensors now know the 'total health' of an entity * Missed the constructor :pensive: * Stop mop buckets from spilling when you push them (#26706) * Robotists technology icon fix (#26723) fix Co-authored-by: GeneralGaws <[email protected]> * Make ducks more viable as an alternative to chickens. (#26729) Quick tweak to make ducks on par with chickens at cargo * Make the nutribrick one bite smaller (#26719) Update snacks.yml * Task/fix nightvision huds (#26726) * StatusIcon: add field to set if icon should be rendered with shading * set/unset shader based on icon field * set new field to true for hud icons * re-shade health bars * Rework Identifier Overrides to prevent showing Law Priority (#26680) Does-The-Fix Co-authored-by: Mephisto72 <[email protected]> * Make practice projectiles consistent in damage (#26731) * Make practice weapon damage consistent to 1 * Add book reference to description * fix mopbucket water level (#26740) * Damage popup type can now be changed with a left click if allowed via component boolean. (#26734) * Update DamagePopupSystem.cs * Update DamagePopupSystem.cs * Add ability to allow or deny type change via component bool * CCVars.cs: Minor inconsistency fixes. (#26744) Update CCVars.cs * Fixes one file format inconsistency. * Adds missing </summary> closing tag. * Make baseball bat crafting require a slicing tool (#26742) Make baseball bat crafting harder * make fulton recipe faster and require cloth (#26747) Co-authored-by: deltanedas <@deltanedas:kde.org> * -fixed Broadcast button never enabling (#26750) * Let Mindshields be effected by statusIcon shading (#26754) Phone Webedit Ops Original PR author forgot about mindshields for making status icons shaded. This can be done with other antag icons as well, I remember people mentioning revs being able to see each other in the dark was lame. * Dionae now bleed sap, and this can be used to make syrup. (#25748) * SapAndSyrup * centrifug * morewatervapor * whyisitnotpushing * nymphs * lessrealmorefun * Alerts crash fix (#26602) - If the client tries to call ShowAlert while applying gamestates (e.g. initialising an entity) then this will cause problems. I need to double-check the initial PR before I'd be comfortable with this being merged. * made thin firelocks constructable/deconstructable (#26745) * Fire sprite change for mice (#26758) * Add new fire sprite for mice that fits them better * Add the sprite change to rats as well * Moffroach and hamsters now also have more fitting fire sprites * made the meta.json easier to read * Change speed threshold for barefeet walking on glass shards and D4 (#26763) Allow walking over glass shards and D4 Co-authored-by: Plykiya <[email protected]> * temporarily remove broken anom behavior (#26775) Removed `Moving` anom behavior * Fix Water cooler visuals (#26784) Fix watercooler visuals * Sanitizes "tbf" into "to be fair" (#26811) add * prevent placing dead bodies in cryostorage (#26810) * fixed cigarette sprites (#26801) * Show missing materials in lathes tooltip (#26795) * Lathes: Show missing materials amount in tooltip * Use AppendLine and remove the last newline at the end * Bug fixes for RCD (#26792) Various fixes * Fixes elite operative figurine description (#26814) desc * Fix lathe materials list bug (#26826) Fix lathe material list bug * fix bodybag id case (#26823) * Fix body bag id * migration * Make bombsuits similar (#26806) * Make clothing cheaper and split clothing restock (#26805) * Make clothing cheaper * bueah * proper price * :trollface: * Fix tray scanner not updating it's range. (#26789) Fix tray scanner not updating it's range on change. Add range value to the tray scanner state.to synchronize it between client and server. * predict humanoid identity examine (#26769) * predict humanoid identity examine * actually server doesnt need proto anymore --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Spears equippable to suit storage (#26724) * meat and potatoes hahaha * DAMAGE yes * come on * Check again * Guhhhhh guh * Ion Storm Laws Review (#26703) * Ion Storm Laws Review Have reviewed the Ion Storm law dictionary and tidied it up. Specifically I've tried to keep the same number of entries in each section, or slightly increased them, where I've removed or altered a string. Of note, specific colours and "rainbow" have been removed from adjectives and replaced with words like "Cheese-Eating", as colours are kinda boring themselves and they've been a cause of a few accidentally-racist laws. * Resolve some feedback. * Remove the pull request joke, noooooo * Re-add big bite burgers as they are actually a thing * Append some more suggestions * add ratvar to ion storm laws (#26833) Praise Ratvar * Server-only component YAML cleanup (#26836) * First pass cleaning up server-only YAML errors. * Second pass * Gauze Markings 3 - Revenge of the Wrap (#25481) * Insectoid Gauze, Added racial marks to variants * removed excess r from gauze_moth_lowerleg_r * Update gauze.ftl * moved all markings to Overlay Category * fixed localization error * a * dirty after calling SetAccesses (#26849) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add new "grant_connect_bypass" admin command (#26771) This command allows you to grant a player temporary privilege to join regardless of player cap, whitelist, etc. It does not bypass bans. The API for this is IConnectionManager.AddTemporaryConnectBypass(). I shuffled around the logic inside ConnectionManager. Bans are now checked before panic bunker. * Improve access overlay (#26667) * Improve access overlay * review changes --------- Co-authored-by: wrexbe <[email protected]> * Skipping bounties (#26537) * add button to menu * networking and component work * try to add access stuff * main functionality done * add access lock? I think? * remove extra line * fix access system * move SkipTime to StationCargoBountyDatabaseComponent * Disable/Enable skip button based on cooldown * remove debugging * add access denied sound * remove DataField tags * dynamic timer * Flippolighter_fix (#26846) Flippolighter has realy loud sound, no UseDelay and server errors * Game server api (#24015) * Revert "Revert "Game server api (#23129)"" * Review pt.1 * Reviews pt.2 * Reviews pt. 3 * Reviews pt. 4 * Revert "Game server api" (#26871) Revert "Game server api (#24015)" This reverts commit 297853929b7b3859760dcdda95e21888672ce8e1. * Give botanists droppers (#26839) Start botanists with droppers so that they can better dose robust harvest or mutagen. * Clipping a harvestable plant yields undamaged seeds (#25541) Clipping a plant in any condition currently causes it and its clippings to be damaged. Make clipping harvestable (already eligible for seed extractor) plants yield seeds at full health. * fix lots of door access (#26858) * dirty after calling SetAccesses * fix door access * D * pro ops * nukeop --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Add emergency nitrogen lockers (#26752) * Update ashtray to allow all cigarettes / cigars (#26864) * Update ashtray to allow all cigarettes / cigars This also includes joints (as they are technically cigarettes) * ? * Fix door electronics configurator usage (#26888) * allow usage of network configurator for door electronics * add checks for "allowed" items * Fix TEG assert (#26881) It's possible to trigger this by stacking it weirdly with the spawn panel. Just make it bail instead. * Bug fix for deconstructing tiles and lattice with RCDs (#26863) * Fixed mixed deconstruction times for tiles and lattice * Lattice and power cables can be deconstructed instantly * Immovable Rod changes (#26757) * Cryogenic storage tweaks (#26813) * make cryo remove crewmember's station record when going to cryo * Revert "make cryo remove crewmember's station record when going to cryo" This reverts commit 9ac9707289b5e553e3015c8c3ef88a78439977c6. * make cryo remove crewmember from station records when the mind is removed from the body * add stationwide announcement for people cryoing (remember to change pr title and desc) * minor changes * announcement actually shows job now * requested changes * get outta here derivative * Fix potted plant popup/sfx spam (#26901) Fixed potted plant hide popup/sfx spam. * Allow advertisement timers to prewarm (#26900) Allow advertisement timers to prewarm. * Fix shaker sprites (#26899) * Change basefoodshaker to parent from basefoodcondiment instead * Make them still refillable * Update .editorconfig to correspond Code Conventions (#26824) Update editorconfig to Code Style End of line is: CRLF (suggestion) Namespace declarations are: file scoped (suggestion). Instead of block scoped * Remove reagent slimes from ghost role pool (#26840) reagentslimeghostrole * NoticeBoard is craftable now (#26847) * NoticeBoard is craftable now * Fix notice board to proper name capitalization * Fix notice board proper name in description * Update Resources/Prototypes/Recipes/Construction/furniture.yml --------- Co-authored-by: metalgearsloth <[email protected]> * Add drink container suffixes (#26835) Co-authored-by: Velcroboy <[email protected]> * uplink and store freshening (#26444) * uplink and store freshening * more * im gonna POOOOOOGGGGGGG * we love it * Sterile swab dispenser instead of box (#24986) * sterile swab dispenser * trust --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Strobes added (#26083) * Done * Adds new * empty * attributions * empty * strobe admin deleted * Health analyzer UI unit correction (#26903) Correct Kelvin displayed on health analyzer UI, use T0C constant. * Fix the stripping menu being openable without StrippingComponent (#26908) * Fixed magboot activation distance (#26912) * Uncooked animal proteins is safe for animal stomachs only (#26906) Uncooked animal proteins is safe for animal stomachs * Fix incorrect "Cycled" and "Bolted" popups when (un)wielding a gun (#26924) * Fix guns that spawn without a magazine looking like they have one (#26922) * Fixes polymorph cooldowns (#26914) fixes polymorph cooldowns * Removed Salv Borg Crusher Dagger (#26865) * Fix pulling a new entity when already pulling an entity (#26499) Fix pulling when already pulling The TryStopPull were failing due to wrong arguments provided. Replacing the virtual item in hand with a different pull was failing due to the hand not being cleared. Fix stop pulling checks that had the wrong variables provided. VirtualItems are already queue deleted at the end of HandleEntityRemoved. * Replace SetDamage call with TryChangeDamage in ImmovableRodSystem.cs (#26902) * Fix for the salvage ice labs map. (#26928) * done * more work * Fix cryostorage identifying unknown characters as captain (#26927) Fixed cryostorage getting captain's record for unknown jobs. Also localized Unknown job string. * Fixed Honkbot/jonkbot honking like crazy, gave honkbot/jonkbot standard idle ai. (#26939) * Fixed Honkbot/jonkbot honking like crazy, gave honkbot/jonkbot standard idle ai. * Update Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml --------- Co-authored-by: Tayrtahn <[email protected]> * Bug fix: Force cancellation of RCD constructions if the construction type is changed (#26935) Force cancellation of RCD constructions if the construction type is changed * Fix standart -> standard and dressfilled test fail (#26942) Fix standart -> standard * Add Ability to stop sound when MobState is Dead (#26905) * Add stopsWhenEntityDead to sound components * Convert component * Review * Fix dupe sub --------- Co-authored-by: metalgearsloth <[email protected]> * Fix rockets and lasers looking like they have nothing loaded (#26933) * You can now see paper on crates (with color!) (#26834) * Implement changes on not-cooked branch * Made it work * Fix update appearance calls * Fix extra indents, clean-up code, fix tests hopefully * Fix hammy cagecrate * Fix messing up the yml, add artifact crate specific labels back in * Visual Studio hates yml, sad * Seperate the colors for cargonia * sorry json * make label move with artifact door * Apply suggestion changes Co-authored-by: Nemanja <[email protected]> * Fix remaining crate offsets, add a few for livestock and graves (why are you labeling graves) and coffin label sprites (why are you labeling coffins??) --------- Co-authored-by: Nemanja <[email protected]> * Make UtensilSystem and SharpSystem not run AfterInteract if it has already been handled (#25826) * Make UtensilSystem and SharpSystem not run AfterInteract if it has already been handled * merge conflicts --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: metalgearsloth <[email protected]> * Add two-message overload to PopupPredicted (#26907) Added two-message overload to PopupPredicted * Autism pins! (#25597) * hee hee he ha ha * added gold varients, forgive me for my spritework * maints loot, copying from past PRs * Trying to fix RSI * speedran these sprites in break time, pictures will be later * Fixed/Tweaked glows * consensus * gregregation * dam copiryte * oops i forgot to delete 2 fields hope this works * Fix database round start date issues (#26838) How can ONE DATABASE COLUMN have so many cursed issues I don't know, but it certainly pissed off the devil in its previous life. The start_date column on round entities in the database was added by https://github.com/space-wizards/space-station-14/pull/21153. For some reason, this PR gave the column a nonsensical default value instead of making it nullable. This default value causes the code from #25280 to break. It actually trips an assert though that's not what the original issue report ran into. This didn't get noticed on wizden servers because we at some point backfilled the start_date column based on the stored admin logs. So I change the database model to make this column nullable, updated the C# code to match, and made the existing migration set the invalid values to be NULL instead. Cool. Wait how's SQLite handle in this scenario anyways? Well actually turns out the column was *completely broken* in the first place! The code for inserting into the round table was copy pasted between SQLite and PostgreSQL, with the only difference being that the SQLite key manually assigned the primary key instead of letting SQLite AUTOINCREMENT it. And then the code to give a start_date value was only added to the PostgreSQL version (which is actually in the base class already). So for SQLite that column's been filled up with the same invalid default the whole time. Why was the code manually assigning a PK? I checked the SQLite docs for AUTOINCREMENT[1], and the behavior seems appropriate. I removed the SQLite-specific code path and it just seems to work regardless. The migration just sets the old values to NULL too. BUT WAIT, THERE'S MORE! Turns out just doing the migration on SQLite is a pain in the ass! EF Core has to create a new table to apply the nullability change, because SQLite doesn't support proper ALTER COLUMN. This causes the generated SQL commands to be weird and the UPDATE for the migration goes BEFORE the nullability change... I ended up having to make TWO migrations for SQLite. Yay. Fixes #26800 [1]: https://www.sqlite.org/autoinc.html * Fix options menu crashing in replays (#26911) Not having the nullable set properly is annoying but fixing that would probably be a significant amount of work. * Greyscale color clothing (#26943) * greyscales color gloves, color jumpsuits, and shoes * remove popbob * fix test fails * WT550 Buffs + Burst Mode for WT550 & C-20R (#26886) * Slightly increased WT550 Firerate, drastically reduced recoil, and given it the option to fire in 5 round bursts. * Given the C-20 a 5 round burst aswell * make holoparasites actually holographic (#26862) it's over * Add character sheets to board game crate (#26926) add character sheets to board game crate * Game server admin API (#26880) * Reapply "Game server api" (#26871) This reverts commit 3aee19792391cbfb06edb65d6f16f77da0f36f13. * Rewrite 75% of the code it's good now * Wield recoil components (#26915) * WieldRecoilComponents * WieldRecoilComponents * Update Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs Co-authored-by: Whisper <[email protected]> * Update Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs --------- Co-authored-by: Whisper <[email protected]> Co-authored-by: metalgearsloth <[email protected]> * Clown shoes make you waddle, as God intended (#26338) * Clown shoes make you waddle, as God intended * OOPS * Toned down, client system name fix * Tidy namespacing for @deltanedas * Refactor to handle prediction better, etc. * Resolve PR comments. * Use round time instead of server time for criminal history (#26949) make criminal records computer use round time for history instead of the server time * Rotate and Offset station CCVar nuke (#26175) * no content * add noRot to Europa * bruh. and this * yay * fix * Fixed cybersun pen attacking noise (#26951) * Uupdated the cyberpen * Updated noise * Removed flashlight * Fix rubber hammer being unshaded (#26956) * Make lockers can be deconstructed only when unlocked now (#26961) * Fix lockers are not deconstrucable now Lockers are was deconstructable event when they closed and you didn't have access to them. In short - get stuff by 5 seconds, 5 sec it's time to screw down any locker, except LockerBaseSecure one * Revert un-destructable lockers fix Make lockers destructable again * Fix lockers that deconstructable only when unlocked now * nerf incendiary grenade (#26959) Co-authored-by: deltanedas <@deltanedas:kde.org> * meatWall incorrect node fixed (#26966) changed node in construction meatWall * Fix StepTrigger blacklist not working (#26968) * SS14-26950 Fix Waddling During Improper States (#26965) * SS14-26950 Fix Waddling During Improper States Fix some states when a clown can waddle when no clown should be able to waddle, no-matter their clowning powers. 1. You cannot waddle whilst weightless 2. You cannot waddle whilst stunned 3. You cannot waddle whilst slowed down due to stam damage 4. You cannot waddle whilst you're knocked down 5. You cannot waddle whilst you're buckled 6. You cannot waddle whilst crit 7. You cannot waddle whilst dead There's some argument for being able to waddle whilst on the floor and doing some bizarre floor-humping exercise but I'm not coding an animation layer system just to handle clowns doing the worm. * Use a nicer "can move" check * Mobs burn to ashes on excessive heat damage (#26971) * mobs burn to ashes on excessive heat damage * remove comment, remove random lines I didn't mean to add * combine code into behavior * clean unused * fix namespace * drop next to * fix spawn entities behavior spawning entities outside container * Fix dragon slowdown on damage (#26975) Fix dragon slow on damage * Fix some airlocks with multiple access types (#26980) Co-authored-by: Velcroboy <[email protected]> * Fix some TryGetMind overrides relying on player data (#26992) * Fix some TryGetMind overrides relying on player data * A * Rider has bamboozled me * Update `data.Mind` before attaching to entity. * Give names to solution & identity entities (#26993) * Add QM maintenance airlock (#26982) Co-authored-by: Velcroboy <[email protected]> * Loadouts redux (#25715) * Loadouts redux * Loadout window mockup * More workout * rent * validation * Developments * bcs * More cleanup * Rebuild working * Fix model and loading * obsession * efcore * We got a stew goin * Cleanup * Optional + SeniorEngineering fix * Fixes * Update science.yml * add add * Automatic naming * Update nukeops * Coming together * Right now * stargate * rejig the UI * weh * Loadouts tweaks * Merge conflicts + ordering fix * yerba mate * chocolat * More updates * Add multi-selection support * test h * fikss * a * add tech assistant and hazard suit * huh * Latest changes * add medical loadouts * and science * finish security loadouts * cargo * service done * added wildcards * add command * Move restrictions * Finalising * Fix existing work * Localise next batch * clothing fix * Fix storage names * review * the scooping room * Test fixes * Xamlify * Xamlify this too * Update Resources/Prototypes/Loadouts/Jobs/Medical/paramedic.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/loadout_groups.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/Jobs/Civilian/clown.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/Jobs/Civilian/clown.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/loadout_groups.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/Jobs/Security/detective.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/loadout_groups.yml Co-authored-by: Mr. 27 <[email protected]> * ben * Margins --------- * Foreigner Minor Fixes (#542) # Description #525 Added foreigner traits, now during testing I revealed a few bugs. This PR fixes them: - The light version now correctly allows you to understand common (it would not because I forgot to add [DataField]) - The translator now correctly starts with a high-capacity power cell - Equipping the translator in a pocket slot no longer takes time <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/user-attachments/assets/4d2cabc7-2ce2-498b-822b-8ff9b82eea7d) </p></details> # Changelog :cl: - fix: Foreigner traits now work correctly. * Automatic Changelog Update (#542) * Fix Arachne Plushie CL (#541) Signed-off-by: DEATHB4DEFEAT <[email protected]> * Heavyweight Drunk Trait + Drunk Traits Rework (#512) <!-- 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 the inverse of lightweight drunk, which makes you less susceptible to the effects of ethanol. (more specifically, it halves the damage of alcohol and you need to drink twice as much to feel the effects in the first place) To make the change happen, `LightweightDrunk` component was reworked to: - A) no longer change any drunk effects (including non-alcohol related drunkness like bloodloss) - B) instead multiply the effects of ethanol in your bloodstream I chose this route in particular, because the other option of multiplying the amount of ethanol gained from alcohols is nonsense. --- # 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 a `TryMetabolizeReagent` event to `MetabolizerSystem.cs` so a `LightweightDrunkSystem.cs` can listen to the event and multiply the effects of "Ethanol" specifically. - [X] Add the Heavyweight Drunk trait - ~~Fix a minor spelling mistake that caused the trait condition to not show up~~ - [ ] Would we be able to name trait files after categories? I don't want to put every positive trait in a file named 'skills.yml' --- <!-- 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> ![Example Media Embed](https://example.com/thisimageisntreal.png) </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 the Heavyweight Drunk trait, which doubles your alcoholism potential. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#512) * Random Announcer System (#415) # Description Replaces every instance of station announcements with an announcer system meant to handle audio and messages for various announcers defined in prototypes instead of each server replacing the scattered files inconsistently with whatever singular thing they want to hear announce messages. # TODO - [x] Systems - [x] CVars - [x] Sounds - [x] Client volume slider - [x] Collections - [x] Prototypes - [x] Events - [x] Commands - [x] PR media - [x] Deglobalize - [x] Passthrough localization parameters to overrides - [x] Make every announcer follow the template - [x] Move sounds into subdirectories - [x] Make announcement IDs camelCased - [x] Test announcement localizations - [x] Weighted announcer lists --- <details><summary><h1>Media</h1></summary> <p> https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/caf5805d-acb0-4140-b344-875a8f79e5ee </p> </details> --- # Changelog :cl: - add: Added 4 new announcers that will randomly be selected every shift * Automatic Changelog Update (#415) * Mass Contests Remake (#480) # Description Part of Issue #467 This is a complete re imagining of the Nyanotrasen Mass Contest System(Long since removed from the game). This system adds a highly flexible function that outputs a ratio of a given entity's mass, that is optionally relative to another entity. I've primarily written this system to be used in conjunction with PR #458 , as it adds several new implementations of variable player mass to the game. How this differs from the original Mass Contest system is that it is configured via hotloaded CVars, and is inherently clamped so that character mass only modifies functions by a finite amount rather than providing infinite scaling. This essentially means that while an Oni is 25% better at shoving a Felinid to the floor thanks to their different masses, a 2000kg Lamia is also only 25% better at shoving a Felinid to the floor, rather than 50000% better. The inverse is also true, a small player character can only be 25% better or worse at a given implementation. These implementations are not handled directly by the ContestSystem, and are instead handled directly by other systems that call upon it. This percentage limit can be modified by a new CVar at any time. Additionally, the entire MassContest system can be optionally toggled off completely at any time via CVar, without needing to modify any code that calls upon it. At this time, I have included three different implementations to serve as suitable examples for how MassContest can be used. 1. Weapon recoil is now modified by an entity's mass relative to the human average baseline. Smaller characters experience more recoil, larger characters experience less recoil 2. Disarm/Shove is now modified by Mass Contests. Entities that are sized differently from their target have their shove/disarm chance modified based on the ratio of performer and target mass. 3. Certain types of handcuffs(such as Cablecuffs and zipties) are now faster to slip out of if you are smaller than the average. # Changelog :cl: - add: Mass Contests have returned in a new reworked form. - add: Weapon Recoil is now resisted by character mass. More massive characters take less recoil, less massive characters take more recoil. - add: Disarm and Shove actions are now modified by relative character mass. It is easier to shove people around if you're bigger than them. - add: Cablecuffs and Zipties are now easier to escape out of if you're smaller. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> * Automatic Changelog Update (#480) * Update Credits (#548) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]> * IdCard Resprite (#537) <!-- 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]? --> Resprite the IDCards with newers looking sprites, making them also modular so easy to edit/create new cards without the need to make compleatly new sprites. --- # 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] ID Cards - [x] Cleanup --- <!-- 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/45297731/10b50980-b7d4-470d-b6d7-baf5a18b5710) </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: - tweak: We got new ID Cards the old ones were soo tiny that they were lost. * Automatic Changelog Update (#537) * Shock Collar Tweak (#546) # Description Shock collars were a useful thing in nyano for a long time, but security could never put them to use because they could be removed instantly, so they were forgotten about. Now that we have enquip delays, shock collars can be useful for controlling unruly prisoners (or unruly secoffs who like to harm baton passengers). Only two problems is there's no way to manufacture them, and they can be quite deadly when used repeatedly. This PR solves both of these issues, and also fixes a little bug: - Shock collars can be manufactured at the secfab. - Shock collars deal 1 shock damage instead of 5. - The shock ignores insulation. <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/user-attachments/assets/16d8efdf-c3de-46de-9a48-401d99c92b29) </p></details> --- # Changelog :cl: - tweak: Shock collars can now be manufactured in the security techfab. They also deal less damage and ignore insulated gloves. * Automatic Changelog Update (#546) * Fix the Thieving Trait Not Working (#552) <!-- 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]? --> Fixes #529 A crash course that I need to check when a component is networked. Now actually replicates pocket vision to the client. # Changelog :cl: - fix: Fixed thieving trait not granting pocket vision * Automatic Changelog Update (#552) * Port Parkstation Audio Library (#457) # Description By request from @DEATHB4DEFEAT , this ports https://github.com/Simple-Station/Parkstation/pull/55 :cl: VMSolidus - add: Many new sound effects have been implemented for items. --------- Signed-off-by: VMSolidus <[email protected]> * Automatic Changelog Update (#457) * Fixed Typos in Offer Prompt + Added New Icon (#551) # Description Minor spelling mistake ops, also new icon by me. --- <details><summary><h1>Media</h1></summary> <p> Offering an item ![Offer](https://github.com/user-attachments/assets/bd11b9bd-1b21-422b-8007-44f48dbf8c55) Cancelling the offer ![Cancel](https://github.com/user-attachments/assets/e51a5309-815f-4407-bb58-e37e80b3dbb6) Accepting the offer ![Accept](https://github.com/user-attachments/assets/37f07ed7-69cc-486e-a5c9-5cfab7683142) Closeup of the new icon ![image](https://github.com/user-attachments/assets/08948ad5-a538-4166-a3af-88f23ab15cad) </p> </details> --- # Changelog :cl: - add: Added a new icon to the offer item interaction. - fix: Fixed typos in the offer item prompts. * Automatic Changelog Update (#551) * More Zoom Levels (#547) # Description Adds more zoom levels and CVars to configure them. The defaults make it so that the new minimum zoom is roughly equal to what ss14 had before (29.6%). # Why Playing as a tiny character made me love having the screen zoomed in, but having only 3 zoom levels didn't quite allow to set the zoom level to what I wanted. This PR fixes that. <details><summary><h1>Media</h1></summary><p> https://github.com/user-attachments/assets/61e56913-1c9d-4590-95ac-686018b5caa9 </p></details> # Changelog :cl: - add: You can now configure your zoom more precisely. * Automatic Changelog Update (#547) * Harpy Wings (#545) # Description Adds a new food item that utilizes the legs of harpies. Yes, I know the wings aren't where the legs are. Just don't question it too much. --- <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://cdn.discordapp.com/attachments/348325925047238656/1261427352102244403/2024-07-12_13-59-08.mp4) </p> </details> --- # Changelog :cl: - add: Added Harpy Wings as a delicious dish. --------- Signed-off-by: dootythefrooty <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#545) * Display an Alert when the User Is Walking or Running. (#528) # Description First PR. Adds an alert on the user UI whenever they toggle between walking or running. No more second guessing whether you will slip or not when walking over that puddle of water, or if your usage of Shift on chat toggled your movement speed. The alert is displayed for entities with the component 'CanWalkComponent', which is added to the following prototypes: - All genetic ancestors (MobBaseAncestor) - Human controlled mechs (BaseMech, wont display on VIMs or HAMTRs because rats or hamsters can't walk, and the edge case is not worth the trouble) - All human/player species (BaseMobSpeciesOrganic) - All slimes/geras (BaseMobAdultSlimes) - Reagent Slimes (ReagentSlime) - Rat Kings (MobRatKing - yes they can fucking walk lmao) - Borgs (BaseBorgChassis) --- <details><summary><h1>Media</h1></summary> <p> https://github.com/Simple-Station/Einstein-Engines/assets/159397573/1a60711b-d048-444d-bd08-6a9eadeccc8a </p> </details> --- # Future Stuff I also wanted to make it toggle the user's speed on click like it would in ss13, but sadly the majority of the input management/prediction seems to be done exclusively client-side, making it a hassle to work around the alert. **Will revisit if there's improvements or refactors to the movement code.** --- # Changelog :cl: - add: Added an alert on the UI for when the user is walking or running. --------- Signed-off-by: gluesniffler <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#528) * Finally Put the meta.json Shema to Use (#489) # Description This file has been chilling unused (excluding that one workflow) for so long, and it's so useful. Forks might want to edit the URL to theirs, but it's unlikely they'll ever want to change it. * Cherry-Pick PR26540: "Fix Empty Atmos Deserialization" (#558) # Description Cherry-Picks Wizden PR 26540, fixing an issue where our downstreams cannot save maps under certain conditions. https://github.com/space-wizards/space-station-14/pull/26540 Co-authored-by: Leon Friedrich <[email protected]> * Lay Down via Keybind (#530) # Description Adds a way to lay down/crawl using a keybind (R by default) similarly to ss13. It has the same effects as falling down after slipping or buckling to a bed, except you don't drop items while doing so and can (very slowly) move around. This opens new gameplay and roleplay possibilities. You can only toggle standing/laying once in 2.5 seconds (this cooldown is to prevent pro gamers from spamming it). It shows a small popup to everyone. If the attempt fails for whatever reason - being buckled, sleeping, stunned, or anything else - another popup is shown that's only visible to you. It's been tested and made sure that the system works correctly with buckling, sleeping, being stunned, and shocked. <details><summary><h1>Media</h1></summary> <p> 18 mb recording won't fit on github: https://cdn.discordapp.com/attachments/1255902264309321851/1260354667578261504/weeee-2024-07-10_00.57.23.mp4?ex=668f0441&is=668db2c1&hm=d338a3499bf47780a66b7ba96d5e8830d8cb4167064423b8983b2d0144b7aa88& </p> </details> --- # Changelog :cl: - add: You can now lie down and stand up at will! The default keybind for it is "R", but it can be changed in settings. --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Add Species Restrictions to Loadout Items (#554) # Description This is kind of a small PR here, all I'm really doing is adding species(read: Harpy) restrictions to all items that are invalid for a Harpy to wear, and then reparenting items that have a skirt but aren't tagged as such, so that Harpies can wear them. This now makes widespread actual usage of species restrictions in Loadouts. And also this stops people complaining that Harpies can buy items that they cannot wear. ![image](https://github.com/user-attachments/assets/d90a3fdc-8b2c-4fa9-938b-bedcfac0dc7b) Harpies coincidentally now have a blank Shoes tab. ![image](https://github.com/user-attachments/assets/f3585a90-3518-4288-b305-14c1a675c88d) # Changelog :cl: - fix: Harpies can no longer buy Loadout items that are impossible for them to wear due to having digitigrade legs. * Automatic Changelog Update (#530) * Automatic Changelog Update (#554) * fix harpy conflicts * "fix" hyperlink books * fix cmo labcoat * fix editor updating and make it not super laggy * Add changelog for loadouts (#27020) * Re-add IAdminRemarksCommon to DB model for SS14.Admin (#27028) This was removed in #25280 as the relevant DB entities didn't go outside the DB layer anymore. SS14.Admin however still uses them directly (as it only supports Postgres), so the interface is still useful there. * Revert "Add changelog for loadouts (#27020)" This reverts commit 49b9bbd311fe127b69628fdca28ab3d6953b1b38. * Fix Foreigner Translators AGAIN (#559) # Description Previous fix made it so that foreigner translators use no power (due to being parented off of the wrong proto). So I took some time to rearrange translators.yml because the file was shitfucked and that's what caused the mistake in the first place. This time it was made sure that: - All (powered) translators can hold a power cell and do use power - Foreigner's translator starts with a high-cap power cell and unspawnable Translator spawns with a medium - All children of the base powered translator spawn without a power cell and cannot work as such until a power cell is inserted. --- # Changelog :cl: - fix: Foreigner translator should now consume power, as intended. Signed-off-by: Mnemotechnican <[email protected]> * Automatic Changelog Update (#559) * 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 sa…
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
About the PR
SS14.Changelog did not support commas when this pr was merged, causing the bot to not make a changelog. A fix was made for ss14.changelog for this. But I will manually make a commit here
Ama let yaml linter finish just in case