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Upstream Merge 08/16/2024 #114
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FoxxoTrystan
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FoxxoTrystan:Upstream-Merge-08/16/2024
Aug 20, 2024
Merged
Upstream Merge 08/16/2024 #114
FoxxoTrystan
merged 142 commits into
Fansana:master
from
FoxxoTrystan:Upstream-Merge-08/16/2024
Aug 20, 2024
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# Description Gives salvage borgs a special jetpack module with half of the capacity of a normal mini-jetpack. Granting them about 2 minutes of thrust, which allows them to be more useful in space, partake in some rescue missions and to some extent be independent for a limited amount of time if something happens to the salvagers. It also adds a PKA module, which gives them a PKA which can't be wielded, leading to a hilarious accuracy penalty. --- <details><summary><h1>Media</h1></summary> <p> Demo of the Modules [![Crafting demo, basic usage](https://i.ytimg.com/vi/k6xbEAtudVA/maxresdefault.jpg)](https://youtu.be/k6xbEAtudVA "PKA/Jetpack Borg Demo") Stormtrooper aim vs dragon AI [![Soloing space dragon AI, ft. stormtrooper aim](https://i.ytimg.com/vi/0e8iXbtD-Pc/maxresdefault.jpg)](https://www.youtube.com/watch?v=0e8iXbtD-Pc "Stormtrooper vs Space Dragon AI") Refillable jetpack module demo [![Refilling jetpack](https://i.ytimg.com/vi/y7Ie81NV2QM/maxresdefault.jpg)](https://youtu.be/y7Ie81NV2QM "Refill showcase of the jetpack module") </p> </details> --- # Changelog :cl: - add: Added an unlockable PKA and Jetpack module to Salvage Cyborgs --------- Signed-off-by: gluesniffler <[email protected]>
# Description This is a simple rebase of the Blood Drinker System, and its related features that have been commented out and/or omitted due to its lack of rebase. I am NOT substantially updating any of this code at this time, outside of the barest minimum updates needed to make it run in the first place. The reason I am doing this is that I require the Blood Drinker system functional as a prerequisite for future features, and I will update or refactor it when needed. Arachne are still pending a Full Rework, but that is beyond the scope of this PR. # TODO - [x] Make the code functional - [x] Port Arachne - [x] Uncomment Oneirophages - [x] Re-add Oneirophage midround event # Changelog :cl: - add: Arachne have been reimplemented! - add: Oneirophages are back! --------- Signed-off-by: VMSolidus <[email protected]>
# Description This is a re implementation and complete rewrite of the original Nyanotrasen CPR feature, this time as its own completely standalone system. Unlike the original CPR, this system requires no modification of base game code, and can be toggled on and off via CVars while the server is running. Fixes Fansana#473 Fixes Fansana#49 # Changelog :cl: - add: CPR has been added to the game. People with CPR training can now perform CPR on anyone who is in either crit or dead states. - add: CPR Training has been added to the game as a new positive trait. All medical staff start with this trait for free. --------- Signed-off-by: VMSolidus <[email protected]>
# Description **Self-Aware** is a 2-point Mental trait that allows you to precisely examine your Brute/Burn damage as if using a health analyzer, and estimate the level of your toxin/airloss damage. Inspired by the SS13 trait of the same name. ## Media <details><summary>Expand</summary> **Trait entry** ![image](https://github.com/user-attachments/assets/8faae16f-7dd5-42cd-8332-c65a0c610429) **No damage** ![image](https://github.com/user-attachments/assets/72bfa0f4-57fa-4b8d-b974-a604b4030ea6) **Damaged** ![image](https://github.com/user-attachments/assets/ec6318b4-41dc-4d3b-9aec-8f02333363e7) </details> # Changelog :cl: Skubman add: Add the Self-Aware trait, a 2-point trait that allows you to examine your Brute/Burn damage numbers like a health analyzer, and estimate your toxin/airloss damage. --------- Signed-off-by: Angelo Fallaria <[email protected]> Co-authored-by: VMSolidus <[email protected]>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description As title, will allow players to put as many overlay markings as required for their vulps. --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: TJohnson - tweak: Removed overlay restriction for vulps, you can now have as many overlay markings as you want! Signed-off-by: Tad "Taddy" Johnson <[email protected]>
# Description Added stamina damage resistance, acts the same way as armor does. Call this shock resistance if you wish Just attach StaminaDamageResistance component to an entity with a set multiplier and have fun. Made all hardsuits 25% stun resistant by default. With some variety, e.g. nukie, ERT, captain, HoS suits are 50%, DS are 90%, etc. etc. This will not remove stuneta but it will make it more difficult to stamcrit a traitor or such. Some armor/batong ratios that you need to hit before the target is stamcritted: 0% - 3 batong hits 25% - 4 batong hits 50% - 6 batong hits 75% - 12 batong hits 90% - 28 batong hits 100% - ![image](https://github.com/user-attachments/assets/da147676-520b-4e3c-b027-ef9dc6a7394b) # Changelog :cl: - add: Added different stamina damage resistance to hardsuits. --------- Co-authored-by: whateverusername0 <whateveremail>
# Description **Blood Deficiency** is a +2 points negative Physical trait that makes you slowly lose blood over time. When left untreated you will die from blood loss. Inspired by the SS13 trait of the same name. Slash/Piercing weapons and bleeding are much more lethal against you. The moment you start taking **any** blood loss damage, you start dying because you can't regenerate blood. Even just two consecutive kitchen knife stabs will make you bleed enough to die slowly unless you immediately apply gauze. Blood packs, iron pills (or copper for Arachnids), and gauze to stop bleeding will help you survive with this trait. Here's how the timeline looks for untreated blood deficiency: - ~0-21 minutes: losing blood slowly - ~21-31 minutes: blood level below 90%, start taking bloodloss damage - ~31-33 minutes: critical - ~34 minutes: death ## Media <details><summary>Expand</summary> **Trait entry** ![image](https://github.com/user-attachments/assets/ea4a0c3c-7c05-45fc-8a32-48957701a246) ![image](https://github.com/user-attachments/assets/37398779-90a4-4f4f-a183-38d806184394) As shown above, even just reducing the blood volume to less than 90% means you will die a slow and painful death. </details> </p> </details> # Changelog :cl: Skubman - add: Add the Blood Deficiency trait, a new negative trait that makes you slowly lose blood over time. You must routinely receive blood loss treatment to live, and even normally non-lethal bleeding can make you start dying slowly.
# Description Adds three new 1-point traits for Onis that **redistribute** your damage bonuses, allowing you to specialize in Slash or Piercing instead of Blunt, or be a generalist who is equally effective with all melee Brute weapons. The three new traits are **Swashbuckler**, **Spearmaster**, and **Weapons Generalist**. | Traits / Damage Bonus | Blunt | Slash | Piercing | |------------------------|-------|-------|----------| | Base Oni (No Traits) | 35% | 20% | 20% | | **Swashbuckler** | 20% | 35% | 20% | | **Spearmaster** | 20% | 20% | 35% | | **Weapons Generalist** | 25% | 25% | 25% | # Changelog :cl: Skubman - add: Add three new 1-point traits for Onis that allow you to specialize in Slash or Piercing damage or be a melee weapons generalist. --------- Signed-off-by: Angelo Fallaria <[email protected]> Co-authored-by: Danger Revolution! <[email protected]>
# Description This ports DeltaV-Station/Delta-v#660 > ## About the PR > Adds the Justice Department, a department enveloping the lawyer and 3 new roles that manage the court system and charges against the accused. Includes: • New department, Justice! • 3 new roles: ◦ Chief Justice: The main, impartial judge for the station responsible for adjudicating criminal and civil trials, as well as other small matters like paroles and pardons. ◦ Clerk: The court clerk, who organizes trials, notarizes court documents (warrants, sentences, etc), and ensures correct sentencing and due process for the accused in sec custody. ◦ Prosecutor: A special lawyer role that legally advises sec and handles all of its court prep and prosecution, freeing up sec's time to go stun baton the clown instead of waiting for trial. • Antag objective to steal the Clerk's notary stamp, an object imbued with the authority to officialize court decisions. • Made the Lawyer role easier to understand and added them to the department. Renamed to Attorney, they now exclusively defend the accused or can sue on their behalf. Can also curse at the prosecutor in the bar. • Changed SoP to match. Notable changes include ◦ Felony charges and above must be reviewed and approved by the Clerk or Chief Justice if those roles are active. ◦ Parole, criminal trials, and civil trials are now all adjudicated by the Chief Justice, or the clerk in their absence. ◦ To ensure fair judgement, a Captain can only remove the Chief Justice with a majority vote from command. ◦ Warrants and court decisions must be written down and stamped with the notary stamp. Warrants must be approved by the Chief Justice. ◦ Full list of SoP changes can be found here: https://docs.google.com/document/d/12ZKTtzvVWBuC7PuiREL9v7mhVZve11p0-T6MBPpVeGs/edit?usp=sharing • Classy wooden desk timer to help keep trials timely and within limits. > > **TO DO:** Chief Justice > > * [x] Role > * [x] Inventory > * [x] Job Description > * [x] Icon > * [x] Access (CMD/CJ/Sec/Justice*) > * [x] Airlocks > * [x] Spawnpoint > * [x] Closet(just reuse legal w/ a lock) > * [x] Gavel** (proto/sprite/sound) > * [x] Stamp (proto/sprite) > * [x] Drip > > Court Clerk > > * [x] Role > * [x] Inventory > * [x] Job Description > * [x] Icon > * [x] Access (Sec/Justice*) > * [x] Spawnpoint > * [x] Closet(just reuse legal w/ a lock) > * [x] Stamp** (proto/sprite) > * [x] Warrant document > * [x] Drip > > Prosecutor > > * [x] Role > * [x] Inventory > * [x] Job Description > * [x] Icon > * [x] Access (Sec/Justice*) > * [x] Spawnpoint > * [x] Closet(just reuse legal w/ a lock) > * [x] Drip(Can be same as lawyer but should have a unique badge) > > SoP/Guidlines > > * [x] Civil and criminal law-penalties > * [x] Legal mutiny? > * [x] Assigning judges when no judge is present > * [x] Judge is representative of CC. Not necessarily _above_ captain but outside. > * [x] When to appeal to a jury? How to pick a jury? (random would be good) > * [x] Rules for gaining warrants > * [x] Procedure for arresting officer filing criminal charges > * [x] Rules for summoning witnesses > * [ ] Guide/book > > Other > > * [ ] Station Beacons > > ## Notes: > * We might want to consider bringing back brig access for cells to give legal dept sec access and not control over prisoners. > * Mapping would need to provide offices for CJ, CC, and Prosecuter. > * Chief Justice is a rep of CC not necessarily above captain but outside > > ## Why / Balance > The current legal system in-game is built around LRP gameplay, with security handling everything relating to arrests, sentencing, trials, and execution. Additionally, it is near-impossible to find an impartial judge for any court case with the current system. New legal department would guarantee an impartial and available judge (whether it be the Chief Justice or Clerk) for any court case, take pressure off of security to handle things like sentencing and trials. Additionally, there will be more roleplay opportunities for things like civil cases, inter-department disputes, internal affairs, or whatever else you may need legal help with. > > ## Technical details > n/a > > ## Media > ![image](https://private-user-images.githubusercontent.com/136020119/295444469-8569ec5a-8a44-41a5-83c8-165c940e9a9a.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI4MjY5MTEsIm5iZiI6MTcyMjgyNjYxMSwicGF0aCI6Ii8xMzYwMjAxMTkvMjk1NDQ0NDY5LTg1NjllYzVhLThhNDQtNDFhNS04M2M4LTE2NWM5NDBlOWE5YS5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjQwODA1JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI0MDgwNVQwMjU2NTFaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT03ZjE2M2UxNmE2OWE3YmNkM2MwMzY3YmQ5MWU5MGEwNzFjZTg5NDAyMGZkNzkyZTJjZDRhYWJlYzk1MTNmZDg3JlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCZhY3Rvcl9pZD0wJmtleV9pZD0wJnJlcG9faWQ9MCJ9.kv3SVoSKceqwlIctnBa4u6E3NHMJ3rPrg3VxoTl-jZQ) ![image](https://private-user-images.githubusercontent.com/136020119/295444610-9ab40e2b-149b-4d9d-af13-47c8fec40be3.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI4MjY5MTEsIm5iZiI6MTcyMjgyNjYxMSwicGF0aCI6Ii8xMzYwMjAxMTkvMjk1NDQ0NjEwLTlhYjQwZTJiLTE0OWItNGQ5ZC1hZjEzLTQ3YzhmZWM0MGJlMy5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjQwODA1JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI0MDgwNVQwMjU2NTFaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT01ZDUyZWQ4NWVkZTM5NDlhNDcxNTNiZGIxZDljMjJkZTBmZThmN2IxNWEwMzk5MWQwMDdjNmQ4MWY1NTcxNWFlJlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCZhY3Rvcl9pZD0wJmtleV9pZD0wJnJlcG9faWQ9MCJ9.jZUnQ8Xj6uor4NAU-IHU7MoD1e3F964XkmZ3aNjPj0U) > > * [x] I have added screenshots/videos to this PR showcasing its changes in-game, **or** this PR does not require an in-game showcase > > ## Breaking changes > none that I know of 😓 > **Changelog** 🆑 Leo, Velcroboy, and Timemaster - add: Added The Justice Department >:)
# Description **Parkour Training** is a 3-point Physical trait that increases your table climbing speed (and all other climbables), and crawling speed, and reduces the cooldown on laying down/standing up. Inspired by the SS13 trait called Freerunning, expanding on it by including new mechanics around the Laying Down system. Stats (Adjustable): - 30% faster table climbing speed - 25% faster crawling speed - Cooldown on laying down/standing up reduced from 2.5 seconds to 2 seconds ## Media ![image](https://github.com/user-attachments/assets/09237d2f-667b-473a-98ad-71bd19bce6c3) # Changelog :cl: Skubman - add: Add Parkour Training, a 3-point trait that makes you faster with climbing tables and crawling. --------- Signed-off-by: Angelo Fallaria <[email protected]>
<!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> <!-- The text between the arrows are comments - they will not be visible on your PR. --> ## About the PR <!-- What did you change in this PR? --> EMP has been changed to target APC-powered-devices (most electrical devices) as well as batteries to disable them. This means EMP can interfere with autolathes, airlocks, atmos devices, substations and SMES. The power draw of a single EMP grenade now cuts out a substation, and the disabling effect prevents further recharge until it subsides. EMP duration now also stacks, which creates a novel way to quietly black out the station by attacking engineering SMES with 3 EMP grenades (6tc EMP bundle) to black out the station for 3 minutes. Edit, here's a detailed changelog of the PR, Functionality: - EMP disable has been generalised to kill and prevent further function of every device/battery by interrupting recharge - As a result of the above, some hard coded interactions have been culled - EMP disable duration now stacks with multiple EMP blasts - EMP is now capable of draining from gravity generators - The Charger system has been slightly reworked to facilitate communication between batteries and chargers Results: - EMP grenade can disable basically every powered machine, most notably doors - EMP grenade has had its power drain upped to 2.7MW, which is slightly more than a substation and 1/3 a SMES - EMP grenade can now instantly kill substations - EMP grenade can now instantly kill gravity generators - 3 EMP grenades (6tc) can be used to kill SMES and disable recharge for 3 minutes with no evidence on the power monitor. ## Why / Balance <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> EMP at 2tc has a relatively low value-proposition when compared to C4 which is also 2tc. While EMP can probably black out one (or two if you're lucky) APCs and can be used as a defensive option against Stun/Lasers. C4 can be used to cut wires, substations, SMES, generators, doors, reinforced walls, people and the list probably continues. New EMP can be used to soft-bomb station power in an explosion that isn't globally alarming (salv boom). Targeting the captain's office directly may let you crowbar in and steal the locker but it leaves ephemeral evidence in the form of everything electrical shimmering blue. Opting to bomb substations blacks out a wider area, providing several degrees of separation from your target. That is to say, new EMP grenade favours map knowledge and rewards better stealth. ## Technical details <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> - `C.S/.../EmpSystem.cs` uses TryComp to turn on/off charging for `C.S/Power/Components/PowerNetworkBatteryComponent` - `C.S/Power/EntitySystems/PowerReceiverSystem.cs` listens to `EmpPulseEvent` to turn off. Requests to turn back on are additionally intercepted by `EmpSystem.cs` and cancelled. - `C.S/.../GravityGeneratorSystem.cs` listens to `EmpPulseEvent` and converts energy consumption to a normalised charge - `C.S/Power/EntitySystems/ApcSystem.cs` no longer toggles its breaker, but still listens to `EmpPulseEvent` for updating visuals. - `C.S/Power/EntitySystems/ChargerSystem.cs` was refactored to add a `ChargingComponent` flag to power cells instead of `ActiveCharger` on itself. Battery and Charger communicate through this flag. Listens to `EmpPulseEvent` for updating its state machine. New `ChargerUpdateStatusEvent` allows batteries to update the charger's status. - `C.S/Power/EntitySystems/BatterySystem.cs` can now be disabled, and checks for disabling before updating its charge. Raises `ChargerUpdateStatusEvent` when hearing `EmpDisabledRemoved` to tell its charger to start charging again. - `C.S/Power/PowerWireAction.cs` checks for `EmpDisabledComponent` before turning power back on. - `C.S/SurveillanceCamera/Systems/SurveillanceCameraSystem.cs` and `C.S/VendingMachines/VendingMachineSystem.cs` had redundant `EmpPulseEvent` listeners culled. - `Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml` buffed EMP grenade. ## Media <!-- PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. Small fixes/refactors are exempt. Any media may be used in SS14 progress reports, with clear credit given. If you're unsure whether your PR will require media, ask a maintainer. Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): --> https://www.youtube.com/embed/rSVph6OIg1s?si=8o4bx9Vx16B6usuu - outdated video demonstrating changes on a wizden map https://www.youtube.com/embed/B3iPhLcfs-0?si=trB1HY2ccjMf96Bj - electrical anomaly crit with updated emp - [x] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase **Changelog** <!-- Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog --> :cl: - tweak: EMP Grenades can now disable basically any electrical device, and stack in disable duration. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description #562 but using commands instead of tricks. Less user-friendly but makes you look like a hacker when you use them :trollface: <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/user-attachments/assets/818b6226-aea8-4f9a-b30d-5df39b8041e6) ![image](https://github.com/user-attachments/assets/f3c40feb-f84d-4083-bc9a-44f7b1dfb30d) ![image](https://github.com/user-attachments/assets/31827207-4903-4df1-9074-eb060d0cf63c) (ignore the missing locale, I fixes) </p></details> # Changelog :cl: - add: Admin tooling: added several admin commands to help manipulate entities' languages. --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description Added in penlights that spawn in Medical Staff PDAs. --- # TODO - [x] EyeCheck system - [x] Add in the bloody pens. --- <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/dc746aa2-782e-4d86-b9ef-9e012343fb87 </p> </details> --- # Changelog :cl: Tilkku - add: Added Pen Lights - add: Eye Examination --------- Signed-off-by: SleepyScarecrow <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description Cherry-picked from Delta-V, originally by @WarMechanic (DeltaV-Station/Delta-v#1455). Original Description: > Every pair of gloves now has its own fingerprint, so items can be traced back to gloves which can then be traced back to people. > > ## Why / Balance > > Evidence is very important to court cases running smoothly, so detectives now have more evidence that can certify whether or not John Syndicate's behaviour is valid. Traitors are now encouraged to either clean evidence off syndicate gear regardless of glove status, or use a disposable pair of gloves specifically for handling syndicate gear to be disposed of later. > > Aside from being required to obfuscate evidence you leave behind, there is now a value proposition to searching glove prints of departments. Wearing gloves that does not correspond your department can punish an unknowing detective into searching the wrong people. > > ## Technical details > > `FiberComponent.cs` now stores a Fiberprint variable like `FingerprintComponent.cs`. The code for assigning a fiberprint is the same as the fingerprint. When evidence is placed on an object, the fiberprint is concatenated to its localised fiber type. <details><summary><h1>Original Media</h1></summary> <p> > hm ok we have these specific gloves on an akms > <br> > > <img src="https://private-user-images.githubusercontent.com/69510347/345294367-55819ed3-1e89-401f-b7fb-0d8569bd7aa2.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI1NjU2ODYsIm5iZiI6MTcyMjU2NTM4NiwicGF0aCI6Ii82OTUxMDM0Ny8zNDUyOTQzNjctNTU4MTllZDMtMWU4OS00MDFmLWI3ZmItMGQ4NTY5YmQ3YWEyLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA4MDIlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwODAyVDAyMjMwNlomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTYxZWUxMjZjY2FiMTU1ODdlOGFiNDliN2ZjZjg4MmYxZmY3ZWY0MGMzN2UxZWM1MjA2MjBlYjY1ZDQ2YTJjMGYmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.t5sASM_0is4bqd1YIizQ0lldAZ5RAStbNzXNuzHmdfU"> > > hm well we found the gloves and they have fingerprints > <br> > > <img src="https://private-user-images.githubusercontent.com/69510347/345294443-a9b21171-bee5-4c5f-8ec6-cf5576572d45.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI1NjU2ODYsIm5iZiI6MTcyMjU2NTM4NiwicGF0aCI6Ii82OTUxMDM0Ny8zNDUyOTQ0NDMtYTliMjExNzEtYmVlNS00YzVmLThlYzYtY2Y1NTc2NTcyZDQ1LnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA4MDIlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwODAyVDAyMjMwNlomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTM3ZTY3NjRhZmEzMjRhYTkwNjUyOWI3MzgzOGM0ZWRjY2Q3MTg0YzViN2NjMDQyZTgzMDBiMmZlZDAyYWJjYjUmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.uSn27Drf1K8rcfQtYRo_fGKudbO03fp40GNHUSd4Uw0"> > > gotem > <br> > > <img src="https://private-user-images.githubusercontent.com/69510347/345294064-d6254f48-2d81-4702-ac03-c1c796712ef4.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjI1NjU2ODYsIm5iZiI6MTcyMjU2NTM4NiwicGF0aCI6Ii82OTUxMDM0Ny8zNDUyOTQwNjQtZDYyNTRmNDgtMmQ4MS00NzAyLWFjMDMtYzFjNzk2NzEyZWY0LnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA4MDIlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwODAyVDAyMjMwNlomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTgzNWYzODBmOWVhYzQzMjMxNDdlMzk5Zjk2ODY4N2I1ZWNmYmNkNGI2NGFlMjZiMDM1NGVjNDJlOGFjNjViN2YmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.TjsSLQpLoGsXOHS-wl_LSASdLxgeVTKxCGugkX7-v90"> </details> </p> # Changelog :cl: WarMechanic - add: Gloves now have unique fingerprints. Items can be traced back to gloves, which can then be traced back to people. --------- Signed-off-by: Angelo Fallaria <[email protected]> Co-authored-by: WarMechanic <[email protected]> Co-authored-by: deltanedas <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: VMSolidus <[email protected]>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> alphabetized physical-desc.ftl because it annoyed me
# Description Being a little too clever with omitting braces in complicated if statement chains in #686 caused blood regeneration for entities without Blood Deficiency to stop working altogether. I added some braces and now blood regeneration works again. I also added `DataField` to `HasBloodDeficiency` because I forgot to add that. # Changelog :cl: Skubman - fix: Passive blood regeneration now works again.
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Aug 16, 2024
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This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]>
# Description Adds **16** new horns to Onis, 10 of which are inspired by **Homestuck** trolls. Most of the new horns have three-tone variants, and some also have striped variants. New horns and available variants: - Antlers (Three Tone) - Aries (Three Tone) - Double Thick (Striped, Three Tone) - Erebia (Ringed, Three Tone) - Inclined (Three Tone) - Makara (Striped, Three Tone) - Nepeta (Three Tone) - Pisces (Striped, Three Tone) - Sagittarius - Serket (Three Tone) - Taurus (Striped, Three Tone) - Tavris (Three Tone) - Unicorn - Vantas (Three Tone) - Virgo (Three Tone) - Wavy (Striped, Three Tone) - Three Tone for the existing Double Curved horn - Three Tone for the existing Double Curved Outwards horn ## Media **Serket (Three Tone)** ![image](https://github.com/user-attachments/assets/69beabb3-01ea-49ac-9e9e-8d9351bf99df) <details><summary>See more</summary> **Makara (Striped)** ![image](https://github.com/user-attachments/assets/839707b7-c063-41f4-b59f-dc36f2126967) **Aries (Three Tone)** ![image](https://github.com/user-attachments/assets/ba7a65da-06d0-4ddd-b0d0-afa9cff5ad03) ![image](https://github.com/user-attachments/assets/b4abcdd2-a11e-4d4f-be61-1970e78cf588) **Antlers** ![image](https://github.com/user-attachments/assets/cfb47d5b-f985-4dbe-b86d-96c31472007f) **Pisces (Striped)** ![image](https://github.com/user-attachments/assets/9426c51e-49fe-41d4-b049-ee8b1a159c57) **Wavy** ![image](https://github.com/user-attachments/assets/c29420aa-4576-49ec-af08-0ff38aff7ea4) **Taurus (Striped)** ![image](https://github.com/user-attachments/assets/9aa3084e-4acc-473e-b875-465b242d0551) **Nepeta (Three Tone)** ![image](https://github.com/user-attachments/assets/639abc4a-0cf1-456a-b214-6520e39e992f) **Sagittarius (Three Tone)** ![image](https://github.com/user-attachments/assets/2a4a7c6f-0678-462d-8de6-f8fe6c10aef3) **Unicorn** ![image](https://github.com/user-attachments/assets/6783cbd4-2dcf-4204-bb03-3f3601e1c6f7) ![image](https://github.com/user-attachments/assets/c09f7ef3-a0e3-429f-be70-76db0232ad01) </details> ## Changelog :cl: Skubman - add: 16 new horns for Onis have been added, with three-tone variants and some striped variants! The new horns include the Serket, Nepeta, Vantas, Makara, and more. - add: The Oni horns Double Curved and Double Curved Outwards have received three-tone variants.
# Description It was never used but caused annoyance all the time: the listening post could never use the news console and ghosts/centcom officials/skeletons could never publish news because of it. (This was not tested, I recommend either waiting til I test it or making someone else test it before merging) # Changelog :cl: - fix: You no longer need to have a station record to publish news. Signed-off-by: Mnemotechnican <[email protected]>
This reverts commit 08822e3. # Description Our server partner White Dream had some unreported issues with their cherry-pick of the Antag Refactor, which it turns out were server breaking problems.
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Merging this tomorrow where i "CHECK" the server and making sure all works well. |
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Description
Latest upstream merge from https://github.com/Simple-Station/Einstein-Engines/
Read commit or changlog for full list of changes.
This will not be merged until more PR from EE is merged so this will be updated, (name of PR will be updated also)
Waiting for Psionic Refractor V2, Mood.
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🆑