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Upstream Merge 2024-09-14 #190
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FoxxoTrystan
merged 118 commits into
Fansana:master
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Mnemotechnician:feat/floof-upstream-merge-2024-09-15
Sep 23, 2024
Merged
Upstream Merge 2024-09-14 #190
FoxxoTrystan
merged 118 commits into
Fansana:master
from
Mnemotechnician:feat/floof-upstream-merge-2024-09-15
Sep 23, 2024
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Signed-off-by: Mnemotechnican <[email protected]>
# Description Glacier, Core, and Saltern were missing their assistant job slots(My mistake, when the Linter said I needed to set the Overflow job, I assumed it meant "Replace the [-1, -1] slot with the Overflow", but apparently both are needed. Additionally, Glacier, Core, and Saltern are now added to the Map Pool. :cl: - add: Glacier, Core, and Saltern now have assistant job slots. - add: Glacier, Core, and Saltern are now able to be voted on for map selection.
# Description We had some issues and concerns reported by more than a few server hosts that having the default right click be *both* a power attack and a wide swing was extremely undesireable. Since our original intention was to actually deprecate "Wide Swing" only to a handful of a few weapons designed around it, the behavior of this is now that power attack with no wide swing is the default for all weapons. Power attacks are still easier to aim than left clicks, but can only hit a single target except on certain weapons, deal bonus damage in exchange for stamina, and have a narrow 45 degree cone so as to enforce the need to right click at least relatively near your intended target. # Changelog :cl: - tweak: Wide Swing is no longer possible as a default on all weapons, the default is now Power Attack (10 stamina spent, for 20% bonus damage to single target only). Only a small number of weapons designed to "Cleave", still have their wide swing functionality.
<!-- 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]? --> Changes some outfits, notably the Operative Jumpskirt, Kimono, Dark/Light Monastic Robes, and the Gladiator Uniform to be assigned as skirts, rather than suits. This allows harpies to wear them. In addition, the UnsensoredClothingSkirtBase base now possesses the 'ClothMade' tag, allowing moths to eat outfits with this base. --- <!-- 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 --> # 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: Fixes a few typos in outfit descriptions - fix: The Kimono, Dark/Light Monastic Robes, Gladiator Uniform, and Operative Jumpskirt should be properly considered jumpskirts, and are by extension wearable for harpies. - fix: Moths should be able to eat outfits with the UnsensoredClothingSkirtBase parent.
# Description Apparently people thought we had removed the Arrivals Terminal from the game. This corrects it so that the default behavior is Arrivals to be enabled. # Changelog :cl: - fix: Arrivals has been re-enabled. I feel sorry for all the people who thought we had disabled it. This was a legacy toggle that was leftover from when we forked DeltaV
# Description I have updated the Contests System to make it safe to use by Americans. This is accomplished by adding very helpful warning labels, as well as restricting the Range of all its functions so that they cannot return either a negative number, or a zero. Therefore, all Contests are now perfectly safe to divide by. # Changelog :cl: - tweak: ContestsSystem(Mass Contest, Stamina Contest, Health Contest, Mind Contest, Mood Contest, and Every Contest) have all been updated to be safe to divide by, since it is no longer possible for them to ever return 0. Instead they will just return 0.0000000000000000000000000000000000000000000001401298, so if you divide by an unclamped contest, I hope you like your function randomly returning the 32bit integer limit. - add: Warning labels have been added to all Contests to make them comply with the demands of the American consumer market.
# Description I made this PR in response to a bug report from Floof, where it was discovered that a "Minimum Size Felinid or Harpy" is instantaneously killed by mouse traps. Which confused me, because Felinids and Harpies are intended to be immune to floor traps like landmines, glass, and mouse traps. Then I discovered that mouse traps overwrite the step trigger cancellation, meaning that mouse traps will just completely ignore a Felinid/Harpy canceling the step trigger. Additionally, to my endless frustration, the Felinid/Harpy floor trap immunity is handled by a Tag and not a Component, which isn't really acceptable in this day and age. I decided to take a little bit of a different approach to this problem, first by doing the usual code cleanup to EE standards. Then by adding a new StepTriggerImmuneComponent. This component acts as an early-exit for the entire StepTriggerSystem, immediately at the initial entrypoint, during the CanTrigger bool. This component is given to Felinids and Harpies by default, representing their "Extremely low density bodies" having too much surface area and not enough mass to trigger floor traps. Effectively, they are now working as originally intended, by having immunity to setting off landmines. Because we have a trait point system, and this is coincidentally also a trait requested by Nuclear14, I have gone ahead and created a Trait that gives this component to anyone willing to pay the points for it. # Changelog :cl: - fix: Felinids and Harpies will now correctly never set off floor traps, such as landmines and mouse traps. - add: Trap Avoider has been added as a new trait, allowing characters to buy the innate ability to avoid floor traps. I would have named this "Light Step", after the trait from Fallout that shares its name and effect, but someone already gave that name to a different trait entirely. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description It's time to finally rip off a bandaid, and cease fucking with awful layer garbage and marking workarounds. This PR completely removes the Arms and Legs marking categories, replacing them with: 1. Right Arm 2. Right Hand 3. Left Arm 4. Left Hand 5. Right Leg 6. Right Foot 7. Left Leg 8. Left Foot Finally, removing harpy layer shitcode is within our grasp. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/7cb5cb2d-ec5a-4269-a29b-08eeabc5668b) ![image](https://github.com/user-attachments/assets/a5b8861d-ae25-45cb-96d7-2d4dbf17be98) </p> </details> # Changelog :cl: - add: Arm and Leg markings are now split between individual arms, hands, legs, and feet.
# Description Thank you to Remuchi from White Dream Project for this, I appreciate your help with this. # TODO - [x] Wait for actual testing to be done to verify that this actually works. # Changelog :cl: @Remuchi - add: The Antag Refactor has been once again added back in. More antags will be coming soon. --------- Co-authored-by: Remuchi <[email protected]> Co-authored-by: Leon Friedrich <[email protected]> Co-authored-by: Nemanja <[email protected]> Co-authored-by: deltanedas <[email protected]>
# Description SOMEHOW THIS GOT PAST THE LINTER. THE FUCK?
# Description Adds an auto-generated list of recipes to the guidebook. This was mostly made using the chemical list as a reference, so it's a bit shitcode-ey. # TODO - [X] Make less ugly (add paddings to table cells and fix colors) - [X] Fix sprites not working - [X] Unshitcode (if possible) <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/597cbec1-7114-480b-ab8d-5ed9f8b2e0c3 </p> </details> # Changelog :cl: - add: The "food recipes" page in guidebook now contains an automatically generated list of food recipes.
# Description By request from our downstreams. # Changelog :cl: - add: Rat Kings have returned to the default event rotation.
# Description Jetpacks can now be configured via CCVar in a server's TOML file to allow for certain behaviors that people have repeatedly asked for, and were denied by Wizden on the basis that, "Wizden doesn't want this on their servers". Well the request has reached my lap, and my response to this is, "I have the power to give that choice directly to individual servers." Here you go. Enjoy. This PR makes it so that jetpacks can be set in Server Configuration to - Be usable in ANY condition, even on grids with gravity - Be usable in zero gravity, even on grids - Or set the 2 new CVars to false, and it'll just work like it did before. # Changelog :cl: - add: Jetpacks now work in zero gravity. - add: New CCVar "jetpack.enable_anywhere" allows server hosts to optionally make it so that jetpacks can be used anywhere, even in gravity and on grids. - add: New CCVar "jetpack.enable_in_no_gravity" allows server hosts to optionally disable jetpacks being usable in zero gravity.
# Description This PR creates Loadout Groups specific to Medical jobs, and provides a discount on all medical loadout items in return for having the group limit behavior. # Changelog :cl: - add: Medical Job related items are now part of a Medical loadout group, and have all been significantly discounted. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Tweaked penlights some. You can no longer examine random objects, you cannot examine your own eyes, and the penlight now needs to be actually on in order to use. Also tweaked the messages to be more accurate. # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: Tilkku - tweak: Penlight Exam Messages - fix: Penlights now need to be on in order to examine - fix: Penlights can no longer be used on self --------- Signed-off-by: SleepyScarecrow <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description 4 fixes: - Fixed translators stopping to provide a language for a fraction of a tick, causing the provided language to get de-selected when moving a translator within your inventory (from hands to pocket or otherwise) - Fixed translators not updating your languages when running out of power (literally forgot to call UpdateEntityLanguages) - Fixed language menu breaking after you reconnect to the server (the issue is tricky, apparently all subscriptions made by ui controllers are invalidated when the client switches from gameplay state to menu state (the "you are disconnected" one), but never calls Initialize() for them again, which means they can never re-create the same subscriptions... Which explains why the ahelp menu was breaking for me after reconnecting. All UI controllers that make event subscriptions are affected by this bug) - Fixed the language menu button not updating when you close the menu manually. # Changelog :cl: - fix: Fixed a couple issues with the language menu UI and translators.
# Description This PR creates Loadout Groups specific to Cargo jobs, and provides a discount on all their loadout items in return for having the group limit behavior. --- # Changelog :cl: Mocho - add: Cargo Job related items are now part of a Cargo loadout group, and have all been significantly discounted. --------- Signed-off-by: gluesniffler <[email protected]>
…934) # Description Surprise motherfucker, here's a massive fucking refactor of SharedMeleeWeaponSystem. The MeleeWeaponComponent now allows for melee weapons to directly configure how and what members of the ContestsSystem they wish to utilize for influencing damage. Additionally, the damage of a melee weapon modified by Contests is now also visible when examined(Although this only reflects damage as per the current condition of the user). # Changelog :cl: - add: Melee Weapons can now individually define their interactions with the ContestsSystem. - add: Added the ContestArgs type, allowing arbitrarily any component to contain a list of arguments for ContestSystems. - add: Added the ContestConstructor, a new type of meta-Contest that enables other systems to use components to define all possible contest behaviors, rather than needing to hardcode specific interactions.
# Description Adds a CVAR that when enabled, allows entities to crawl under tables/flaps by lowering their DrawDepth, which in turn protects them from being targeted for projectiles while crawling. Additionally tables and plastic flaps were given collision properties along with reduced damage thresholds, so guns can target & destroy them easily if your mouse is on top of them. --- <h1>Media</h1> <p> https://github.com/user-attachments/assets/77a04198-11cb-4895-bf2d-6f82b7f2bb5b </p> </details> --- # Changelog :cl: - add: Adds an optional server variable which allows entities to crawl under tables. - tweak: Tables and plastic flaps are less resistant to damage, and can now be targeted by guns by aiming on top of them. --------- Signed-off-by: gluesniffler <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# A followup PR to the previous melee rebalancing, taking in feedback from multiple sources. There were some unintended changes bundled with the previous melee changes that didn't flow well together. I'm documenting everything here but would like to preface this by saying that, while a number of folks have had issues with the changes, there's been a surprisingly quiet amount of people who have just come forward and said that they've liked a number of the changes. Instead of just being satisfied with this, I would like to appease the folks who have had difficulties adjusting to the melee changes by improving the experience on a number of weapons and strange outlier cases that have cropped up. Below is the changelog any item not listed was either only changed by the Default Wide Swing change or had no change at all: **Default Wide Swing** Angle 45 -> 60 Stamina Cost 10 -> 2.5 MaxTargets 1 -> 3 _-I wasn't aware that the max targets and angle was being dropped when I made my initial changes, the stamina cost was a bit too high(was originally supposed to be 5 at one point). 2.5 should be rarely felt and does more to halt stamina regen than directly impact the stamina pool. Any weapon denoted below with a ^ symbol is buffed by this change._ **ElectricGuitar** heavyStaminaCost 10 -> 7.5 **BassGuitar** heavyStaminaCost 10 -> 7.5 **RockGuitar** heavyStaminaCost 15 -> 10 **Banjo** heavyStaminaCost 10 -> 7.5 _-All of the guitars have received less of a stamina cost, excluding the acoustic which is fine at 10._ **RubberDuck** range 1.3 -> 1.5 heavyStaminaCost 5 -> default _Fear the duck._ **BrokenBottle** attackRate 1.5 -> 1.4 range 1.3 -> 1.4 _-Normalizing the range to feel less ass, but pulling back the attack rate a smidge as a result._ **FireExtinguisher** heavyStaminaCost 10 -> 7.5 maxTargets 8 -> 6 **HolyBible** maxTargets 3 -> 4 **MiniHoe** heavyStaminaCost 5 -> default **PlantClippers** heavyStaminaCost 5 -> default **Hatchet** ^ range 1.25 -> 1.4 **Mops** heavyStaminaCost 10 -> 7.5 _-Mopfu is real._ **Drill** range 1.3 -> 1.4 **Scalpel** range 1.25 -> 1.4 **CircularSaw + AdvancedCircularSaw** attackRate 1.25 -> 1.15 range 1.4 -> 1.5 heavyStaminaCost 15 -> 10 _-The heavy attack for these weapons is a 360 spin, try it out._ **SecLight** BluntStamina 1.5 -> 2 heavyStaminaCost 5 -> default _-This now does about 14 stamina damage on hit, for when you really need to harm baton._ **GasTanks** heavyStaminaCost 15 -> 10 maxTargets 1 -> 3 angle 140 -> 100 _-Been told this is a strong weapon, but a bit odd and unreliable. This should be easier to use but still keep it's flavor._ **JawsOfLife** attackRate 0.75 -> 0.85 range 1.75 -> 1.65 heavyStaminaCost 10 -> 5 **Toolboxes** ^ heavyStaminaCost 10 -> 7.5 **BaseTools** heavyStaminaCost 5 -> default **RollingPin** heavyStaminaCost 5 -> default maxTargets 1 -> 2 **BaseballBat** heavyStaminaCost 15 -> 10 **RitualDagger** range 1.4 -> 1.5 **EldritchBlade** range 1.75 -> 1.65 heavyStaminaCost 10 -> 7.5 **UnholyHalberd** attackrate 0.75 -> 0.85 heavyStaminaCost 10 -> 7.5 **HomeRunBat** heavyStaminaCost 25 -> 15 maxTargets 2 -> Default **Knife** range 1.4 -> 1.5 heavyStaminaCost 5 -> default _-This change parents over to majority of knives including the cleaver._ **Shiv** range 0.75 -> 1.4 _-Whoops!_ **Crusher** ^ attackRate 0.75 -> 0.85 range 1.75 -> 1.65 heavyStaminaCost 10 -> 7.5 **CrusherDagger** heavyStaminaCost 5 -> default **Pickaxe** attackRate 0.75 -> 0.85 range 1.75 -> 1.5 heavyStaminaCost 5 -> default maxTargets 2 -> 5 angle 60 -> 80 **Drill** attackRate 0.5 -> 1.2 range 1.4 -> 1.5 Blunt 9 -> 6 heavyStaminaCost 10 -> default maxTargets (default) _-I really despise the current balance of mining/salvage, the gameplay loops require you to destroy fifty rocks to get two plasma and a bar of gold. Your tools are now fixed._ **Sledgehammer** attackRate 0.75 -> 0.8 heavyStaminaCost 15 -> 7.5 _-This can hit 10 people btw._ **Spears** _-No changes here, just a remark that they are pretty strong and a good option yet again._ **Stunprod** attackRate 0.8 -> 1 range 1.4 -> 1.5 heavyStaminaCost 5 -> default maxtargets (default) angle (default _-So when not powered this thing does 15 stam damage when you smack someone with it, so if it runs out of power you can still smack the person a bit to stun them, but here, it's been buffed a bit more._ **Katana** heavyRange 3 -> 2.75 heavyStaminaCost 10 -> 15 _-The heavy attack of the Katana is comically overpowered, it has an absurd range. This is still really funny and cool but a little more balanced._ **Machete** ^ heavyStaminaCost 10 -> 7.5 **Claymore** heavyStaminaCost 20 -> 15 **Cutlass** heavyStaminaCost 10 -> 7.5 **StunBaton** bluntStamina 2.0 -> 2.5 heavyStaminaCost 5 -> 1 maxTargets (default) angle (default) _-Wow, from all the reports I got about this I thought I messed up on the balance of the stun baton, but honestly it was just a case of security players actually just sucking, lmao, this one is a full problème de compétence but whatever, I'm changing the stamina cost to 1, which shouldn't drop you at all, but will prevent your stamina from recovering if you just spam your wide swing. I've also further buffed the harm baton functionality._ **Truncheon** heavyStaminaCost 10 -> 7.5 . And that's it. Realistically this is just an overall adjustment of stamina costs to be a bit less punishing but this is all fairly redundant, a number of the 'issues' were spawned by default melee values not being updated properly to some codebases and people just spamming their power attack because that's how its been for a few months. This should be considerably better but please left click a little instead of flailing around. :cl: ODJ - tweak: Tweaked melee; Less stamina usage on heavy attacks. Co-authored-by: jcsmithing <[email protected]>
# Description This PR un-hardcodes the JukeSystem timer, such that individual NPC HTN Blackboards can directly state how often, and how far they wish to juke. The effect of this is that NPCs are no longer completely impossible to hit with left-clicks in melee combat, while also allowing for more "Elite" enemies that juke more aggressively and more often to be created. Additionally, by introducing an exit condition based on this new "Juke Cooldown", I have made the Juke Operator run a metric shitload of expensive calculations 5000 times less often. <details><summary><h1>Media</h1></summary> <p> Melee enemy with the new default juke settings, 0.5 second juke duration, with 5 second juke Cooldown. The reagent slime will attempt to close to melee with its enemy, but will now only attempt to evade melee attacks once per 5 seconds. They will otherwise attempt to stay within melee range. https://github.com/user-attachments/assets/653e2064-e404-4be6-a958-da43096de502 </p> </details> # Changelog :cl: - tweak: JukeOperator now allows for JukeDuration and JukeCooldown arguments. JukeCooldown is a new feature where enemies must wait an amount of time in seconds equal to the JukeCooldown, before they are allowed to attempt to dodge a melee attack. - tweak: By default, NPCs will only attempt to dodge attacks once every 5 seconds. - fix: JukeOperator now performs extremely expensive math 5000 times less often. EXIT CONDITIONS PEOPLE!
# Description I hate when people don't use nullables correctly, and SOMEHOW a null reference is still being handed into IPCs.
# Description Take 1, I hope it's this simple. This is an important balancing feature that means you can't use longarms (Rifles, Machine Guns, Shotguns, etc.) without holding them in two hands. I might revisit this later and create options that can bypass this requirement, but for now this is needed so that Nukies in EE don't just "Buy Jugsuit, L6, Eshield, Auto-Win". # Changelog :cl: - add: All "Long-arms", Rifles, Light Machine Guns, Shotguns, now require wielding to use.
<!-- 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]? --> - Ports the Atmospheric Alerts Computer, as implemented on WizDen --- # TODO [x] small fixes <!-- 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 --> n/a --- <!-- 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> ![Snímka obrazovky 2024-09-13 225958](https://github.com/user-attachments/assets/e03a5535-4e1d-427b-97b3-91b515e7df59) </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: zelezniciar - add: Added Atmospheric Alerts Computer Co-authored-by: SsalamethVersaach <[email protected]>
# Description This is a very _early_ take on a Language menu, making use of the new CharacterItemGroups functionality, as well as functionality added to the trait system that allows it to add and remove languages directly. This PR adds in the languages Tau-Cetic Basic(taking the place of Galactic Common), Tradeband, Freespeak, Elyran Standard, and Sol Common(I'm replacing the extremely basic bastardized Sol Common we had before with the fully realized version of it from Bay12). <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/68d054b6-975b-42db-b039-d517e337ace3) </p> </details> # Changelog :cl: - add: A basic Languages menu has been added into the Traits tab. - add: Tau-Ceti Basic, Tradeband, Freespeak, Elyran Standard, Sol Common, and Sign Language have been added to the Languages tab.
# Description This should have been removed awhile ago. This objective shouldn't exist because you automatically win it entirely by default if you selected the Latent Psychic trait in Chargen. And you permanently fail the objective if you didn't select said trait. # Changelog :cl: - remove: Removed the "Become Psionic" traitor objective. It was literally impossible to fail if you took the Latent Psychic trait, and literally impossible to greentext if you didn't.
…ngines into feat/floof-upstream-merge-2024-09-15
Everything still works as far as I could test. |
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test fails are valid
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Priority: 1-High
Needs to be resolved as soon as possible
Status: Needs Review
Someone please review this
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Description
Routine upstream merge, catches us with upstream as of 2024-09-14. Floof loadouts were updated in accordance with the new changes as a part of this merge. Also early-merging Simple-Station/Einstein-Engines#890 to "hotfix" an issue with quick constructions.
NOTE: for an unknown reason, command loadouts are a bit broken upstream and are placed in "uncategorized" instead of the respective command sub-categories. If that gets fixed upstream before this PR is merged, I'll merge the fix as a part of this PR.
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