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Merges & Cherry-Picks From EE up to 2025-01-24 #505
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FoxxoTrystan
merged 33 commits into
Fansana:master
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Mnemotechnician:floof/cherrypick/ee-2024-01-21
Feb 2, 2025
Merged
Merges & Cherry-Picks From EE up to 2025-01-24 #505
FoxxoTrystan
merged 33 commits into
Fansana:master
from
Mnemotechnician:floof/cherrypick/ee-2024-01-21
Feb 2, 2025
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# Description QoL updates to improve the stamina management experience with power attacks: - The stamina cost of an object's power attack can be revealed by examining its damage values. - Power attacks can't be done if your stamina is too low, so you can't accidentally stamcrit yourself with power attacks anymore. - **Nerf:** Power attacks now cost stamina even without hitting anything. - Prevent power attacks from showing a blue visual effect on the character who attacked due to stamina damage. ## Media **Gameplay** https://github.com/user-attachments/assets/f5031ce3-8303-475a-9c37-d8004ed55dbc **Damage Examine** <img src="https://github.com/user-attachments/assets/82821d5a-176b-4edf-93c4-f08f9c104c7a" width=300px> <img src="https://github.com/user-attachments/assets/6347db9f-11e3-45fd-8317-f132a125082a" width=300px> ## Changelog :cl: Skubman - add: The stamina cost of an object's power attack can now be revealed by examining its damage values. - tweak: Power attacks can't be done if your stamina is too low, so you can't accidentally stamcrit yourself with power attacks anymore. - tweak: Power attacks now cost stamina even without hitting anything. - tweak: Prevent power attacks from showing a blue visual effect on the character who attacked due to stamina damage.
# Description Small oversight that Glimmer Wisps are generally described as drinking their victim's soul and obliterating their entire personhood. Which is fundamentally just mindbreaking said person. So this PR makes it so that Glimmer Wisps killing a psion also inflicts the Mindbroken condition on them. # Changelog :cl: - add: Glimmer Wisps now completely obliterate their victim's Personhood, inflicting the Mindbroken condition on them.
# Description This was entirely too long overdue. I am reorganizing the entirety of all ingame loadouts, so that it is possible to see what jobs are actually missing loadout items. Every job in the game will have its own loadout tab, each of them all sharing the same organization hierarchy with *plainly visible blank spaces* that people can use to see what jobs are in need of having things added to them. Command category only contains Captain, Head of Personel, with space for Centcomm roles and Blueshield if we ever add those. Instead all of the "Department Specific Commands" are sorted with their respective departments. Which makes it really obvious if for instance there's an entire 2nd list of Head of Security drip... # TODO - [X] All of the Categories - [x] Localize the categories - [x] Make item groups for everything ## Organize Command - [x] Captain - [x] Head Of Personnel ## Organize Engineering - [x] atmos tech - [x] CE - [x] senior engineer - [x] station engineer - [x] tech assistant ## Organize Epistemics - [x] acolyte - [x] cataloger - [x] chaplain - [x] golemancer - [x] mystagogue - [x] mystic - [x] noviciate - [x] psionic mantis ## Organize Logistics - [x] cargo tech - [x] courier - [x] LO - [x] salvage ## Organize Medical - [x] chemist - [x] CMO - [x] doctor - [x] medical intern - [x] paramed - [x] senior physician ## Organize Security - [x] cadet - [x] corpsman - [x] detective - [x] HOS - [x] secoff - [x] senior officer - [x] warden ## Organize Service - [x] bartender - [x] botanist - [x] chef - [x] clown - [x] janitor - [x] lawyer - [x] mime - [x] musician - [x] reporter ## GUH - [x] Add literally everything we are missing - [x] Do literally all of the Job specific Item Groups <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> # Changelog :cl: - fix: Reorganized Loadouts so that all Jobs now have their own job specific tabs. The code for them has been thoroughly reorganized too, such that figuring out which jobs are missing crap is way easier to do. - add: Captain's Personal Weapon loadout category. Currently only contains a choice between the antique laser pistol, or a pulse pistol. Whichever choice is made will be used as a target for a traitor objective. --------- Signed-off-by: VMSolidus <[email protected]>
# Description This fixes some stupid math. Power attacks are now correctly slower than left clicks. Previously they were faster. # Changelog :cl: - fix: Power Attacks now correctly apply a penalty on swing speed, and are no longer faster than left clicking.
# Description Converted the descriptions of most wizden traits to a more formal and roleplay-oriented style, also clarifying some aspects of other traits in the process. --- TODO: - [ ] Test this --- # Changelog :cl: - tweak: Tweaked the descriptions of most Wizden traits to be more vivid and descriptive. --------- Signed-off-by: Mnemotechnican <[email protected]>
# Description This PR effectively "Reworks" several of the Bionic Traits through use of new modular TraitFunctions. These being, **TraitPushDescription**: Ensures that an entity has the new ExtendDescriptionComponent, then writes to said component. ExtendDescriptionComponent serves as a new highly modular "One stop shop" for any system wanting to add text to the shift-click examine window. It even accepts arguments for text color, font size, and whether or not a person must be standing within touching distance to "See" the provided texts. It accepts arbitrarily any number of descriptions. **TraitAddArmor**: This takes advantage of a new functionality for the DamageableSystem, whereby entities are able to have more than one DamageModifierSet. This allows arbitrarily any number of traits to add as many modifier sets as desired, without fear of any compatibility issues. These can be both negative and positive, and as Skubman has pointed out, this can also be used to create negative traits that make a character more vulnerable to a given damage type! Additionally, most of the Bionics Traits have been reworked. CyberEyes has been split into two modules, one for the base implant, and one for the Flash Protection. Dermal Armor has been reworked using TraitAddArmor, so that it no longer replaces your original modifier set, and instead stacks multiplicatively with whatever your original species modifier set was. Thus, it can now be taken by any species. # TODO <details><summary><h1>Media</h1></summary> <p> TraitPushDescription ![image](https://github.com/user-attachments/assets/4661671a-6f20-4cb1-9fad-41c36f7ad79e) TraitAddArmor ![image](https://github.com/user-attachments/assets/bbc823e1-73bf-471d-b5f6-ef8cdf35c746) </p> </details> # Changelog :cl: - add: Five new functions for the Trait System, AddArmor, PushDescription, ModifyMobThresholds, AddSolutionContainer, and ModifyStamina. - tweak: CyberEyes Basic System has been split, now Flash Protection is a separate module. - add: Dermal Armor no longer replaces your original species damage resistances. It now stacks multiplicatively with your original resistances. - tweak: Dermal Armor can now be taken by any species, not just Humans. - add: Dermal Armor, and Bionic Arms can now be revealed by a close examination. Shift click on someone within touching distance will reveal if they have these "Obvious" cyberware. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Remuchi <[email protected]>
# Description Makes it so that using one anomaly scanner on another transfers the anomaly data onto the used scanner. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/b212e6e8-58a3-4a64-a216-3ba496a81d4a) </p> </details> # Changelog :cl: - add: You can now touch one anomaly scanner with another to copy the anomaly scan data from it.
<!-- 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]? --> Mass bug fixing, for bugs related to #1220. Feel free to link or send bugs. Fix list: - #1242 - #1243 - #1244 - space-wizards/space-station-14#28084 - space-wizards/space-station-14#28282 - Actually fixed PirateRadioSpawnRule heisentest (with a bandaid) (I cancel if it's 0) - Simple-Station/Einstein-Engines#1263 --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - fix: Fixed chair visuals drawing depth wrongly if you sat in a north-facing chair. - fix: Fixed buckling doing several buckles each time you did one. - fix: Fixed the magic mirror. - fix: Fixed beds re-positioning you every few seconds. - fix: Fixed E not opening containers that are in another container. - fix: Fixed disposal systems not flushing or ejecting properly. --------- Co-authored-by: sleepyyapril <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> Co-authored-by: Nemanja <[email protected]>
# Description Oops. Some files refer to the non-existent **Pierce** damage type when the proper name is **Piercing**. # Changelog :cl: Skubman - fix: Piercing damage can now dismember body parts, just like Blunt and Slash damage.
<!-- 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]? --> + Buffed applicable medication heal values. + Buffed applicable medication stack sizes. + Slightly buffed dylovene, burn, and brute chems. + Buffed applicable medication doAfter delay from 3s to 2s. --- ## Why / Balance <!-- Discuss how this would affect game balance or explain why it was changed. Link any relevant discussions or issues. --> This change was made with the advent of the new Limb Damage system. This PR seeks to achieve making SS14 Medical more equivalent to SS13 Medical when it comes to healing damage values. This was done as Bruise Packs and Ointment only heal 5 Brute or 5 Burn respectively when applied to a limb. When each limb has a 100 Crit threshold, this can make it extremely hard even with surgery to heal limbs in the absence of Chemicals. Furthermore on higher pop, this will lead to people burning through applicable meds even faster than before Limb Damage was implemented. It would take 34 bruise packs to heal someone with 170 Blunt spread out across their limbs, with this change it would reduce that to 12 bruise packs. Full list of numerical val changes: - Healing component doAfter Delay reduced. was 3s, now its 2s. - Applicable medical items now have a max stack size of 15 (was 10). - Ointment heals 15 of each burn type, 10 caustic (was 5 of each burn type, 1.5 caustic) - Mesh now heals 20 of each burn type (was 10 of each burn type). - Bruise Packs now heal 15 of each brute type (was 5 of each brute type) - Sutures now heal 20 of each brute type (was 10 of each brute type) - Bloodpacks now heal 2.5 Bloodloss & restore 10% bloodlevel (was .5 Bloodloss and 5%) - Gauzes now heal 15 Slash and 20 Pierce (was 5 Slash and 10 Pierce) - Dylovene now heals 1.5 Poison per .5u (was 1 Poison per .5u) - Bicaridine now heals 2.5 Brute per .5u (Was 2 Brute per .5u) - Dermaline now heals 2 Burn per .5u (was 1.5 Burn per .5u) - Epinephrine now heals 1 Burn & 1 Brute per .5u (was .5 for each per .5u) - Kelotane now heals .5 Burn per .5u (was .33 Burn per .5u) - Omnizine now heals 3 Burn, Toxin, Airloss, and Brute per .5u (was 2 per .5u) - Lacerinol now heals 4 Slash per .5u (was 3 per .5u) - Bruizine now heals 4 Blunt per .5u (was 3.5 per .5u) # 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] Cherry-pick Medical changes merged in Goobstation --- <!-- 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 --> --- ## Breaking changes <!-- List any breaking changes, including namespaces, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be posted in #codebase-changes. --> Should values be overtuned, they can be reduced in a future PR or before this PR is merged. **Changelog** <!-- Add a Changelog entry to make players aware of new features or changes that could affect gameplay. Make sure to read the guidelines and take this Changelog template out of the comment block in order for it to show up. Changelog must have a 🆑 symbol, so the bot recognizes the changes and adds them to the game's changelog. --> 🆑 - tweak: Increased applicable medication heal values. - tweak: Increased stack size of applicable medications. - tweak: Slightly increased dylovene, burn, and brute chemicals heal values. - tweak: Decreased Medical item application time from 3s to 2s --------- Signed-off-by: sleepyyapril <[email protected]> Signed-off-by: Tmanzxd <[email protected]> Co-authored-by: sleepyyapril <[email protected]>
…errypick/ee-2024-01-21
…errypick/ee-2024-01-21
…errypick/ee-2024-01-21
# Description # TODO - [x] Custom name/desc/color tint, toggleable individually per-loadout - [x] Fix them not changing correctly between profiles in-editor - [x] Preview colors in the lobby - [x] Allow the users to null the color themselves (and default it to such) - [x] Pick what should be allowed to be recolored - [x] Guidebook links - [x] Make an example - [x] Special components for loadouts - [x] Heirlooms - [x] Pick what should have heirlooms - [x] Decimate lag - [x] Fix live character preview - Maybe do characters per job - Rethink unusable --- <details><summary><h1>Media</h1></summary> <p> <!-- ![image](https://github.com/user-attachments/assets/cce7dcf3-eeb6-4998-ae88-6373db8cb93f) --> https://github.com/user-attachments/assets/bcf61517-6b64-40d2-b299-7462e2469fe2 </p> </details> --- # Changelog :cl: - add: Players can set custom names, descriptions, and color tints for their loadout items - add: Certain loadouts may have Guidebook pages shown in the editor - add: Players can pick a list of loadout items to have one randomly be their family heirloom for a mood bonus or deficit if they are carrying it - fix: Loadouts have almost as little lag as possible (hopefully none) - fix: Everything properly updates your character editor's live preview --------- Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: Pspritechologist <[email protected]> (cherry picked from commit f0463062812428625da9e8adad60c8a567fdacbe)
...Oh holy shit, we are hitting the UI style update limit with loadouts v4. Seems like this issue with them was never fixed and the PR implementing lazy loading is still a draft. I will see what can be done... |
This reverts commit 0ad849a.
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
…o floof/cherrypick/ee-2024-01-21
Ok..? Git didn't even tell me there was a merge conflict, the file was auto-merged... sighs |
Fansana
approved these changes
Feb 2, 2025
FoxxoTrystan
approved these changes
Feb 2, 2025
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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
This merges all of upstream changes up to but not including the blood cult, leaving us only 2 months behind EE (with the latest merged commit dating back to 2024-11-22). This includes the following upstream PRs:
and power attack rate fix (#1252)(reverted, see maint chat).Loadouts V4 #1164, cherry-picked out-of-order.(excluded, we will get to that later. It's straight up unusable in its current state)The following changes should already be merged into floof:
The following changes have been performed floofstation-side:
Media
weeee-2025-01-24_22.19.32.mp4
god.I.hate.naming.video.fiileees.mp4
Changelog
🆑