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Merge Upstream #14

Merged
merged 71 commits into from
Nov 17, 2024
Merged

Merge Upstream #14

merged 71 commits into from
Nov 17, 2024

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Description

Description.


TODO

  • Task
  • Completed Task

Media

Example Media Embed


Changelog

🆑

  • add: Added fun :D
  • tweak: Tweaked fun
  • fix: Fixed fun!
  • remove: Removed fun :(

Ichaie and others added 30 commits November 1, 2024 19:01
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# Description

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This PR updates the Gax map, completely modifying the AI ​​Core and
preparing the location for the future addition of AI to the game.

---

# TODO

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- [x] Pipes, scrubbers, air vent and air alarms
- [x] Layout
- [x] Energy sistem
- [x] New Telecomms
- [x] Minor things
- [x] Cameras
- [x] Map images

---

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<details><summary><h1>Media</h1></summary>
<p>

Old version:

![image](https://github.com/user-attachments/assets/3ca6fce1-7461-4c54-82c9-23192291afdb)

new:

![image](https://github.com/user-attachments/assets/f15901ea-bda1-4c3e-96f3-389dfd7673eb)


</p>
</details>

---

# Changelog

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:cl:
- add: Fixed several issues with the Gax Station. It also now has a
newly redesigned AI Satellite.

---------

Co-authored-by: VMSolidus <[email protected]>
# Description

This PR makes several updates to Saltern, mostly related to Engineering,
Logistics, and Service. Engineering no longer has an AME, or a TEG,
instead having a large and well stocked generator room, with many more
SMES than normal for a station of its size. Since Atmos no longer has a
TEG, and is directly linked to the Supermatter engine, Atmos now has a
roundstart "Basic" atmos setup, which simply needs to be configured.
There are also several solar arrays that are setup roundstart, although
the "Main Solars" are still not setup roundstart.

The Supermatter engine has had LV cables placed to make sure that the
South section of it is properly lit. Additionally, it now features a
Blow-Off Valve. I had to fix the stupid code for the pressure activated
valve so that it actually does what it should(Being analagous to a side
pressure valve AKA Blow-Off Valve). It now also features a button to
vent the core directly to space in an emergency. Via blast doors. No
more needing to enter the core with an RCD to vent it. You can just open
the blast doors from the control room.

Service has had their bar area "Prettied up". 

Security now has a Corpsman room, with a Corpsman spawner.

Logistics no longer spawns with an ATS or a Cargo Shuttle, it now has
the trade station functionality directly built into the cargo bay.
Salvage now has their own docking area for their shuttle.

To GUARANTEE that the damn stupid evac shuttle actually docks, and the
tests will stop annoying me, Saltern's evac umbilicals have been
extended such that they fully clear the bounding box of the station.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/a8cb4b42-b080-4211-807f-c5a2de541692)


![image](https://github.com/user-attachments/assets/fded6595-35ce-4728-a3b8-3e46ab1e3d19)


![image](https://github.com/user-attachments/assets/71dd5beb-9b4e-4568-b28d-310deacdb62d)


![image](https://github.com/user-attachments/assets/5bc2b21f-85ed-49e6-8a39-e84963b57767)

</p>
</details>

# Changelog

:cl:
- tweak: Several new updates to Saltern, particularly around Service,
Logistics, and Engineering.
- tweak: Pressure Controlled Valves now actually function like their
real-world counterpart. If the pressure in the control-side exceeds the
pressure in either input or output sides, the valve opens, allowing air
to flow bidirectionally between input and output(Basically, an open
valve). Air can never pass through the Control-side.
- tweak: Literally doubled the power output of solar panels, to make
them actually worthwhile to setup.
# Description

This is but a small update in the campaign to, "Make people hate Salvage
less". This time, by adding Gold, Silver, and Uranium to the list of raw
materials that can be ordered by Logi. This serves as an extremely
useful failsafe for in the event that Salvage is
Unwilling/Dead/Incompetent/Shitters and failing to provide these raw
materials to the station. Now Logi can throw away station money at
getting these valuable materials.

This is also extremely useful, since by ordering Uranium, it's possible
for Logi to provide spare fuel for Engineering on the newly updated
Saltern map.
Simple-Station/Einstein-Engines#1170
Which no longer has an AME, and instead contains a dedicated Generator
Room to serve as backup power. One crate of Uranium can provide Saltern
with power for up to 30 minutes. Longer if Engineering correctly sets up
the Solar arrays.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/04d94031-955e-4d8d-b5f7-c677c353c4e9)

</p>
</details>

# Changelog

:cl:
- add: Cargo can now order crates of Uranium, Gold, and Silver. This is
still far more expensive than getting the materials from Salvage, but
serves as an incredibly useful failsafe in the event Salvage is
Unwilling/Dead/Incompetent/Shitters.
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Based off [Voice Mask
refactor](space-wizards/space-station-14#30798)
(The license is also different there so if need a different one, use
that PR). Had to make some changes because of the implants but overall
its basically the same!

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Fixed at least 2 bugs:
You can now use the voice mask.
You can now use the harpy voice mask implant properly.

Codebase changes:
The `VoiceMaskComponent` should not be used for masking an entities
voice. It is now used for the voice mask item!

If you were using `VoiceMaskComponent` to change an entities voice,
instead listen for the `TransformSpeakerSpeechEvent` or use the
`VoiceOverrideComponent` (If possible use the event!).

If your system was adding the `VoiceMaskComponent` when an item was
equipped and then removing it when unequipped use the
`InventoryRelayedEvent<TransformSpeakerSpeechEvent>` instead! The
`TransformSpeakerSpeechEvent` is relayed to worn clothing items now.

Also, you can and should now remove all `VoiceMaskBoundUserInterface`s
from entities that use voice masks. The interface is now stored on the
voice mask itself.

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<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/0835e720-f8f7-49ad-beb3-aa77d14225ec

</p>
</details>

---

# Changelog

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:cl: Beck Thompson
- fix: Fixed various bugs related to voice masks and voice mask
implants.
# Description

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/24c1bedb-003b-4108-8a3d-9637e1b3fee3)

</p>
</details>

---

# Changelog

:cl:
- add: Added Python, Pollock, Webley, K38, Fitz, Wood Furniture Viper,
Energy Pistol, PDW-9, and Svalinn to security loadouts as new Duty
Weapon options.
- tweak: Modified the descriptions of all handguns obtained via Security
Officer Loadouts to explicitly state that they actually belong to the
security officer. Apparently people were being stupid and confiscating
weapons from their own Secoffs that they were entirely intended to have.
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# Description

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This PR fixes the cocoon muffle issue and also add a "uncocoon" feature
for cocooners to use.
This also add icons on cocoon and fixes a butcher variable.

---

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<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/59c6dd7e-6b2b-45e4-bbab-e02db5d9b9ce)

![image](https://github.com/user-attachments/assets/574b9c7b-7e78-403c-82a4-cc0c3a7f2aaf)

</p>
</details>

---

# Changelog

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:cl: FoxxoTrystan
- tweak: Cocooners can now freely uncocoon any cocoons without the need
of a sharp object.
- fix: Cocoon making you stuck in muffle accent.
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# Description

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This PR adds new prites for lockers, wall lockers and PDA.

the new PDA sprites are to be added to the loadout for command jobs in
the future

---

# TODO

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---

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<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/ddc0afd0-65d4-473c-b8bc-d941d2409447)

![image](https://github.com/user-attachments/assets/1e5bc6fb-da03-41e0-94a4-f3cf982dac82)

![image](https://github.com/user-attachments/assets/34f883cb-0d75-4bcb-bcf4-4cf219cf22e9)

![image](https://github.com/user-attachments/assets/4610fd69-91a9-44d0-93d3-702445882674)


</p>
</details>

---

# Changelog

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:cl:
- add: lockers for Syndicate Agent (for mapping), Janitor and Bartender
have been added.
- add: a new wall variant has been added for the radiation closet
- add: Uranium Crate added

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
# Description

This broadly fixes a big with Familiars such that, since they inherit a
player's factions, they will attack whoever you are factionally opposed
to. Which means if you were a Syndicate Chaplain, you could just summon
your bat for free damage. This PR flips this on its head by making it so
that Syndicate Agents don't have the Syndicate faction, unless they buy
a Syndicate ID. This also means that Traitors cannot enter the Listening
Outpost, or Nukie Shuttle, without being fired upon by the turrets,
unless they are WEARING an Agent ID.

However this also adds a cool new interaction for CREW. If you are an NT
Crewman, and you get your hands on either an Agent ID or a Syndicate
PDA, now you can enter a Listening Post or Nukie Shuttle without being
fired upon by the turrets.

# Changelog

:cl:
- add: Syndicate Agents no longer have the Syndicate faction. Instead,
the Syndicate faction comes from your SYNDICATE ID/PDA. This means that
if you steal a Syndicate PDA from nukies, and wear it, you won't be shot
by their turrets. This also means that syndicate turrets will fire at
syndicate agents not wearing an agent ID.
- fix: Fixed Familiars spawned by traitors attacking crew constantly.
![image](https://github.com/user-attachments/assets/37c45539-c408-46b2-a6a3-670623ac8f2d)

I don't need to explain this further. The image speaks for itself.

:cl:
- tweak: Cargo Technicians and Salvage Techs can now process cargo
orders. You don't need to smash the fucking LO Locker with a pickaxe
anymore.
…igrations.yml -- Combine All Into eeMigration.yml (#1123)

title

# why?

because there's no need to have four different files; when it can all be
combined into an eeMigrations.yml; given there is no active PRs coming
in from Frontier or Delta and they are not downstreams. my main issue
was with the two eeMigrations files though

# why is migration.yml left behind?

keeps Wizden migration in tact to prevent CBT later down the line when
Death does a wizmerge; plus no one checks the files anyways so there
could be disasterous consequences from merge conflicts
# Description

CommunicationConsoleComponent.CanShuttle claims its supposed to prevent
a given console from Calling OR Recalling the shuttle, but instead it
only prevents CALLING the shuttle, but not RECALLING it. This fixes
that.

# Changelog

:cl:
- fix: Communications Consoles that are marked as "Can't Recall The
Shuttle" now can't recall the shuttle. Previously they were still able
to recall it.
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>
# Description

Does what it says on the can, ports over the updates to the Health
Analyzer made in Wizden's
[#30834](space-wizards/space-station-14#30834),
[#31879](space-wizards/space-station-14#31879),
and
[#32636](space-wizards/space-station-14#32636)
because I need them for newmed


Credit to [Floof
#169](Fansana/floofstation1#169) too since I
yoinked it due to lazyness :trollface:

---

# Changelog

🆑 Mocho
- tweak: Ported over Wizden's updated Health Analyzer UI.

---------

Co-authored-by: FoxxoTrystan <[email protected]>
Co-authored-by: goet <[email protected]>
Co-authored-by: Saphire Lattice <[email protected]>
# Description

Familiars were hilariously overpowered.

# Changelog

:cl:
- fix: Familiars can now be Dispelled.
- tweak: Nerfed Remilia to have 30 HP.
- tweak: Nerfed Base Familiar to have 50 HP.
# Description

Port of Lost-Paradise-Project/Lost-Paradise#288
from Lost Paradise. This feature makes it so that the language you are
speaking is shown in chat, preventing any confusion for players about
what it is being spoken.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/25fa3e17-30bb-4ae7-8fbe-2114839c498d)

</p>
</details>

# Changelog

:cl:
- add: Languages are now shown in chat alongside character names.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: Remuchi <[email protected]>
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# Description

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minor on the maps rad and gax

---

# TODO

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---

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<details><summary><h1>Media</h1></summary>
<p>



</p>
</details>

---

# Changelog

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:cl:
- fix: minor fixes on the maps Rad and Gax, fix te uranium crarte to
filled

---------

Co-authored-by: VMSolidus <[email protected]>
SimpleStation14 and others added 19 commits November 13, 2024 23:17
# Description

Syndicate Listening Post causes servers to shit themselves if it spawns
on any map configured as a Planet, by causing the server to attempt to
spawn 7 BILLION entities. That number is neither a joke nor an
exaggeration. EntityUid is a signed 32bit integer, meaning only 2
billion entities can ever exist at a time. This would be a goddamn
performance nightmare even if I made an engine PR changing EntityUid to
a 64bit integer.

# Changelog

:cl:
- tweak: Syndicate Listening Posts can no longer spawn on a planet
surface. This isn't for balance reasons, I would love for planetside
listening posts. This is actually to address a server crashing bug
whereby listening posts on planets cause 7 billion entities to spawn.
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# Description

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One word change; silver was named incorrectly.
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# Description

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Contains a single system, under the server-sided AutoVote folder, that
handles automatic voting of maps and presets, both of which are
configurable via a CVar.

By automatic voting system, I mean that it creates a vote for map and
preset the moment players return to lobby. If the server just started
and there are no players, it will run the vote when a player joins to
lobby.

As of now, the best use case for this is for your players to play the
modes they want, at all times.

Relevant CVars:
`vote.autovote_enabled - Is the autovote system enabled at all? (Default
is false)`
`vote.map_autovote_enabled - If it is applicable, is automatic map
voting enabled? (Default is true)`
`vote.preset_autovote_enabled - If it is applicable, is automatic preset
voting enabled? (Default is true)`

---

# TODO

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- [x] Base system
- [x] CVars
- [x] Set default CVar value to false, as it is not something you might
want by default.

---

# Changelog

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:cl:
- add: Added the automatic voting system.

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
Co-authored-by: FoxxoTrystan <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Caused a debug assert due to the component not being real.
# Description
1. Adds languages to... penguins, cockroaches, snakes, mmis, pdas, mail
packages. Positronic brains now only speak/understand the borg language.
2. Adds an explicitly defined universal language to revenants and wisps
3. Makes polymorphs copy over a list of components defined in the
polymorph proto, thus copying languages and grammar of the original
entity to its polymorphed version.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/111c3f91-f077-431f-bcd9-f60fa7a1ba26)


![image](https://github.com/user-attachments/assets/80f939d3-b615-4235-a511-82238758788e)


![image](https://github.com/user-attachments/assets/dce99b55-c8b1-4cbe-8769-b82151b3d404)


![image](https://github.com/user-attachments/assets/6b9b962d-c73c-42b9-b240-aa07601de879)



</p>
</details>

# Changelog
:cl:
- tweak: Added languages to certain entities that lacked them, including
MMIs and positronic brains.
- add: Polymorphing into another entity now preserves your languages and
grammar.
# Description

Fixes some issues described in
space-wizards/space-station-14#26257 and does
some other things.
This PR's changes are licensed under MIT.

---

# Changelog

:cl:
- add: Added spray-painting back

---------

Co-authored-by: metalgearsloth <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
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# Description

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The grammar and spelling police came... they took your mistakes (some).

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
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# Description

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This PR is intended to fix the issue of pengiuns dying to cold damage on
planetary maps like Glacier. It adds a
atmosTemperatureTransferEfficiency modifier to the pengiun mod YAML.

Reported on Grimbly, fix from
[Floof](https://github.com/Fansana/floofstation1/pull/302/files)

---

# TODO

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n/a

---

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<details><summary><h1>Media</h1></summary>
<p>

n/a

</p>
</details>

---

# Changelog

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:cl: zelezniciar
- fix: Fixed pengiun cold resistance
# Description

## The mythical surgery system. Heard whispered in hushed tones in the
corners of [REDACTED], it has been real since 2 years ago. If you listen
very carefully you might be able to hear the sound of arachne crashing
the server.

Jokes aside. Lets set some expectations, ideally this will not mess too
much with existing body code, besides trying to not die from all the
fucking test fails, all the while introducing needed systems for
handling wounds, surgery, part/organ manipulation, and displaying all of
those to the players.

The PR in its current state **is** working properly, you can pick it up
and get surgery on your server today, though of course its buggy due to
the unhandled issues it has right now. If you do pick it up, give me a
heads up and I'll see if I can help you out.

This PR is mostly intended as a public roasting ground for my shitcode,
so that other contribs/maints can pitch in to help improve it as well.

---

# TODO

- [ ] FIX MY FUCKING SHITCODE AAAAAAAAAAAAAAAAAAAAAAAAAA
- [x] Have fun :)

---
# Demo/Walkthrough
<p>

[![Surgery
Demo](https://i.ytimg.com/vi/UhxS5b3LC-A/maxresdefault.jpg)](https://www.youtube.com/watch?v=UhxS5b3LC-A
"Surgery Demo")

</p>
---

# Tasks currently being worked on:

- [x] Porting an upgraded body doll that is less shit to use.
- [x] Add a completely innocuous felinization/defelinization surgery.
(Highly sought after feature :D )
- [x] Implement pizza limb sprites and add em as a surgery (soon ™️)
- [ ] Add CyberneticsSystem
- [ ] Add a series of cybernetic limbs with special properties, and
different susceptibilities to EMPs
- [ ] Add the associated surgeries to cybernetic implants and their
associated maintenance.
- [ ] Tweak Cybernetics Traits to use CyberneticsSystem, and overwrite
the entity's limbs on spawn (I LOVE SHITCODE)
- [ ] Add Cybernetic Limbs to Research
- [x] Start adding a shitload of Shitmed comments on wherever I made
changes, since we're getting fairly close to what I could call a stable
v1
- [ ] Refactor SurgeryBUI to be slightly less shitcodey, and properly
use BUI states instead of a half-assed BUIMessage.
- [ ] Separate harpy wings into two distinct wings rather than a single
layer.
---

# Reported bugs that I haven't been able to replicate
- Apparently returning to the body kicks you back to the body instead of
the entity that the brain is attached to?
- Disconnecting and reconnecting after a brain/head transplant makes the
client crash. Seems to be related to identity.
- Transplanting a head sometimes makes it so that you cannot strip other
entities.

---


# Changelog

🆑 Mocho
- add: A week has passed. Surgery is here.

---------

Signed-off-by: gluesniffler <[email protected]>
Co-authored-by: FoxxoTrystan <[email protected]>
Co-authored-by: goet <[email protected]>
Co-authored-by: Saphire Lattice <[email protected]>
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>
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