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Merge Upstream #14
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Merge Upstream #14
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<!-- 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]? --> 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 <!-- 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] Pipes, scrubbers, air vent and air alarms - [x] Layout - [x] Energy sistem - [x] New Telecomms - [x] Minor things - [x] Cameras - [x] Map images --- <!-- 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> 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 <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: 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.
<!-- 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 --> 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! <!-- 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]? --> 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. <!-- 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> https://github.com/user-attachments/assets/0835e720-f8f7-49ad-beb3-aa77d14225ec </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: 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.
<!-- 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]? --> 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. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/59c6dd7e-6b2b-45e4-bbab-e02db5d9b9ce) ![image](https://github.com/user-attachments/assets/574b9c7b-7e78-403c-82a4-cc0c3a7f2aaf) </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: FoxxoTrystan - tweak: Cocooners can now freely uncocoon any cocoons without the need of a sharp object. - fix: Cocoon making you stuck in muffle accent.
<!-- 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]? --> 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 <!-- 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 --> --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/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 <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: 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.
# Description Includes these PRs: space-wizards/space-station-14#27443 space-wizards/space-station-14#27232 space-wizards/space-station-14#28610 space-wizards/space-station-14#28134 space-wizards/space-station-14#27999 --------- Co-authored-by: eoineoineoin <[email protected]> Co-authored-by: Leon Friedrich <[email protected]> Co-authored-by: Plykiya <[email protected]> Co-authored-by: plykiya <[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]>
# 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 --- # 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]>
<!-- 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]? --> minor on the maps rad and gax --- # 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 --> --- <!-- 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> </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: - fix: minor fixes on the maps Rad and Gax, fix te uranium crarte to filled --------- Co-authored-by: VMSolidus <[email protected]>
# 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.
<!-- 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]? --> One word change; silver was named incorrectly.
<!-- 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]? --> 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 <!-- 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] Base system - [x] CVars - [x] Set default CVar value to false, as it is not something you might want by default. --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: Added the 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]>
<!-- 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]? --> 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]>
<!-- 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]? --> 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 <!-- 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> n/a </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 - 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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Description
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