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2024/04/07 merge master #1060
2024/04/07 merge master #1060
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As far as I know, the Box of Hugs only spawns on the clown and is used in the construction of a honkbot such that if the clown decided earlier to craft a honkbot or if the low price of some 3000 spesos is insufficient this bounty is impossible. Similarly, Donk Pockets are not a renewable resource and it has happened that a station has eaten too many for the bounty to be completed only to get it in rotation and esssentially lose a bounty slot forever. I would like it if each bounty was at least theoretically possible on any station it's likely to occur in, and there are too many where there aren't enough of these obtainable to complete the bounty, which is no fun. (cherry picked from commit 3e786f5)
(cherry picked from commit ba7d2dc)
* 2-digit nodes * 3-digits instead * Fix exclusive bounds (cherry picked from commit 2e9deae)
(cherry picked from commit 527c2c4)
* Fix test * Kill float accumulators * Use entity proxy methods * DataField auto name generation where possible * Kill comp properties * Clean up server comps * Make events record structs * Clean up shared body code * Clean up server body code * Rename organ events to be same names as in med refactor (cherry picked from commit 37b8d78)
Add trace to action error logs (cherry picked from commit 92a4443)
* When another player late joins it will correctly update the UI locally * Resolve passengers not displaying the correct message in late join * Improve final boolean comparison of button disabled state to be a bit neater (cherry picked from commit bf7c1d6)
(cherry picked from commit 29fb3ca)
* Remove HasAtmosphereMethodEvent * Remove GetTileMixturesMethodEvent * Remove GetTileMixtureMethodEvent * Remove GetAdjacentTilesMethodEvent * Add TileMixtureEnumerator * Remove GetAdjacentTileMixturesMethodEvent * Remove IsTileSpaceMethodEvent * Remove HotspotExposeMethodEvent * Remove pipe net method events * Remove device method events * Use Entity<T> * Misc fixes * A * Theres probably a few more of these * Fix other resolve errors (cherry picked from commit 77e029d)
* Minor ItemToggleSystem tweaks * Update visuals on startup * Remove SetIgnited * Misc toggle fixes * Update ItemToggleHotComponent.cs (cherry picked from commit 8a6879b)
(cherry picked from commit 7d90175)
* Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal. * Revert "Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal." This reverts commit c730d6499b6908f6ae7c52e21d5338fa3b7eb80e. * Reapply "Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal." This reverts commit 3c2d66af865a11ca55eb0e98db58a955c0d70c00. * -Removed cooldown entirely (cherry picked from commit 578f7e4)
Add DoorBumpOpener to space dragon.yml (cherry picked from commit 887cd42)
(cherry picked from commit b064985)
* use nav beacon locations for announcements * :thumbs_up: (cherry picked from commit 766192f)
(cherry picked from commit a071bc5)
* Give 'em something to talk about * Wire panel visuals * Wire graphics tweak * More ads and thanks * More ads for a noisy arcade * New screen for space villain machines * Implement EmitSoundIntervalComponent and a bunch of arcade noises * Require power for sounds * Allow earlier startup intervals * Orange glow * Audio attributions * Include the PR link * Replace EmitSoundInterval with expanded SpamEmitSound * Remove pacman-themed arcade sounds * Documentation good. * Updated methods to use Entity<T> * Refactored SpamEmitSound to get rid of accumulator and chance. * Fixed prewarm logic * Moved stuff to Shared * Fix outdated YAML * Better prediction, auto pause handling * Make enable/disable reset the timer instead of trying to save it. (cherry picked from commit b1ba6b5)
(cherry picked from commit 65fa3ae)
* add SaveItemLocation keybind * make item direction public to avoid having to change between Angle for no reason * add item location saving * show * Added a better save keybind, made it draw saved positions, and trying to save in a position it has already been saved in removes that position. * w * code style * Make taken spots appear blue * style * ! --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: notquitehadouken <[email protected]> Co-authored-by: I.K <[email protected]> (cherry picked from commit 6863a7c)
* dynamic alert sprite * fix fat cooldowns (cherry picked from commit d576f5c)
(cherry picked from commit df7f2a1)
* add Name field to SpeechVerbPrototype * extra locale for voice mask ui * SpeechVerb ui and handling * raaaaaaaaa * reeeeeeeeal Co-authored-by: Tayrtahn <[email protected]> * fix sort * did you hear john syndicate died of ligma * Update Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: Tayrtahn <[email protected]> Co-authored-by: metalgearsloth <[email protected]> (cherry picked from commit d13da28)
(cherry picked from commit 29f34d8)
* Separated "thank you" messages from general ads * Moved MessagePackPrototype to shared, cleaned up AdvertiseComponent, and actually killed AdvertisementsPackPrototype. +More suggests changes. * Rename PackPrototypeID to Pack in both components. (cherry picked from commit 794a447)
* Fix master * this * messages * Fix missing verb name parrot * Fix messagePack for blockgame and spacevillain --------- Co-authored-by: ShadowCommander <[email protected]> (cherry picked from commit bbe08c0)
localize (cherry picked from commit 192f092)
(cherry picked from commit 7759d40)
Fix major skill issue/Incorrect stealth messages appearing on readmin. (cherry picked from commit df631ff)
Makes electrocution damage based on the voltage of the wire and bring down the damage to a sane level. It's no longer primarily based on the power being received. LV Cable -> 10 damage MV Cable -> 20 damage HV Cable -> 30 damage Having a primarily power-based damage system causes there to be massive fluctuations in damage based on things outside of a regular player's control, like the station power output. This removes a lot of player agency and turns grilles into a risky gamble where they can either do no damage or instantly fry the player due to simply being hooked up to the engine. While this may be a more accurate simulation in some regards, the reality of the gameplay is that it's often just frustrating, resulting in constant death traps as players brushing against electrified grilles and punching wires take absurd amounts of damage. By making them flat rates, it's possible to actually balance the damage output. (cherry picked from commit aba1619)
(cherry picked from commit daff655)
I'm not sure how stable this is if I'm being honest, I didn't fully test it |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
@deltanedas Fishops is too powerful |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
…master # Conflicts: # Resources/Prototypes/Catalog/Fills/Books/lore.yml
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Prototypes look fine enough to me as far as I've seen. A whole lot of it simply pertains to the ERT chaplain, new drinks, foldable clothing, increased RCD functionality, the removal of spray cans, and other minor changes.
# Description There were some missing meta.json entries.
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