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Upstream Merge 2024-10-13 #260

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Mnemotechnician
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@Mnemotechnician Mnemotechnician commented Oct 13, 2024

Description

Routine upstream merge. Salvage was given a big ass ship, cargo can now buy hardsuits and mine normality crystals (rest in peace code white, never to be remembered), some fixes, two new maps, and more.

Changelog

🆑

  • add: Upstream merge. See the Einstein-Engines changelog tab for more details

VMSolidus and others added 30 commits October 8, 2024 21:17
# Description

Part 3 of my evil plan to make salvage not suck: Give them a fancy
goody, but with a twist. This PR adds the Pathfinder Expedition Vessel
from Frontier, which replaces the Shittle as the default salvage shuttle
to spawn on each map. I have my own funky reasoning for this. The
primary one being, "The Pathfinder is powered by an AME. This means
salvage are REQUIRED to periodically return to the station to get fuel.
It is impossible for them to refuel themselves away from the station."

It also, notably, spawns with an Expedition Console. More on that in a
follow-up PR where I rework expeditions to work "More like Frontier".

# TODO

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


![image](https://github.com/user-attachments/assets/f516ffdc-585b-4e00-83b3-f1fd78b3ffd1)


![image](https://github.com/user-attachments/assets/8c6bffcb-f6a7-4963-93a8-8f6d90957eb8)

</p>
</details>

# Changelog

:cl:
- add: The Salvage Shittle has been replaced with the Pathfinder
Expedition Vessel from Frontier.
# Description

I apparently accidentally removed the Crusher weapons from their
spawner. This PR corrects that. Additionally in case this ever happens
again, I've also decided to add the Crusher Dagger as a loadout option
for salvage techs.

# Changelog

:cl:
- add: Salvage techs can now buy a Crusher Dagger in their loadout.
- fix: Re-Added the Crusher weapons to salvage spawners.
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# Description

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This PR ports the "Gax" map directly from Estação Pirata, making some
changes and corrections.
This PR ports rbertoche/space-station-14#80
Gax is a recreated ss13 map, originally from YogStation (SS13)

---

# TODO

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---

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


![Gax-0](https://github.com/user-attachments/assets/88e4daa5-0de1-4a68-b6ae-d957056a1b29)


</p>
</details>

---

# Changelog

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:cl:
- add: A new map called NCS Gax has been added to rotation.

---------

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

This PR *significantly* expands upon Loadouts available to the entire
Security Department. First to note, is that all security roles no longer
automatically spawn with a weapon, instead every security role has a
single selection choice from the new Security Duty Weapon group, with
many of the options being free or very little points. But it also now
features significantly more options available. Players can freely choose
whether they want their duty weapon loaded with Lethal vs. Nonlethal,
with a modest restriction that Lethals require some Security playtime
for Shitter Protection. The basic choices are either a Disabler, a Mk58,
or an Inspector revolver, but players can spend loadout points to "Trade
up" for a fancier gun.

Security equipment now also includes selections of magazines for one's
own Duty Weapon(The first magazine is free!), while a spare magazine can
also be bought with some loadout points.

I didn't forget Oni either, and I know they suck with guns. So Oni have
an option of taking a Truncheon as their Duty Weapon.


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

New Duty Weapon selections

![image](https://github.com/user-attachments/assets/35d8454c-b8a3-4136-97f4-f32facdba5bf)

More Equipment selections!

![image](https://github.com/user-attachments/assets/98afbe8f-b5b8-401c-9b46-8921adadd26a)

</p>
</details>

# Changelog

:cl:
- tweak: Almost all security loadout gear is now free.
- remove: All Security roles no longer spawn with a pistol by default.
This has been moved to Loadouts.
- add: Security characters can now choose from a selection of different
firearms to use as their Duty Weapon. Disablers, Mk58, and Inspector
revolvers are free, fancier weapons such as an N1984 can be bought with
loadout points.
- add: Oni can opt to take a Truncheon in lieu of a handgun.
- add: Security characters can now take handgun magazines and spare
magazines in their loadouts.
- add: Security Backpacks to loadouts.
- fix: Fixed issues with the security belt options(webbing, belt,
holster) not correctly replacing the original item, and also not
containing items either.
# Description

Small fix for the Curadrobe not being accessible by the
Librarian/Cataloguer.

# Changelog

:cl:
- fix: Librarian/Cataloguer now correctly has access to his own clothing
vendor.
# Description

The two Psi-Potential traits are mutually exclusive(Due to adding the
same component), but I forgot to add a condition that prevents you from
taking both.

# Changelog

:cl:
- fix: Fixed High & Low Psi-Potential traits lacking a requirement that
you don't have the opposite trait. The two were mutually exclusive, so
taking both caused issues.
# Description

Just a small fix for Unathi language localizations.

# Changelog

:cl:
- fix: Fixed localizations for the Sinta'Azaziba language.
# Description
This improves the random barks by:
- Fully moving the random barks to localization files, with the ability
to re-use existing types
- Adding many new (english) random bark types
- Making the random bark system add a random punctuation mark at the end
of a random bark
- Adjusting some existing random bark configs

This also reparents MobSecurityDog to MobCorgi and MobArcticFox to
MobFox because for some reason delta-v decided to copy the original mobs
instead of using inheritance??? Either way, laika and siobhan will now
also have random barks, can be carried, etc.

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


![image](https://github.com/user-attachments/assets/2f429d8d-fa3a-4ac1-8f04-0eefa2541de3)

![image](https://github.com/user-attachments/assets/84a2bf32-07a5-4b7b-9afc-d077333ee620)

![image](https://github.com/user-attachments/assets/b4b099c3-4c59-444b-b2f8-f13d11d93f30)

![image](https://github.com/user-attachments/assets/f9d8de0d-06ff-4f9a-8358-e5dd38e9571d)


</p>
</details>

# Changelog
:cl:
- add: Animals now have more unique things to say when not controlled by
a player.

---------

Signed-off-by: Mnemotechnican <[email protected]>
Co-authored-by: FoxxoTrystan <[email protected]>
# Description
This significantly improves the quality of the language system by fixing
the mistakes I've made almost a year ago while developing it.

Mainly, this throws away the old half-broken way of networking in favor
of the component state system provided by RT. Language speaker comp is
now shared with SendOnlyToOwner = true, and its state is handled
manually.

In addition to that, this brings the following changes:
- UniversalLanguageSpeaker and LanguageKnowledge are now server-side
- DetermineLanguagesEvent and LanguagesUpdateEvent are now shared (so
that future systems can be built in shared, if needed)
- Everything now uses the ProtoId<LanguagePrototype> type instead of raw
strings (god, I hated those so much)
- The server-side language system now accepts Entity<T?> arguments
instead of EntityUid + T
- UniversalLanguageSpeaker is now based on DetermineEntityLanguagesEvent
and gets an Enabled field, which allows to turn it off. This may have
some use in the future.
- Some minor cleanup

<!--
TODO MEDIA

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

![Example Media Embed](https://example.com/thisimageisntreal.png)

</p>
</details>

-->

# Changelog
No cl

---------

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

This PR makes it so that Glimmer Mites can only spawn on "The Main
Station", as defined by GetSpawnableStations. Yes this is seemingly
pretty hardcodey, but because on our codebase it's simply not possible
for GetSpawnableStations to ever return anything other than a list with
an index of 0, we can extremely reliably count on
GetSpawnableStations()[0] to be "THE Station".

This fixes an issue whereby Glimmer Mites can spawn in places where it
is simply not possible for players to reach them. Such as random
asteroids in space, CENTCOMM, Nukie World, or the Syndicate Listening
Outpost.

# Changelog

:cl:
- fix: Glimmer Mites can no longer spawn anywhere other than "THE"
Station.
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# Description

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Add a Custom Specie Name for servers that wishes to allow players to
have custom names.
This simply add some variables to the Profile/Humanoid, meaning copying
the profile will keep the custom names.

By default its is disabled, for servers owners wishing to enable those
please edit the Specie Prototype and add:
```
customName: true
```

Enabling it will make it able for players to edit the specie name of the
selected specie, and will have the window enabled.

This is my first time fucking with Profile and Database, i fucking hate
it.

---

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


![image](https://github.com/user-attachments/assets/a6226fef-c015-45be-add9-ff8e3660d4bb)

![image](https://github.com/user-attachments/assets/cf440f13-5882-44fb-863a-4ba7d8dd1f68)

</p>
</details>

---

# Changelog

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:cl:
- add: Custom Species Names.

---------

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

This PR adds several hardsuits to a new "hardsuits" category for the
cargo menu. This is part of an ongoing effort to provide reworks to
Salvage gameplay. This should pair quite well with merging Frontier's
changes to Salvage Expeditions, as well as a variety of other changes
I've been talking about. My theory is that if Expeditions are changed to
provide money rewards deposited directly to the station's account, then
Salvage can benefit the station by A: Providing station funds whether
they want to or not. And B: Be encouraged to do so because by getting
cargo a shitload of money, they will be able to directly buy the
equipment needed to go on higher tier expeditions. And to do this
without needing to gamble on wrecks for 2 hours straight, desperately
hoping you get the specific wreck that contains that security hardsuit.

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


![image](https://github.com/user-attachments/assets/287aab37-e16a-4f59-8f8a-a1941aa2e908)

</p>
</details>

# Changelog

:cl:
- add: Logistics can now directly order a variety of hardsuits. "NT
In-Network" hardsuits being substantially cheaper thanks to backroom
deals.

---------

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

This PR resprites the service uniforms with the Aurora variants, as well
as doing minor yaml cleanup for the base_clothinguniforms.yml

Aurora has 2-3 variants for service staff; based on which company
they're associated with. So far I've just picked the Nanotrasen variant,
because SS14 uses Nanotrasen.

My question is:
A) Should I port the extra uniforms and stick them in loadouts, for
variety & drip?
i) Should I keep the company names on these uniforms if I port them, or
should I keep it
     Nanotrasen?

This PR also removes in-hand variants; they're not supported in aurora
and it's not critical game info to see someone carrying a shirt & pants.

This PR similarly removes the animal variants; the Vox PR should have
displacement maps to support it.

---

# TODO

- [X] Bartender Jumpsuit
- [X] Bartender Vest
- [X] Bartender Hat

- [X] Janitor Jumpsuit
- [X] Chef Jumpsuit
- [X] Chef Freezer Jacket
- [X] Chef Hat

- [X] Botanist Uniform
- [x] Librarian Uniform 
^ Librarian Jumpsuit has been added with four extra variants, some
corporations who do not employ Librarians still have jumpsuit sprites.

---

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

## Nanotrasen Bartender


![image](https://github.com/user-attachments/assets/f92b9dd2-43ee-4b90-9178-688041b1a47a)

![image](https://github.com/user-attachments/assets/1b363bb6-6243-4c36-b932-ac2068231502)

![image](https://github.com/user-attachments/assets/05fab0ba-f214-4e94-9767-b4b5bb150aca)

![image](https://github.com/user-attachments/assets/ed7941c5-630a-48a0-8825-4df3b1cd3585)

## Nanotrasen Chef


![image](https://github.com/user-attachments/assets/2df1dcfe-3999-499b-a6b5-8005b65ea1d0)

![image](https://github.com/user-attachments/assets/ecaa5b05-ac62-4c77-8420-8055637777e7)

![image](https://github.com/user-attachments/assets/bfb1864b-3dfc-4f9b-b6c1-be8b95bb80f6)

![image](https://github.com/user-attachments/assets/76c44aca-1014-4371-92c6-b3a0498c8b2d)

## Nanotrasen Botanist


![image](https://github.com/user-attachments/assets/f2569669-b862-4bfa-b9ad-4a44e4393eb2)

![image](https://github.com/user-attachments/assets/f3d56d27-11a9-4990-85f6-de53aa78ee31)

![image](https://github.com/user-attachments/assets/9018e2ee-6025-4a4d-ab85-f431423779aa)

![image](https://github.com/user-attachments/assets/8e0761ac-790f-4323-a34a-d51b7dcb6523)

## Nanotrasen Janitor


![image](https://github.com/user-attachments/assets/26bdae8d-dd5a-4653-9288-f4d0e22fbe2c)

![image](https://github.com/user-attachments/assets/6c5aee12-b4ed-4bdb-ab9c-dc7249724458)

![image](https://github.com/user-attachments/assets/da42d89c-e5ce-4f43-8a80-f9f09e68c4fc)

![image](https://github.com/user-attachments/assets/dc0bb874-2ed7-4c22-aa56-6e4adead87ac)

## Nanotrasen Librarian


![image](https://github.com/user-attachments/assets/a3c17db1-bfec-466a-9380-33a33cbfec57)

![image](https://github.com/user-attachments/assets/98687682-d743-41dd-9f27-4cd972ecc57f)

![image](https://github.com/user-attachments/assets/2fdb771d-8b77-421d-9d98-8b1e83b3cdb2)

![image](https://github.com/user-attachments/assets/3465c21e-7da5-4b80-9ed9-3ffbbb008f3b)

</p>
</details>

---

# Changelog

:cl: DangerRevolution
- add: Resprited basic Service Staff uniforms
- add: Add rolled sleeve variants for Service Staff uniforms.
# Description

This PR adds a new "Head of Security's Antique Weapon Collection" item
group to loadouts, which fully replaces the weapons that were originally
map-specific entries for the Head of Security. Instead of whatever map
giving the HoS a unique weapon in his office(And thus, overloading him
with entirely too many guns), all of these weapons(And a few new ones)
have been placed in their own special loadout category for the HoS. The
HoS is entitled to a single free pick from any of these weapons.

Now here's the fun tradeoff. All of them are steal objectives. Since it
turns out the game will never give a steal objective to a traitor for an
item that doesn't exist, I can actually make steal objectives for items
obtainable only via Loadouts. Thus, all of the special weapons that the
HoS can spawn with can be targeted by traitors.

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


![image](https://github.com/user-attachments/assets/f2a594aa-0aae-44b0-be5d-5bd926b43993)


![image](https://github.com/user-attachments/assets/71c77c17-4560-4e71-b078-26bd986de103)


![image](https://github.com/user-attachments/assets/191dd5a6-71ee-43db-bac3-35e7a64c6087)


![image](https://github.com/user-attachments/assets/2551aa8b-9f65-4335-9eb9-05fd5214fa28)


![image](https://github.com/user-attachments/assets/37f788bf-9313-4dda-81d8-ca3a06b3fd5f)

</p>
</details>

# Changelog

:cl:
- remove: The X-01 multiphase energy gun has been removed from the HoS
locker.
- add: A new Loadout Item Group, "Head of Security's Antique Weapon
Collection" has been added. Rather than being given a unique weapon by
whatever map creators put in the HoS Office, each Head of Security is
entitled to a single item selected from this new loadout category, free
of charge. But beware, whatever item chosen from this list may
potentially be used as a Steal Objective for traitors. You may have a
fancy new submachine gun, but it also makes you a target.
- add: antique Bulldog, antique C-20r submachine gun, x-01 multiphase
energy gun, antique energy sword, antique pulse pistol, antique Wt550,
and a pair of Katana Sheaths have all been added as loadout options for
the Head of Security.
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# Description

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this PR Port the RadStation map from Estação Pirata
RadStation is a map made by CRISO, ported from BeeStation from ss13 to
Estação Pirata, I made some updates to make the map playable on EE

---

# TODO

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---

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


![Rad-0](https://github.com/user-attachments/assets/f18cf403-4545-40f5-8fc7-d325707dfbef)


</p>
</details>

---

# Changelog

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:cl:
- add: A map called "RadStation" has been added to rotation.
- add: A new Evac shuttle called "emergency_neol" has been added to
RadStation
# Description
So you can actually muzzle a felinid to stop them from meowing. Or a
vulp from barking. Or a human from screaming. You get the point.

This muzzle part of this PR is a bit hardcode-y, but it's because the
muzzle simply adds a replacement accent to the entity instead of using
its own system to block speech.

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


https://github.com/user-attachments/assets/0e5e4986-d2a0-471a-a119-579741265178

</p>
</details>

# Changelog
:cl:
- add: Sleeping and muzzled entities can no longer use vocal emotes
(scream, meow, etc).
@FoxxoTrystan FoxxoTrystan added the Priority: 1-High Needs to be resolved as soon as possible label Oct 16, 2024
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Test fails are not valid.

@Mnemotechnician
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Test fails are not valid.

Yea, one of them is gonna be fixed on EE master, the other is python (pip) being shit.

@Mnemotechnician Mnemotechnician changed the title Upstream Merge 2023-10-13 Upstream Merge 2024-10-13 Oct 17, 2024
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Okay, how about i just close this and merge latest EE instead, skipping two releases?

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Look good besides two things:
1: The reverse-engineered Cybersun suits should be removed from being bought by logi.
2: On the map Gaxstation, there's a LV cable missing, which allows easy access to the nuke disk and the Captain's quarters/Bridge.

image_2024-10-19_182723925
image_2024-10-19_182628581

@FoxxoTrystan
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Okay, how about i just close this and merge latest EE instead, skipping two releases?

Review the changes but also lets keep it the most stable version for the moment.
Unless Floof/Memej feels the server is ready for a VERY BIG UPDATE

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Okay, how about i just close this and merge latest EE instead, skipping two releases?

Review the changes but also lets keep it the most stable version for the moment. Unless Floof/Memej feels the server is ready for a VERY BIG UPDATE

Master is now less buggy than Stable.

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Look good besides two things: 1: The reverse-engineered Cybersun suits should be removed from being bought by logi. 2: On the map Gaxstation, there's a LV cable missing, which allows easy access to the nuke disk and the Captain's quarters/Bridge.

image_2024-10-19_182723925 image_2024-10-19_182628581

Report this here so it will actually be fixed.
https://github.com/Simple-Station/Einstein-Engines/issues

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Mnemotechnician commented Oct 20, 2024

Look good besides two things: 1: The reverse-engineered Cybersun suits should be removed from being bought by logi. 2: On the map Gaxstation, there's a LV cable missing, which allows easy access to the nuke disk and the Captain's quarters/Bridge.

1 was commented out - I don't know why they were even added.
2 needs to be fixed on EE, we can't just safely edit maps without causing massive merge conflicts. If it bothers you too much, I will just remove gax from rotation until it's fixed.

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Works for me, the map issue will have to be fixed upstream

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Test fails are valid.

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One more change needed, Test fail is valid

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Look good besides two things: 1: The reverse-engineered Cybersun suits should be removed from being bought by logi. 2: On the map Gaxstation, there's a LV cable missing, which allows easy access to the nuke disk and the Captain's quarters/Bridge.

1 was commented out - I don't know why they were even added. 2 needs to be fixed on EE, we can't just safely edit maps without causing massive merge conflicts. If it bothers you too much, I will just remove gax from rotation until it's fixed.

Ye remove it from map rotation.

@VMSolidus
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Look good besides two things: 1: The reverse-engineered Cybersun suits should be removed from being bought by logi. 2: On the map Gaxstation, there's a LV cable missing, which allows easy access to the nuke disk and the Captain's quarters/Bridge.

1 was commented out - I don't know why they were even added. 2 needs to be fixed on EE, we can't just safely edit maps without causing massive merge conflicts. If it bothers you too much, I will just remove gax from rotation until it's fixed.

Ye remove it from map rotation.

Nah fuck that, I'll fix it myself thank you very much.

@Mnemotechnician
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One more change needed, Test fail is valid

Oops, should be fixed now.

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Done. @Memeji Please make sure to report future issues like this to https://github.com/Simple-Station/Einstein-Engines/issues

Simple-Station/Einstein-Engines#1112

@Memeji
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Memeji commented Oct 20, 2024

Done. @Memeji Please make sure to report future issues like this to https://github.com/Simple-Station/Einstein-Engines/issues

Simple-Station/Einstein-Engines#1112

Will do

@FoxxoTrystan
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This PR will not be merged, after some talk and request.
"Stable" by Solidus talk was deemed too buggy and a bunch of fixes by floof request was done on EE/Master

We will Merge instead the latest "Master" of EE, il making a PR regarding it ASAP.

@VMSolidus
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Yea, by Floofmin's reqest, I have done nothing but fix bugs for 3 days. So EE Master has 3 entire pages of merged PRs that all fix issues reported to the issue tracker.

image

@Mnemotechnician
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Mnemotechnician commented Oct 20, 2024

We will Merge instead the latest "Master" of EE, il making a PR regarding it ASAP.

Do fork from this branch because otherwise you will face more merge conflicts. And as obvious as it may sound, do not remove any content that breaks due to the merge. We've already had enough content lost in previous merges (some of it is still not restored - secwatch is still missing, for example).

@Mnemotechnician
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OR I can do the master merge myself right now. Will be easier that way.

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Changes: C# Changes any cs files Changes: Localization Changes any ftl files Changes: Map Changes any yml file in the Maps directories Changes: Sprite Changes any png or json in an RSI Changes: UI Changes any XAML files Priority: 1-High Needs to be resolved as soon as possible Status: Do Not Merge Do not merge Status: Needs Review Someone please review this
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10 participants