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Upsteam Merge 07/27/2024 #65

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merged 304 commits into from
Jul 27, 2024
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FoxxoTrystan
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@FoxxoTrystan FoxxoTrystan commented Jul 26, 2024

Description

Upstream Merge to fix and catch up and fix some bugs.

Read in-game changlog for full list.

Getting up-to-date with https://github.com/Simple-Station/Einstein-Engines/


Changelog

🆑

  • fix: Upstream Merge

wrexbe and others added 30 commits July 11, 2024 20:40
* Make timer ignore client predict setting

* making tests run

---------

Co-authored-by: wrexbe <[email protected]>
* Make advertise system survive no map inits

* Add comment to try prevent future bugs
* removes scaf armor

* replace maint loot spawner spot with basic helmet
…6546)

* Translations

* Make aghost command work on other players using optional argument

* Reviews
* Adds new Component: EmitSoundOnInteractUsing

* Missed an import

* File-scoping

* Replace ID check with Prototype check

* Moved component and system to shared. Set prediction to true.

* Removed impoper imports and changed namespace of component to reflect changed folder.

* Following function naming theme

* All this code is basically deltanedas's, but it was a learning experience for me

* Update Content.Shared/Sound/Components/EmitSoundOnInteractUsingComponent.cs

* Update Content.Shared/Sound/Components/EmitSoundOnInteractUsingComponent.cs

---------

Co-authored-by: metalgearsloth <[email protected]>
* Increase syndi duffelbag storage

* weh
* Adds construction/decon graphs for plastic flaps

* Dang arbitrage

* undo conflict

---------

Co-authored-by: Velcroboy <[email protected]>
* Toilet Draft

* fixes

* toilets now have secret stash to place items in cistern.

* fixes

* plungers now unblock toilets.

* fix sprite

* new sprites and fix

* fixes

* improve seat sprites.

* fix

* removed visualisersystem changed to genericvisualizers

* flush sound for toilets and copyright for toilet sprites.

* fix atrributions

* fixes

* fix datafield flushtime

* sprite improvements

* fixes

* multiple changes

* fix

* fix

* fixes remove vv

* moved stash related functions to secret stash system from toilet.

* fix

* fix

* changes for recent review.

* fix

* fix
* Can now search the uplink store interface with a searchbar.

* Search text updates no longer send server messages. Persists listings locally.

* Formatting fixes and tidying.

* Added helper method to get localised name and description (or otherwise, entity name and description) of store listing items.

* Update Content.Client/Store/Ui/StoreMenu.xaml

* Review change; moved localisation helper functions to their own class.

* Prevent thread-unsafe behaviour as-per review.

* Remove dummy boxcontainer

---------

Co-authored-by: metalgearsloth <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
* Initial radial menu prototyping for the RCD

* Radial UI buttons can send messages to the server

* Beginning to update RCDSystem

* RCD building system in progress

* Further updates

* Added extra effects, RCDSystem now reads RCD prototype data

* Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken

* Added extra functionality to RadialContainers plus documentation

* Fixed localization of RCD UI strings

* Menu opens near cursor, added basic RCD

* Avoiding merge conflict

* Implemented atomized construction / deconstruction rules

* Increased RCD ammo base charges

* Moved input context definition to content

* Removed obsoleted code

* Updates to system

* Switch machine and computer frames for electrical cabling

* Added construction ghosts

* Fixed issue with keybind detection code

* Fixed RCD construction ghost mispredications

* Code clean up

* Updated deconstruction effects

* RCDs effects don't rotate

* Code clean up

* Balancing for ammo counts

* Code clean up

* Added missing localized strings

* More clean up

* Made directional window handling more robust

* Added documentation to radial menus and made them no longer dependent on Content

* Made radial containers more robust

* Further robustness to the radial menu

* The RCD submenu buttons are only shown when the destination layer has at least one children

* Expanded upon deconstructing plus construction balance

* Fixed line endings

* Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag

* Bug fixes

* Revert unnecessary change

* Updated RCD strings

* Fixed bug

* More fixes

* Deconstructed tiles/subflooring convert to lattice instead

* Fixed failed tests (Linux doesn't like invalid spritespecifer paths)

* Fixing merge conflict

* Updated airlock assembly

* Fixing merge conflict

* Fixing merge conflict

* More fixing...

* Removed erroneous project file change

* Fixed string handling issue

* Trying to fix merge conflict

* Still fixing merge conflicts

* Balancing

* Hidden RCD construction ghosts when in 'build' mode

* Fixing merge conflict

* Implemented requested changes (Part 1)

* Added more requested changes

* Fix for failed test. Removed sussy null suppression

* Made requested changes - custom construction ghost system was replaced

* Fixing merge conflict

* Fixed merge conflict

* Fixed bug in RCD construction ghost validation

* Fixing merge conflict

* Merge conflict fixed

* Made required update

* Removed lingering RCD deconstruct tag

* Fixing merge conflict

* Merge conflict fixed

* Made requested changes

* Bug fixes and balancing

* Made string names more consistent

* Can no longer stack catwalks
* created the AccentComponent and the AccentSystem

* word replacement schtuhff

* made it a trait fr ongg!!1

* Update Content.Server/Speech/EntitySystems/SouthernAccentSystem.cs

---------

Co-authored-by: metalgearsloth <[email protected]>
* Block access to solutions in equipped spillables.

* Stop Drink verb appearing if the solution can't be accessed.
* stealthy hypo

* ExaminableSolution hand check when in covert implement.

ExaminableSolution now has 'hidden' datafield to enable chemical inspection only in hand.

* cleaning code

* more cleaning

* Hidden datafield renamed to HeldOnly

* review

---------

Co-authored-by: metalgearsloth <[email protected]>
* Revert "Fix build (#26258)"

This reverts commit 6de5fbf.

* Revert "Spray Paint (Review Ready) (#23003)"

This reverts commit e4d5e7f.
…(#26595)

Prevent single-use hyposprays from getting the toggle draw verb

Co-authored-by: Plykiya <[email protected]>
* Began work to unscrew melee noises

* finished

* cleanup

* cleanup

* Update Content.Server/Weapons/Melee/MeleeWeaponSystem.cs

Co-authored-by: Ed <[email protected]>

* _Style

* Fix merge

---------

Co-authored-by: Ed <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
* Remove physics comp from VendingMachineWallmount

* Fixtures removal

---------

Co-authored-by: Jeff <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
* Add more lily usage (orange hairflower and flowercrown)

* comit 2

* ee

* more fixes

* w

* im stupid

* bring poppy in authodrobe

* weh

---------

Co-authored-by: metalgearsloth <[email protected]>
…ctor mode (#26596)

* Injector UI shows TransferAmount change, spill changes mode

* Update Content.Shared/Fluids/SharedPuddleSystem.Spillable.cs

* Update Content.Shared/Fluids/SharedPuddleSystem.Spillable.cs

---------

Co-authored-by: Plykiya <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
* disallow unanchoring or opening panels on locked emitters/APEs

* no locking open panels

* oops

* needback feedback

* Update Content.Shared/Lock/LockSystem.cs

* Update Content.Shared/Lock/LockSystem.cs

* Update Content.Shared/Lock/LockSystem.cs

* sanity

---------

Co-authored-by: metalgearsloth <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
Admins bypass doafters. As such, the code that runs on doafter
completion is ran before the sound is actually created. This then leads
to the sound never being stopped, and as such it would infinitely play.

This commit gets around the issue by manually stopping the sound should
the doafter fail to start. If we could be sure that the doafter would
never fail, then we could just move the call to StartDigging above
starting the doafter but this is currently not possible.

Co-authored-by: metalgearsloth <[email protected]>
* Combine flower crown and wreath

* huh

* huuh :trollface:
* add

* ap

* no more stam dmg
brig timers now cancelable. also some screensystem yakshave
Fix GastTileOverlay not updating properly
…(#26527)

* Add briefcase to curadrobe and some briefcases cleanup

* also add to lawdrobe
* Don't clip text in item status

* Fix overflow in examine tooltip

---------

Co-authored-by: Eoin Mcloughlin <[email protected]>
@FoxxoTrystan FoxxoTrystan self-assigned this Jul 26, 2024
@FoxxoTrystan FoxxoTrystan added Status: Do Not Merge Do not merge Priority: 1-High Needs to be resolved as soon as possible labels Jul 26, 2024
@github-actions github-actions bot added Changes: Audio Changes any ogg files Changes: C# Changes any cs files Changes: Config Changes any configuration files Changes: Documentation Changes any xml or md 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 labels Jul 26, 2024
@github-actions github-actions bot removed the Status: Merge Conflict FIX YOUR PR AAAGH label Jul 26, 2024
FoxxoTrystan and others added 5 commits July 27, 2024 00:36
# Description

The Ramping Event Scheduler originally followed a more or less linear
trend of "Slow events" to "Fast events", reaching its absolute maximum
event speeds at EXACTLY the point set by CVar. Additionally, the timer
CVars were set on initialization, which meant that event times could not
be modified live, thus voiding the entire benefit of having the CVars in
the first place.

I have completely rewritten the entire timer function to use a logistic
curve, which provides varying levels of transition rate from "Start",
"Mid", and "End". Shifts begin at their normal speed, and will
accelerate quickly until it reaches the "Midround", at which point event
timer growth begins to slow dramatically. Additionally, the timer
function accounts for both settings in Gamemode, as well as in CVar.
Minimum Time and Maximum Time are also now separate from each other, and
can be truly independently modified.

Finally, to show what this system is capable of, I've added a variant
"Long Survival" that can be set via admeme.

# Media

The new "Ramping Event Timer Equation". I have intentionally left this
public just in case anyone wants to use it for a different system.


![image](https://github.com/user-attachments/assets/50557a21-76ae-4b08-9cb1-edd8d991712d)

# Changelog

:cl:
- add: Long Survival has been added as a new Game mode.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description
The folder for the linux scripts is wrong. Thought I might as well fix
it, while I'm at it.

---------

Signed-off-by: DEATHB4DEFEAT <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
@github-actions github-actions bot added the Status: Merge Conflict FIX YOUR PR AAAGH label Jul 27, 2024
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot removed the Status: Merge Conflict FIX YOUR PR AAAGH label Jul 27, 2024
@FoxxoTrystan FoxxoTrystan removed the Status: Needs Review Someone please review this label Jul 27, 2024
@FoxxoTrystan FoxxoTrystan removed the Status: Do Not Merge Do not merge label Jul 27, 2024
@FoxxoTrystan FoxxoTrystan merged commit d5c8281 into Fansana:master Jul 27, 2024
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Floof-Station-Bot added a commit that referenced this pull request Jul 27, 2024
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