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Upstream Merge 08/05/2024 #77
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This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]>
# Description Retextures Boxes slightly. Description. --- <details><summary><h1>Media</h1></summary> <p> ![Science](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160131.png) ![Standard](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160028.png) ![Olive](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160125.png) ![Doom](https://file.garden/Yy0ydNX23DJlLOUl/Sharing/BoxRetexture/Screenshot_20240726_160110.png) </p> </details> --- # Changelog :CL: - tweak: New Box Textures! --------- Signed-off-by: Miller <[email protected]>
# Description For reasons unknown, AdminManager has two command permission managers: _commandPermissions and _toolshedCommandPermissions. It used to load normal command permissions into the former, and toolshed command permissions into the latter. Since _toolshedCommandPermissions is NEVER actually used in checking whether a player can execute a command, all toolshed commands remained unavailable to anyone without +HOST. This PR provides a bandaid fix for that: it makes it so that the same permissions are loaded into both managers at the same time. It's necessary to load them into _commandPermissions in order to allow regular players to execute them, and it's also necessary to load them into _toolshedCommandPermissions because otherwise the ToolshedManager will complain about those commands lacking permission flags. This should also fixes some commands such as `spawn`, `pos`, `comp` being inaccessible to admins with +DEBUG and more. <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/user-attachments/assets/12afedef-0db3-43f2-8335-e95582a4a3f9) ![image](https://github.com/user-attachments/assets/f23ae98a-1e1b-4d28-8446-ca60e8239a03) Admin-only commands are unaffected: ![image](https://github.com/user-attachments/assets/d64a5a8d-f184-4a9d-bc71-ae80635df626) </p></details> --- # Changelog :cl: - fix: Fixed toolshed command permissions. This will mostly affect admins who don't have full host access.
# Description I got so pissed off that being near a singularity means you can't crowbar doors, that shortly after dying to a singularity because of said bullshit, I had written this before an emergency shuttle even arrived to pick up the crew. # Changelog :cl: - fix: Radiation damage no longer interrupts DoAfters.
# Description - Makes jobs use CharacterRequirements - Makes antags use CharReqs - Splits CharReqs into multiple files - Adds a Whitelist CharReq - Prays the tests pass --- --------- Signed-off-by: DEATHB4DEFEAT <[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]? --> Adds cybernetic limb markings from Hesphiastos Industries and Bishop Cybernetics, originally from Deepstation. Also cherry-picks this [PR](SS14-Classic/deep-station-14#39) by @WarMechanic from Deep that increases arm and leg markings available for suitable species from 2 to 6. This allows players to cover all limbs with cybernetics. --- <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/49eb49c0-4f0c-4346-8463-524a75613f8a) ![image](https://github.com/user-attachments/assets/1d1698a4-4b7b-4c5e-86f5-1c237db25c19) </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: Skubman - add: Added cybernetic limb markings from Hesphiastos Industries and Bishop Cybernetics. --------- Co-authored-by: WarMechanic <[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]? --> Adds new markings representing makeup: - Lips - Blush - Nail Polish (Left) - Nail Polish (Right) Availability depends on the species. Cherry-picked from this [pull-request](DeltaV-Station/Delta-v#1191) from Delta-V. --- <!-- 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> Human: ![image](https://github.com/user-attachments/assets/947f0186-297a-4af8-87e4-a14aa08d6100) ![image](https://github.com/user-attachments/assets/fc8b347d-a4fd-49f6-ba8c-2dcd9e5d7ac0) ![image](https://github.com/user-attachments/assets/ae5fc444-b1c2-45bb-969c-d0052c295a9d) ![image](https://github.com/user-attachments/assets/47a1650f-d2a6-4586-a4a1-83398db138b3) Felinid: ![image](https://github.com/user-attachments/assets/fbd12ed4-e7ac-4898-aa01-bfeff23c2818) ![image](https://github.com/user-attachments/assets/3401464d-ba4d-4da0-b378-b0d45424d792) ![image](https://github.com/user-attachments/assets/f0a08c2f-0cb0-4349-976c-15c59723a702) Moth: ![image](https://github.com/user-attachments/assets/e0036568-8860-4daf-b548-3f953f9a2ec4) ![image](https://github.com/user-attachments/assets/68620d38-6365-477d-be90-6b92dfaa32ee) </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: Makeup is finally here: lips, blush, and nail polish! Sashay over to Character Setup in the Markings section, then look at Head/Overlay to give makeovers to your characters!
# Description Last update broke late joins on Release build. This hotfixes latejoins.
I did an oopsie
# Description Done by request from several people who have some issues with the sound mixing of certain items being very off. I did a little digging, and discovered that the heart of the issue is that id: BaseItem had for whatever utterly strange reason, set the volume for every item not overriding it to be above people's sound settings, resulting in pickup and drop sounds being strangely inconsistent with all other volumes. It got so bad that some people reportedly couldn't play the game. # Changelog :cl: - fix: Fixed Tools, Drink Containers, Lockers, and all base items having inconsistent sound settings.
# Description LASERS HAVE NO RECOIL, THEY SHOULD NOT PUSH YOU AROUND IN SPACE. THE CAPTAIN'S LASER PISTOL IS NOT AN INFINITE USE JET PACK. STUPID BUG. ME FIX. There are MANY things I hate about the gun system's code, I am going to revisit this later with a more comprehensive update. There are many hardcoded constants in it related to physics that I thoroughly despise. Guns should just be allowed to declare how much force of recoil they have, rather than it being hardcoded as "CONSTANT 25f". Also, I would like that if the Recoil value is greater than your character's mass, to then knock your character on their ass and/or send them flying. Imagine a Felinid getting thrown back by firing a shotgun. There's my justification for doing so. # Changelog :cl: - fix: Lasers no longer function as jetpacks in space.
<details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/8292491a-e3c6-4321-a2a9-acf3d7f92d3b) </p> </details> --- # Changelog :cl: - fix: Fixed the Uncategorized category not being hidden when empty
# Description Fixes: - Whisper not undergoing readability obfuscation when out of range - Handheld translators ignoring language knowledge requirements - Several animals not having defined languages - Computers not having languages (this primarily affects the RnD console and in the future the cargo request console which send radio messages) - Some languages lacking brightness and thus being hard to read Also makes language colors from language markers use alpha blending instead of overriding the original color. The change is subtle, kinda hard to make it noticable without defeating the original purpose... <details><summary><h1>Media</h1></summary><p> Example of the new colors ![image](https://github.com/user-attachments/assets/291c1a6d-829b-43ec-afb7-5c902a1e4aff) </p></details> --- # Changelog :cl: - fix: Whisper can no longer be heard clearly outside the intended range. - fix: Translators can no longer be used without knowing the languages they require. - fix: Computers (primarily RnD console) now speak GC by default instead of Universal. - tweak: Readjusted colors of all languages to make them easier to read.
# Description Cherry-Picks Fansana#50 This fixes some mistakes in the code for Michael's announcements. --------- Co-authored-by: Fansana <[email protected]>
# Description Adds significantly more items to Loadouts. Notably, it adds almost every item from the ClothesMate, a decent amount of clothing from the AutoDrobe, and some missing clothes from the WinterDrobe. Other changes: - Restrict Command from wearing uniforms outside of their job - Limit Security's non-sec uniform/head/mask options to those that maintain the Security aesthetic, such as clothes that are red, black, and some blue/beige, and all MNK gear. - Restrict all shoes from Dionas and Harpies properly. I have a feeling that there's a better way to get around this issue, perhaps by preventing these species from selecting items that are based on `ClothingShoesBase`. - Make all colored jumpsuits available to all Civilians, and select jumpsuits for departments such as white/blue for Medical, white/purple for Epistemics, and yellow for Engineering. ## New Items ### Uniform Command cannot select any listed uniforms. Security (except HoS) can only select items marked with (*). - [2] white shirt and purple skirt - [2] yellow skirt with rose hoodie - [2] turquoise hoodie and shorts - [2] casual blue jumpsuit - [2] casual blue jumpskirt - [2] casual purple jumpsuit - [2] casual purple jumpskirt - [2] casual red jumpsuit (*) - [2] casual red jumpskirt (*) - [2] flannel jumpsuit (*) - [2] black hawaiian shirt - [2] blue hawaiian shirt - [2] red hawaiian shirt (*) - [2] yellow hawaiian shirt - [2] brown sweater with jeans - [2] green sweater with jeans - [2] red sweater with jeans (*) - [2] loungewear (*) - [2] sober sweater - [2] white t-shirt and jeans - [2] gray t-shirt and jeans (*) - [2] peach t-shirt and jeans (*) - [2] decorated turtle skirt (*) - [3] kimono - [3] geisha dress (*) - [3] bartender's uniform (jumpsuit) - [3] bartender's uniform (jumpskirt) - I find the bartender's uniform to be a neutral and very versatile piece, fitting the MNK aesthetic. This uniform with a white shirt and black bottom pairs well with the MNK black jacket and flannel jumpsuits. For this reason, I think the bartender's uniform should be accessible to everyone. - [3] lost tourist uniform - [3] black schoolgirl uniform (*) - [3] tan blazer schoolgirl uniform - [3] blue schoolgirl uniform - [3] cyan schoolgirl uniform - [3] dusk schoolgirl uniform - [3] green schoolgirl uniform - [3] orange schoolgirl uniform - [3] pink schoolgirl uniform - [3] purple schoolgirl uniform - [3] red schoolgirl uniform (*) - [4] red dress (*) ## Outer - [1] vest - [3] gentle coat - [3] jensen coat - [3] trench coat - [3] Denim jacket - [3] blue flannel jacket - [3] green flannel jacket - [3] red flannel jacket ## Head Security (including HoS) can only select items marked with (*). - [1] mime cap (*) - [1] mime cap (flipped) (*) - The mime cap is just a plain white cap, the same as the other caps in the Loadouts. - [2] beret (*) - [2] French beret (*) - [2] bowler hat (*) - [2] brown flatcap - [2] grey flatcap (*) - There already exists a "brown flat cap" (note the extra space) in the Loadouts, but it's a different item with a different style. - [2] black cowboy hat (*) - [2] brown cowboy hat - [2] red cowboy hat (*) - [2] grey cowboy hat (*) - [2] white cowboy hat (*) - [2] brown fedora (chocolate) - [2] grey fedora (*) - [2] fez (*) - [2] fishing cap - [4] rasta hat ## Shoes - [2] fishing boots - [2] tourist shoes - [3] high-heeled boots - [3] coder socks - [3] bee socks ## Neck Added some missing scarves and pins. Pins suggested by @Tmanzxd - [1] striped black scarf - [1] striped brown scarf - [1] striped light blue scarf - [1] striped orange scarf - [1] striped purple scarf - [1] black tie - [1] blue tie - [1] green tie - [1] red-tie - [1] white tie - [2] headphones Added bedsheets. Bedsheets are restricted to Civilian (excluding HoP) unless stated otherwise. - [2] black bedsheet - [2] blue bedsheet - [2] brown bedsheet - [2] green bedsheet - [2] grey bedsheet - [2] NT bedsheet - [2] orange bedsheet - Usable by all Logistics roles - [2] purple bedsheet - Usable by all Epistemics roles. We are one step closer to RD wizard - [2] rainbow bedsheet - [2] red bedsheet - Usable by all Security roles - [2] white bedsheet - [2] yellow bedsheet - Usable by all Engineering roles - [3] cosmos bedsheet ## Mask New category. There is conveniently already localization for the Mask category. Security (including HoS) can only select items marked with (*). - [1] black bandana (*) - [1] blue bandana - [1] brown bandana - [1] gold bandana - [1] green bandana - [1] grey bandana - [1] red bandana (*) - [1] skull bandana (*) - [1] gas mask (*) - [1] sterile mask (*) - [2] mercenary bandana - [2] muzzle (*) - [2] neck gaiter (*) - [2] red neck gaiter (*) ## Eyes - [1] glasses - Can't be used by characters with the Nearsighted trait as they already spawn with glasses - [2] jamjar glasses - [2] jensen glasses - [2] cheap sunglasses - A cheaper alternative to sunglasses (5 loadout points), without flash protection ## Items - [1] leather satchel - Leather satchels used to be a default backpack type in SS13 - [3] fire extinguisher - For when you need to put out fires from fire anomalies and pyromancy - [4] crayon box - Crew can use this to ~~vandalize sec front~~ decorate their workplaces with love - [4] barber scissors ## Jobs ### Chemist Suggested by @Tmanzxd - [1] heavy nitrile gloves - [1] chemistry tie - [1] enclosed shoes - [2] safety glasses - [2] chemical resistant apron - [2] formal chemistry suit ### Captain/HoP - [1] inspection gloves ### Head of Personnel - [2] Ian's bedsheet ### Medical - [2] medical bedsheet ### Clown - [1] sexy clown mask - [1] clown winter boots - [2] clown's bedsheet - [2] robes of the honkmother - [2] clown winter coat ### Mime - [1] sad mime mask - [1] scary mime mask - [1] sexy mime mask - [1] mime's winter boots - [2] mime's bedsheet - [2] mime's winter coat ### Cargo Technician - [1] logistics winter boots - [2] logistics winter coat ### Salvage Specialist - [2] mining winter coat --- <details><summary><h1>Media (Character Lookbook)</h1></summary> <p> ## Stylish Cowboy ![image](https://github.com/user-attachments/assets/23d78f00-a601-4fd7-8139-990850afc912) **Loadout:** black cowboy hat, bartender's uniform (jumpsuit), striped black scarf, red flannel jacket, fingerless gloves, fishing boots ## Secret agent ![image](https://github.com/user-attachments/assets/8d89a944-c147-47ce-b06a-21a2d0dee4dc) **Loadout:** french beret, cheap sunglasses, bartender's uniform (jumpskirt), MNK black jacket ## Cybernetic Tourist ![image](https://github.com/user-attachments/assets/ddd28b02-5211-4803-a5ae-6c37872f7d94) **Loadout:** glasses, blue hawaiian shirt, striped light blue scarf, geta sandals ## Cowgirl ![image](https://github.com/user-attachments/assets/25c6b5dd-30ff-4096-a710-fb785219958a) **Loadout:** white cowboy hat, MNK gym bra, high-heeled boots ## Cat schoolgirl ![image](https://github.com/user-attachments/assets/f97cd552-ddd2-49d0-8f4e-dcada261ec7f) **Loadout:** pink schoolgirl uniform, coder socks ## Olive Rancher ![image](https://github.com/user-attachments/assets/8f31921c-14e9-43c5-bd65-0c90ec9c3a5a) **Loadout:** grey cowboy hat, gray t-shirt and jeans, vest, leather shoes ## Casual ![image](https://github.com/user-attachments/assets/9610822b-cd3e-4dab-a06c-2a0f30f43866) **Loadout:** Beret, cheap sunglasses, sober sweater, laceup shoes ## French Chemist ![image](https://github.com/user-attachments/assets/325653a9-ddba-4670-bac2-67cda1d90b5c) **Loadout:** french beret, formal chemistry suit, chemistry tie, chemical resistant apron, heavy nitrile gloves, enclosed shoes (Hey Heidi!) ## RD Wizard ![image](https://github.com/user-attachments/assets/8807e3a8-12ec-4ed7-80c7-62952ebe39f0) *For my next magic trick, I cast Pyromancy!* **Loadout:** top hat, glasses, mystagogue lab coat, purple bedsheet, fishing boots </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: Skubman - add: Added dozens of new clothes and items to Loadouts, including the new Mask category. Have fun dressing up your characters! - tweak: Restrict Command Loadouts from selecting uniforms outside of their job. - tweak: Limit the selection in Security Loadouts of non-sec uniforms, hats, and masks to those that maintain the Security aesthetic. - tweak: Made all types of colored jumpsuits in Loadouts available to Civilian roles (excluding HoP), and suitable jumpsuits to Epistemics, Engineering, and Medical. - fix: Prevent dionas and harpies from selecting shoes in Loadouts.
Fixes #25893
…e Doors Relevant to Their Type" (#491) Reverts Simple-Station/Einstein-Engines#315 As [I brought up](Simple-Station/Einstein-Engines#315 (comment)) in the original pr, this change was made to counter power gaming, which isn't as much of an issue on EE downstreams, and adversely affects the engineering department, without any major benefits. --------- Signed-off-by: stellar-novas <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
This is a good opportunity to fix the outstanding role timers as well. There is no point in forcing people to play days worth of time just to play in the role they want. |
This is why i left the "Need Discussion", will update the merge with new update and revert the timers, well just the numbers. |
I can update them later today. |
Alright. |
Reverted timers, ready to merge! |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Sorry didn't get to this yet. I'll get it down asap. |
I changed the value, feel free to check it but i reverted to what its is currently. |
as Oracle got changed but not the glimmer system |
Please don't deploy, let the auto deploy handle it, okay? |
Welp I guess I need to stay then. |
This reverts commit 576fcb3b0e25a6f2ad443ab797d9847906bec28d.
Description
Upstream Merge from EE: https://github.com/Simple-Station/Einstein-Engines/
Solus told me that merge is very stable and i could agree there was not was a lot of conflicts except for role timers.
THIS PR WILL NEED DISCUSSION AS ROLE TIMERS ARE HEAVLY CHANGED IN THIS MERGE, PLEASE CHECK FILE AND DISCUSS IT HERE OR ON DISCORD.
TODO
Changelog
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