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цена+апстрим #164
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цена+апстрим #164
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# Description This fixes prediction issues, both where pressing the Lay down key causes all entities on your screen to glitch and lay down, as well as the bug where upon receiving ANY movement input, a player would be visually changed on their screen to be laying down. # Changelog :cl: - fix: Fixed issues with the LayingDownSystem. Laying down no longer causes all entities on your screen to lay down at once. Using any movement input no longer causes the character to appear to the player as to be laying down.
# Description UniversalLanguageSpeakerComponent has NUMEROUS issues, which previously were easy to ignore since it was a language only obtainable by Admins. But now that it's both a Psionic Power(And a trait that adds said power), the issues with it have been highlighted. Here's just a FEW 1. UniversalLanguageSpeaker overwrites all known languages, preventing you from speaking anything else 2. It overwrites the ability to use sign language. 3. It also overwrites the Mute trait. To fix that, I've made it follow *MOSTLY* the logic all the other languages use, so that it's less of a special snowflake case. Now if you have access to it, it will appear in your language list alongside other languages, rather than fully replacing the entire list. That way you can intentionally choose not to speak in a language understood by all. Fuck it, I also added the ability for the TraitSystem to just call LanguageSystem and directly add arbitrarily any desired language, rather than needing a component to do so. # Changelog :cl: - fix: UniversalLanguageSpeaker(And Xenoglossy by extension) will now appear in your language menu alongside other known languages, rather than replace all known languages. You can effectively now choose whether or not to speak it, or to use a normal language. - add: Traits can now add Languages directly. - add: Traits can now remove Languages directly. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Mnemotechnican <[email protected]> Co-authored-by: FoxxoTrystan <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
…934) # Description Surprise motherfucker, here's a massive fucking refactor of SharedMeleeWeaponSystem. The MeleeWeaponComponent now allows for melee weapons to directly configure how and what members of the ContestsSystem they wish to utilize for influencing damage. Additionally, the damage of a melee weapon modified by Contests is now also visible when examined(Although this only reflects damage as per the current condition of the user). # Changelog :cl: - add: Melee Weapons can now individually define their interactions with the ContestsSystem. - add: Added the ContestArgs type, allowing arbitrarily any component to contain a list of arguments for ContestSystems. - add: Added the ContestConstructor, a new type of meta-Contest that enables other systems to use components to define all possible contest behaviors, rather than needing to hardcode specific interactions.
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Sep 20, 2024
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🆑 Evgencheg