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Upstream Merge 7/5/2024 #42
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VMSolidus
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Jul 6, 2024
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Upstream Merge 7/5/2024 #42
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## Mirror of PR #26026: [Throwing Knives: Syndicate Kit](space-wizards/space-station-14#26026) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `393bcbfc1346589075ad960473685c78bdbf46e5` PR opened by <img src="https://avatars.githubusercontent.com/u/134914314?v=4" width="16"/><a href="https://github.com/UbaserB"> UbaserB</a> at 2024-03-12 06:57:41 UTC --- PR changed 13 files with 101 additions and 8 deletions. The PR had the following labels: - No C# - Changes: Sprites --- <details open="true"><summary><h1>Original Body</h1></summary> > <!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- The text between the arrows are comments - they will not be visible on your PR. --> > > ## About the PR > <!-- What did you change in this PR? --> > > This PR adds throwing knives and a syndicate bundle in the bundle category for 6 TC which comes with 4 throwing knives in a box. Each knife does 10 slash + 15 pierce damage on throw, and 5 flash per hit (10 DPS). This makes it better than a kitchen knife, but worse than a combat knife, which is what security is fitted with. > > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > > This kit is built for weakening an enemy from a distance (from chasing, etc) while being able to fight back if cornered into a 1v1 CQC fight. Sure, you can kill several people with the kit; hence why it's so expensive, but there are drawbacks. Firstly, once it embeds into a target they are able to pull it out. Secondly, when you are pulling them out of a target, YOU are vulnerable. Thirdly, if you miss your hits the target will probably not die. Good things you have four knives and can stab them to death.. better than punches! > > ## Media > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> > > - [X] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > **It embeds and kills in 4 throws on an unarmoured target.** > ![image](https://github.com/space-wizards/space-station-14/assets/134914314/05f4112d-a08c-4bde-9b34-8a5ecde0b270) > > **Item description.** > ![image](https://github.com/space-wizards/space-station-14/assets/134914314/87704a6e-8501-4f19-a158-bf89d6b4a83e) > > **4 knives.** > ![image](https://github.com/space-wizards/space-station-14/assets/134914314/44dc4c40-add3-46be-b224-b71e2f14f1e9) > > **Kit on uplink.** > [IMG NEEDS UPDATING] > > **Changelog** > > 🆑 Ubaser > - add: You can now purchase a set of 4 throwing knives in the uplink as a bundle for 12 TC. </details> --------- Co-authored-by: SimpleStation14 <Unknown> Co-authored-by: VMSolidus <[email protected]>
This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]>
# Description For centuries SS14 had equip and unequip delays on the clothing component, and yet that feature remained unused and unheard of, not even nyanotrasen/deltav used it when designing shock collars and headcages, whose descriptions clearly suggested they should take time to take off. For centuries salvage specialists could safely swap suits in space. For centuries you could accidentally unequip your eva suit mid-spacewalk and die. Now the time has come. The time when we change it. This adds equip and unequip delays to the base clothing item. The currently chosen time is half a second - it's meant to not be too annoying, but at the same time prevent people from being able to instantly swap clothes, headsets, other things with a single click. EVA suits take 1.5 seconds to equip and 1 second to take off, so to swap EVA suits, you will have to expose your body to the dangers of space for at least 1.5 seconds. For hardsuits, both values are increased to 2.5 seconds. The values are not final and this PR will probably need polishing before it can be merged - for example, while recording the second preview video, I discovered that jetpacks do not inherit from base clothing and thus do not inherit the delays. There's probably way more such items. --- # TODO Add equip/unequip delays to: - [X] most basic clothing items - [X] hardsuits/softsuits - [X] special items (currently headcages and shock collars, possibly more later?) - [ ] Everything that was missed by the above --- <details><summary><h1>Media</h1></summary> <p> Basics https://github.com/Simple-Station/Einstein-Engines/assets/69920617/3fc900b8-ee13-4968-bf5d-cddeb9a141b6 Hardsuits, eva suits, shock collars, headcages + demonstration that aghost stripping is unaffected. https://github.com/Simple-Station/Einstein-Engines/assets/69920617/a536578f-2ac3-40e1-9b27-3b167e006397 </p> </details> --- # Changelog :cl: - add: Most items now take time to equip and unequip, especially space suits.
## Mirror of PR #25994: [StrippableSystem doafter overhaul](space-wizards/space-station-14#25994) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `41ca8f3dfcb986432e1e509247bf239cac137836` PR opened by <img src="https://avatars.githubusercontent.com/u/42424291?v=4" width="16"/><a href="https://github.com/Krunklehorn"> Krunklehorn</a> at 2024-03-11 12:36:28 UTC --- PR changed 7 files with 465 additions and 305 deletions. The PR had the following labels: - Status: Needs Review --- <details open="true"><summary><h1>Original Body</h1></summary> > ## About the PR > > Refactors Strippable DoAfter events to make them synchronous and organized. > > > ## Technical details > > ### Strippable System & Component > - Synchronous DoAfters > - Made use of `TimeSpan`, `GetStripTimeModifiers()` and `ByRefEvent` > - Reorganized checks, removed some redundant ones > - Resolve pattern where useful > - Added more asserts > - Lots of cleanup > > The DoAfters were grouped under one event to avoid copy-pasting eight separate cancel checks, asserts and function signatures. > > Let me know if this is bad for performance and I'll roll them out instead. > > > ## Media > > - [x] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > > ## Breaking changes > > ### TimeSpans > `ThievingComponent`, `InventoryTemplatePrototype` and `ToggleableClothingSystem` use `TimeSpan` in places where they intersect with `StrippableComponent`. > > > **Changelog** > > N/A > </details> Signed-off-by: VMSolidus <[email protected]> Co-authored-by: SimpleStation14 <Unknown> Co-authored-by: VMSolidus <[email protected]>
# Description Part of #467, #460, and #474 This is a small PR that corrects a math error in SharedGunSystem, causing shell casings to be "Thrown" directly downwards instead of in an actually cinematic and exciting arc. While I'm at it, I also corrected the fixture of base shell casings to favor "Bounciness", and decreased its mass to approximately 100 grams. Finally, I added a sound for when casings bounce off of walls, which wasn't present before. https://github.com/Simple-Station/Einstein-Engines/assets/16548818/56bb4ecc-d5eb-4b36-853b-42f05374150d 🆑 - fix: Spent bullet casings now fly away from a shooter in a cinematic manner, rather than fall at their feet. Co-authored-by: Danger Revolution! <[email protected]>
We now have a glimmer system that can accommodate and account for lots of psychics with multiple powers.
<!-- 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]? --> Self explanatory P.S. i genuinely dont know what the fuck i did, who wrote this? # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Fix shit # Media https://youtu.be/hbJbd5SgZ54 # 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: - fix: Fixed loadouts becoming uneditable after spending all your points
This reverts commit 10803e1.
This reverts commit 4752115.
# Description Cherry-picks DeltaV-Station/Delta-v#1194 This is a minor issue in the yml files of custom species that will become a problem if we ever merge wizden's better hand indicators. This PR shouldn't require a preview; all credit goes to the original author of the fix. --- # Changelog Too minor for a cl. Or as some say, no cl no fun. Co-authored-by: Angelo Fallaria <[email protected]>
# Description Cherry-picks DeltaV-Station/Delta-v#1237 All credit goes to the original author, deltanedas Adds a PDA app that lets seccies know who's wanted and who's about to be thrown out of an airlock without relying on the sechud and people having their IDs on them. # Media ![image](https://github.com/Simple-Station/Einstein-Engines/assets/69920617/37f5fa1a-27a5-4392-b4bb-be0f1016b499) (see the original PR for a better preview) # Changelog :cl: deltanedas - add: Security can find the new SecWatch™ app in their PDAs to see current suspects and wanted criminals. Co-authored-by: deltanedas <[email protected]> Co-authored-by: Azzy <[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]? --> Reworks felinid thieving to no longer act like passive thieving gloves which grant invisible stripping (hereon referred to as hard stealing), in favour of soft thievery (hereon referred to as soft stealing). Soft thievery comprises of the following: - A smaller popup, with the thief anonymised. - A visible doafter bar - A 33% faster strip speed, that stacks with Thieving gloves - An additional ability to identify hidden items to better plan your course of action You no longer need to completely avoid felinids to maintain your precious items as long as you pay attention. For a felinid to utilise their thieving passive, they are encouraged to exploit any distractions to make moves on a target. If there is none, create one through conversation or other forms of player interaction. If you are suspected, persuade your victim that the thief is in fact, the other person. A faster strip speed makes thief bonuses diegetic to other players, and also improves the value proposition of thieving gloves on someone who already has thieving bonuses. Any other race can also gain soft thievery via a moderate costing trait. Non-felinid thieves are encouraged to exploit any felinids as a scapegoat. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> Code - [X] IgnoreStripHidden - allows thieves to look into peoples pockets - [X] StripTimeMultiplier - stripping at a multiplicative rate helps strip bags/belts which creates trait value - [X] Stealthy > Stealth - rather than a bool, distinguishes stealth levels as an enum Balance - [X] Soft thieves can identify items in pockets, which creates player agency - [X] Soft thieves steal 33% faster, which stacks with thieving gloves - [X] Victims to soft stealing get a smaller popup, useful if they're preoccupied - [X] Soft thievery is a trait, which Felinids get for free - [X] Felinids no longer hard steal items Media - [x] Attach media --- <!-- 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> ![image](https://github.com/Simple-Station/Einstein-Engines/assets/69510347/c0c6e81f-21e2-48c5-a535-777c1f683ef7) ![video](https://www.youtube.com/embed/elDfOgAPmIs?si=yV5JjOaSYvurGZer) </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: Added the Thievery trait, which provides various soft stripping bonuses - tweak: Felinids no longer have passive thieving gloves, they instead get the Thievery trait by default --------- Signed-off-by: WarMechanic <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description Cherry-picks DeltaV-Station/Delta-v#1145 All credit goes to the original author of the PR. Original description is: "adds carriable component to a lot of animals that didn't have it" --- # Why ## Renault my beloved!!! --- <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/Simple-Station/Einstein-Engines/assets/69920617/12777e9b-7d00-4df2-8703-a7f9e42ea1c6) </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: Froffy025 - add: You can now carry most of the station pets. --------- Signed-off-by: Froffy025 <[email protected]> Co-authored-by: Froffy025 <[email protected]>
# Description Fixes job requirements using wrong locales Happened because one function had role-timer- as its default locale prefix and the other that called the first had null as the default. --- <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/Simple-Station/Einstein-Engines/assets/69920617/0d02c40a-a58f-4b48-89f5-e0a6b4ff75b9) ![image](https://github.com/Simple-Station/Einstein-Engines/assets/69920617/f3b651dd-492e-47c0-aa9f-74998c78f792) </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: - fix: Job requirements are now displayed correctly.
# Description This restores the basic/survival event rates to how they were before before #486 (however, it keeps the CVars created in it). - 5-25 minutes for basic instead of 15-35 - 4-12 minutes for survival instead of 20-45 --- # Why The PR made it so that survival rounds actually have less events than extended - that is considering that survival rounds are supposed to be troublesome and filled with events while extended ones are supposed to be a chill alternative. Other forks don't bother with editing CVars every 5 minutes, so this "opportunity to configure their experience" was never addressed. Based on the feedback I've received from other players, the change was rather negative. From my personal experience, survival rounds became an extended extended, where during a 2-hour shift you can get a grand total of one power outage and two mice infestations, and nothing else at all. --- # Changelog :cl: - tweak: Events should now occur as frequently as before. Note: server owner can configure the frequency on their server manually. Signed-off-by: Mnemotechnican <[email protected]>
This reverts commit 8897a4b.
# Description The original release of Loadouts to EE did not have much in the way of actual implementation as far as the item list was concerned. This PR seeks to get a head start at fixing that by implementing a fairly sizeable chunk of new items that can be bought with loadout points. One important addition is the use of "non-clothing-job-related items", which helps further set this version of Loadouts apart from the /tg/ style of loadouts implemented elsewhere. One of the key strengths of this loadout system is that it's not limited to just replacing a job's clothing selections, but can also add items unrelated to clothing. My given example for this is the new option for Security characters(provided they have sufficient number of hours as a Security Officer) can spend roughly half their loadout points to start with a spare magazine for their handgun. Secondly, we also now have an opportunity to place non-nanotrasen corporate items in the game, in such a way that players can tie their characters to other corporations. Ostensibly this is to build up to the idea of "Contractor" characters. I hope that this will help broaden people's horizons. # On "Syndie" items I'd like to take this as an opportunity to kind of push people away from the whole thing of "THATS A SYNDICATE ITEM!!!!" wherever possible. For the most part this is very much NRP behavior that I'd like to discourage. With some notable exceptions, this doesn't mean outright antag items should be obtainable through Loadouts. To that end, items such as Interdyne branded smokes, Cybersun branded clothing, and other items with "In-Universe Company Brands" should be moved away from their identity as strictly antag objects, and instead things characters could reasonably have bought with their paycheck. # Technical Changes I had to make some improvements to the way Loadouts handles species, namely it wasn't previously possible to have an item require any entry from a list of species. I updated it so that SpeciesRequirement takes a list of Species, and will accept any entry from that list. My given example for this is the entries for Nitrogen air tanks, which can only be purchased in loadouts by SlimePersons and Vox(who are not currently playable, but I am accounting for them). Other usage of this is in the Oni-specific Security items. I do hope to use this as an opportunity to introduce more species-specific goods in the future. # Media Outerwear ![image](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/8d0d9286-7758-45f3-aaff-506dddd35da6) More job-related selections available to some departments ![image](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/7b214593-7111-42d7-966e-2a340c766f61) More variety of trinkets and items, including instruments! ![image](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/1b7befaf-c94c-4238-b93b-cbdf14e939dd) Species Specific Items! ![image](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/e4a2a7e6-085d-4e1b-9ed9-635af8b70e84) # Changelog :cl: VMSolidus - add: The catalog of items available via Loadouts has been greatly expanded. Have fun customizing your characters! --------- Signed-off-by: VMSolidus <[email protected]> Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: SimpleStation14 <[email protected]> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <[email protected]> Co-authored-by: Pspritechologist <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: stellar-novas <[email protected]>
# Description This PR brings back a previous briefly existing feature, that of the NormalVisionComponent, which now exists as a single point positive trait that can be taken only by Harpies and Vulpkanin(A list to later be expanded if we ever get new species that have modified vision types). This trait is called "Trichromat Modification", and it simply removes any species based vision modifications an entity may have, such as Ultraviolet Vision. :cl: - add: Trichromat Modification has been added as a new positive trait. It can be taken by Harpies and Vulpkanin to buy off their unique vision negative traits. Signed-off-by: VMSolidus <[email protected]>
# Description The language PR was merged early and OH GOD I ALREADY REGRET IT This PR is intended to provide the missing refactors and address the issues that were missed due to the early merge. --- # TODO - [X] Introduced a polymorphic obfuscation property to the LanguagePrototype - now it supports more than just 2 hardcoded methods, and each method can be configured per-language. Currently there are 3 obfuscation methods: replacement (same as replacement accent), obuscation by syllables and obfuscation by phrases. - [X] Refactored the existing obfuscation methods to not be a big hardcoded mess. - [X] Updated the existing languages accordingly: animalistic languages are now less of an unreadable mess and include less syllables. Certain languages like binary and snake seriously benefit from that. - [X] Refactored the existing commands in response to the never-addressed review (it got lost among hundreds of others) - [X] Refactored the commands to be more user-friendly (you can now use the number of the language in saylang and languageselect which can allow using keybinds to switch between languages) - [X] Moved a lot of obfuscation-related stuff from server to shared. The actual obfuscation process, however, is still done on the server. That may or may not be subject to change, too. - [X] Refactored the entire process of resolution of entities' languages. Instead of raising an event every time it's required to learn what languages an entity knows, the lists of ALL languages available to the entity (including via translators) is stored in LanguageSpeakerComponent and only updated when necessary (e.g. when a translator gets toggled). The list of languages the entity knows on its own is now stored in LanguageKnowledgeComponent. - [X] Made handheld translators automatically change your current language when activated. - [X] Rewrote the translator implanter system, now using the real implants and implanters - [ ] Rebalance science stuff (translators are incredibly expensive for what they're worth) - [ ] Uhhh stuff --- <details><summary><h1>Media</h1></summary> <p> N/A for now </p> </details> --- # Changelog :cl: - tweak: Translator implants are now proper implants that can be removed. - tweak: Animalistic languages should now look less messy. - fix: Hopefully fixed language menu desync and other issues. --------- Signed-off-by: Mnemotechnican <[email protected]>
# Description This PR adds the ability to transfer objects from one player's hand to another player's hand, as in SS13. I have little coding experience, so my solutions may not be ideal. --- # TODO - [x] Make the code work - [x] Add popup - [x] Write a summary of the code - [x] Сorrect inaccuracies <details><summary><h1>Media</h1></summary> <p> https://youtu.be/zTQWTsYm1gw </p> </details> --- # Changelog :cl: - add: Added system - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------- Co-authored-by: Danger Revolution! <[email protected]>
Signed-off-by: VMSolidus <[email protected]>
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The Runner tests are going to fail, but the tests concerning Sophie's new conversation tree can be ignored. I've verified through ingame testing that the game will run just fine.