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Update 10/4/2024 #71
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Update 10/4/2024 #71
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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 Playtesting uncovered a few bugs with the HealOtherSystem, these are luckily pretty simple to fix. I also made a few of the functions in this system nullable as a performance optimization. # Changelog :cl: - fix: Fixed a bug where Breath of Life and Healing Word would set living people to crit, which would knock them down. - fix: Fixed a bug where Breath of Life could revive people who were rotten(It will still heal them and reduce the rot timer as intended, but will not revive unless said rot timer reduction brings them below the 10 minute threshold). - add: The Do-After bar for Breath of Life and Healing Word is now hidden if glimmer is low enough. The threshold for which scales with your Dampening stat. More Dampening = stealthier casting.
# Description This PR adds a few new recipes to Quick Construction (accessed by pressing Z on commonly used construction materials/items, such as rods, glass, steel, plasma, etc etc). Along with simple nesting for grouping items up under categories, akin to how the RCD works. Which allows engineers to massively speed up pipe laying work, disposal rebuilding, setting up the supermatter, etc etc. First time doing UI code, apologies for the shitcode in advance :godo: --- <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/9d540d7f-7e4f-4a43-874d-5ea069011a37 </p> </details> --- # Considerations Is this powergamey? Probably. Is it fucking awesome? Hell yeah. Some servers might question the fact that everyone can build stuff this fast now that they dont have to deal too much with the construction menu for the most common things... And might want to lock it behind traits or given as a job freebie, like CPR for doctors. Other servers might appreciate it if they are looking for more action to happen over the round, and giving everyone the ability to deal with breaches and repairs quicker is probably a step into that direction. I'll be observing for feedback and adjust accordingly. It also shouldn't invalidate any eventual RPDs, or other devices of the kind since this is just a shortcut for construction, you still require materials and a doafter for most of them. --- # Changelog :cl: Mocho - add: Added a lot of recipes to the quick construction menus. Give it a shot by pressing Z with different construction materials in your hand! --------- Signed-off-by: gluesniffler <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description The people who made IPC apparently never setup a fixture for them, so they were using the BaseMob default fixture, which provides a mass of 5kg. I've swapped it out for a standard human fixture for the time being. # Changelog :cl: - fix: IPC now weigh 71kg by default instead of 5kg. Seriously who the fuck made the BeepBoops out of feathers!?!
<!-- 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]? --> This is a batch of changes I made for Floof station being ported over to the upstream branch --- # 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 new neutral xenos, events, and reagent slimes --------- Signed-off-by: fenndragon <[email protected]> Signed-off-by: SleepyScarecrow <[email protected]> Co-authored-by: FoxxoTrystan <[email protected]> Co-authored-by: SleepyScarecrow <[email protected]>
# Description Grrrr, I may have forgotten to remove it as a part of #733. Signed-off-by: Mnemotechnican <[email protected]>
# Description Simple-Station/Einstein-Engines#794 apparently silently deprecated the Backpack Preferences button. Selecting a backpack preference no longer actually does anything, and instead your backpack comes from your Loadout. This would have been fine if we were warned about this, but because nobody merged upstream for 2 weeks after the release of PR794, this issue went unreported. Well now the solution is going to require adding every backpack in the entire game to a new Backpacks tab. I've started this PR, but because it's really late and I have Calculus classes in the morning, I won't be able to finish it tonight. So I'm enlisting the help of a few other people I know to PR to this PR to help get the backpacks in. After we have backpacks in the loadout tab, and after Wizmerge, I'll probably do a separate PR to actually remove the now useless Backpack selection button. This is probably for the better long term. Since this technically means Backpack slots are no longer hardcoded to "Backpack/Duffelbag/Satchel", and now the back slot is freeeeee to be used for anything. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/7081660f-68f0-471e-99eb-67f026b7e122) </p> </details> # Changelog :cl: - add: Backpacks, Duffelbags, and Satchels have been added to loadouts. - remove: The button for "Backpack Preference" has been removed. Backpacks selection is now done via Loadouts. - remove: The button for "Suit/Skirt Preference" has also been removed. Suit selection is done via Loadouts.
# Description This fixes a bug with IPCs where the button to reboot them wasn't appearing. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/6cd8e896-916d-4021-9095-1bdf90c80715) </p> </details> # Changelog :cl: - fix: Fixed a bug where the button to reboot IPCs wasn't appearing.
# Description Apparently _mobThreshold.TryGetThresholdForState() fucking crashes if you hand it a mob that doesn't have a MobStateComponent, even though it optionally accepts no MobStateComponent at all as one of its inputs. Easy solution for this is to just pre-emptively TryComp for the MobStateComponent and then pass it in explicitly, but I also hate this because TryGetThresholdForState shouldn't be crashing if you hand it a mob without a MobStateComponent... I hate Resolve() so much for this behavior. # Changelog :cl: - fix: Fix a crash related to Luminous Entities.
# Description This fixes a bug whereby smoking a cigarette spams your screen with the funny "I feel as if I have been standing my entire life and I just sat down" message. Now moodlet popups only play once when the moodlet is obtained, rather than being constantly spammed. I have tested this ingame to verify that it works correctly. # Changelog :cl: - fix: Smoking cigarettes or drinking loto oil will no longer spam moodlet popup messages.
# Description Webedit ops. The changes to those events were balanced around the fact that all english downstreams had the glimmer changes early-merged, and were not reverted after the said glimmer changes were dropped. Now: - PsionicCatGotYourTongue occurs above 400 glimmer - FreeProber occurs above 300 - GlimmerRevenantSpawn occurs above 450 and burns a substantial amount of glimmer, giving epistemics a chance to recover - GlimmerMiteSpawn occurs above 250 - GlimmerRandomSentience occurs above 250 Not sure about NoosphericFry. I'm pretty sure probers no longer shoot lightnings, but I'm still opting in to keep it as it is, above 550 glimmer. # Changelog :cl: - tweak: Noospheric events should once again occur on lower glimmer levels. Signed-off-by: Mnemotechnican <[email protected]>
# Description - Fixes BeingActivelyPushed not resetting when pulling stops, resulting in entities who broke out of pulling being able to fall into trashcans and whatnot. - Makes it so that the puller does not receive impulse while pushing under gravity (as it turns out, it is, in fact, annoying when you are small) - Increases the default continuous push duration to 5 seconds to make pushing heavy objects easier. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/1808fb33-b9af-41b4-bec8-138eab088565 </p> </details> # Changelog :cl: - tweak: Pushing something no longer causes your character to move, but only if there is gravity holding you down. - tweak: Pushing an object with Ctrl-RMB now pushes it continuously for up to 5 seconds instead of 2.
# Description Drunk Solidus. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/b4ff8d3b-593e-4fc6-afb5-bd01f77da18b) </p> </details> # Changelog :cl: - add: Humans can now have tail and ear markings.
# Description This PR adds a new Language specific to the Harpy species, which is composed of syllable charts taken from Polish, Serbian, Greek, and Turkish. It uses Cambria as its font, which is modestly different from the standard font, but still reasonably readable. This also adds a Language menu trait that allows people to buy the language with a trait point. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/929a5110-2339-4410-a97d-9f1bcf537e7b) </p> </details> # Changelog :cl: - add: Harpies now have their own species-specific language, called Valyrian Standard - add: Valyrian Standard can now be bought as an extra language in the Traits menu. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description This fixes a bug with HealOtherPowerSystem where if the performer was forcibly moved during the cast, they would permanently become unable to cast it. # Changelog :cl: - fix: Fixed a bug with Healing Word and Breath of Life where if the caster was moved by another person mid-cast, they would permanently become unable to cast it again.
# Description The Psionics Guidebook is straight up outdated, wrong about a metric shitton of things, and I actually have zero intention of updating it to have correct information, because Psionics is completely intended to be a "Find Out In Game" kind of thing. I'm actually pissed off by how much the guide misleads people, and getting nonstop questions about why Psionics doesn't work the way the guidebook says it works. So this PR removes the Psionics guidebook entry outright. You're welcome. **FIND OUT IN GAME. PSIONICS IS ENTIRELY INTENDED TO BE VAGUE. YOU ARE NOT SUPPOSED TO GET STRAIGHT ANSWERS FROM ANYTHING. YES THE POPUP TEXT IS VAGUE. I'M NOT GOING TO HOLD YOUR HAND. FIGURE OUT WHAT THINGS MEAN BY CONTEXT CLUES, OR JUST GUESS. YOUR BEST GUESS IS BETTER THAN ASKING IN AHELP ABOUT EVERYTHING.** # Changelog :cl: - remove: Removed the Psionics Guidebook. It was straight up wrong about most things, and is not ever going to be updated to match new Psionics Content. You are fully intended to "FIND OUT IN GAME" how things work through guessing, trial and error, and just pure happenstance. Experiment with shit. The popups are intentionally vague. You're supposed to think about what they mean. Stop asking admins in Ahelps what the vague text means.
# Description This PR adds a long overdue Guidebook for Harpies. However, I am physically incapable of half-assing it, so it contains ALL information about Harpies. Where they come from, notes on biology, what traits they have, what their average height is, what Language do they speak, etc. Also while I was at it, I put the singing animation in the character creation screen. So now it's basically impossible for anyone to miss out on the silly fact that they can do this. ![image](https://github.com/user-attachments/assets/134a80e8-7d9a-4bb0-8cdc-bb49dcb2399a) ![image](https://github.com/user-attachments/assets/5c35c2e2-aaf3-4695-a2e1-a69e13991dc8) # Changelog :cl: - add: Added a full Guidebook entry for Harpies. Unlike previous species guidebooks, this document contains extensive lore and background information for Harpies, in addition to notes on their game mechanics.
# Description Between me and a few other people, we have cumulatively spent numerous man hours combing through Loadouts trying to find why the Command loadouts were being dumped to Uncategorized. Finally I've had enough, so they're getting put back into the JobsCommand category. # Changelog :cl: - fix: Command Loadouts no longer appear in the Uncategorized tab.
# Description This PR adds many new kemonomimi-style markings, my thanks to Oniks for providing me with all of these. # TODO <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/9c23a6c9-3319-4081-ad9c-9c7f6e8465c2) </p> </details> # Changelog :cl: - add: 13 new Kemonomimi-Style markings. 4 Ears, and 9 new tails!
<!-- 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]? --> updated the spawn tables for events to fix some of the issues run into Dangerous things spawn less often, helpful things spawn more. --- # 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: -Tweak: Tweaked the spawnrate of certain mobs within the ventcritters rule. --------- Signed-off-by: fenndragon <[email protected]> Signed-off-by: SleepyScarecrow <[email protected]> Signed-off-by: VMSolidus <[email protected]> Co-authored-by: FoxxoTrystan <[email protected]> Co-authored-by: SleepyScarecrow <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description Pretty easy PR, this just uncomments Grapple & Tether Guns, such that players can once again obtain them from Science. # Changelog :cl: - add: Grapple & Tether Guns have been re-added.
# Description Fixes mail doors. I missed this door when working on the previous PR # Changelog :cl: - fix: Fixes door access for mail doors
# Description This PR extends the system originally created for Shadeskip, into a system that allows any (currently existing) anomaly effect to be replicated as an Instant Action psionic power. This will be needed for Wizard/Rogue Psion antagonists. I'll be making a metric shitton of new powers using this in separate PRs. This is extremely blatantly re-using code as-is from the various Anomaly Systems, because it unfortunately turns out that it's simply not possible to build a constructor to interface between Psionics and Anomalies. # Changelog No changelog because this isn't player facing. --------- Signed-off-by: VMSolidus <[email protected]>
# Description Adds a new Type for Prototypes to inherit instead of IPrototype with standard localization formats and lambda shortcuts to them. ---
# Description This PR adds a new psionic power, that of Telekinetic Pulse. This also fixes a crash related to the Anomaly Power System. # TODO - [x] Finish localizations. <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> # Changelog :cl: - add: Added Telekinetic Pulse power. - fix: Fixed a crash related to Shadeskip
<!-- 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]? --> Changes Windows, Tables Sprites, and fixes the state for the airalarm. Directional windows needed to be updated as we updated the previous ones, tables looked ugly and needed an update, its was provided. Airalarm has its danger state set to warning, and the other inverted, this fixes it too. --- # 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] AirAlarm State Fix - [x] Window/Windoor Sprite - [x] Tables --- <!-- 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/user-attachments/assets/aa05ca6e-5d1c-4ade-9158-78cfb7ced31d) </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: - tweak: Directional Windows and Tables has gotten new sprites! - fix: AirAlarm Inverted Alert States has been fixed!
# Description This ports WWhiteDreamProject/wwdpublic#56 The new Respawn System is one that allows players to return themselves to the lobby after a configurable delay, while also requiring that they respawn as a different character upon returning. # TODO - [x] Finish the usual cleanup # Changelog :cl: - add: Ported a Respawn System. This system allows players to return themselves to the lobby, while also requiring that if they re-enter the round, that they must do so on a different character. --------- Co-authored-by: Spatison <[email protected]>
# Description Who the fuck gave them 80% temp resistance? TODO: actually test this # Changelog :cl: - fix: Winter boots are no longer able to protect you from insane temperatures. Signed-off-by: Mnemotechnican <[email protected]>
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Just another Weekly Update! This time featuring two more new Psi Powers, new Bay12 Languages, new Psionic Systems