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Update 10/9/2024 #75
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Update 10/9/2024 #75
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# Description Fixed some logic issues on downed entities, as beds and being carried would change their draw depth to a SmallMobs without setting it back appropriately. --- # Changelog :cl: Mocho - fix: Fixed downed entities having their draw depth set incorrectly after being picked up, or laying on a bed.
# Description This PR adds a CVar to the Respawn System that optionally allows players to respawn as the same character. # Changelog This isn't player facing, so none.
# Description This PR adds two more drug related moodlets, neither of which are addictions. This would be Space Drugs and Ethanol. # Changelog :cl: - add: Added positive moodlets for drinking Space Drugs and Alcohol.
# Description This PR nerfs the Lotophagoi Oil addiction so that the bonus only lasts 10 minutes, and the withdrawl only 10 minutes as well. # Changelog :cl: - tweak: Nerfed Lotophagoi Moodlets so that both the positive and negative moodlets only last for 10 minutes. The total mood modification has been left untouched.
# Description This PR removes the Supercrit mechanic from the standard Shadeskip. The Supercrit version will return as a WIZARD POWER. # Changelog :cl: - add: Shadeskip no longer creates Stationwide Shadow Kudzu when casting at high glimmer.
# Description Part 3 of my evil plan to make salvage not suck: Give them a fancy goody, but with a twist. This PR adds the Pathfinder Expedition Vessel from Frontier, which replaces the Shittle as the default salvage shuttle to spawn on each map. I have my own funky reasoning for this. The primary one being, "The Pathfinder is powered by an AME. This means salvage are REQUIRED to periodically return to the station to get fuel. It is impossible for them to refuel themselves away from the station." It also, notably, spawns with an Expedition Console. More on that in a follow-up PR where I rework expeditions to work "More like Frontier". # TODO <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/f516ffdc-585b-4e00-83b3-f1fd78b3ffd1) ![image](https://github.com/user-attachments/assets/8c6bffcb-f6a7-4963-93a8-8f6d90957eb8) </p> </details> # Changelog :cl: - add: The Salvage Shittle has been replaced with the Pathfinder Expedition Vessel from Frontier.
# Description I apparently accidentally removed the Crusher weapons from their spawner. This PR corrects that. Additionally in case this ever happens again, I've also decided to add the Crusher Dagger as a loadout option for salvage techs. # Changelog :cl: - add: Salvage techs can now buy a Crusher Dagger in their loadout. - fix: Re-Added the Crusher weapons to salvage spawners.
<!-- 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 PR ports the "Gax" map directly from Estação Pirata, making some changes and corrections. This PR ports rbertoche/space-station-14#80 Gax is a recreated ss13 map, originally from YogStation (SS13) --- # 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 --> --- <!-- 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> ![Gax-0](https://github.com/user-attachments/assets/88e4daa5-0de1-4a68-b6ae-d957056a1b29) </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: A new map called NCS Gax has been added to rotation. --------- Signed-off-by: Ichaie <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description This PR *significantly* expands upon Loadouts available to the entire Security Department. First to note, is that all security roles no longer automatically spawn with a weapon, instead every security role has a single selection choice from the new Security Duty Weapon group, with many of the options being free or very little points. But it also now features significantly more options available. Players can freely choose whether they want their duty weapon loaded with Lethal vs. Nonlethal, with a modest restriction that Lethals require some Security playtime for Shitter Protection. The basic choices are either a Disabler, a Mk58, or an Inspector revolver, but players can spend loadout points to "Trade up" for a fancier gun. Security equipment now also includes selections of magazines for one's own Duty Weapon(The first magazine is free!), while a spare magazine can also be bought with some loadout points. I didn't forget Oni either, and I know they suck with guns. So Oni have an option of taking a Truncheon as their Duty Weapon. <details><summary><h1>Media</h1></summary> <p> New Duty Weapon selections ![image](https://github.com/user-attachments/assets/35d8454c-b8a3-4136-97f4-f32facdba5bf) More Equipment selections! ![image](https://github.com/user-attachments/assets/98afbe8f-b5b8-401c-9b46-8921adadd26a) </p> </details> # Changelog :cl: - tweak: Almost all security loadout gear is now free. - remove: All Security roles no longer spawn with a pistol by default. This has been moved to Loadouts. - add: Security characters can now choose from a selection of different firearms to use as their Duty Weapon. Disablers, Mk58, and Inspector revolvers are free, fancier weapons such as an N1984 can be bought with loadout points. - add: Oni can opt to take a Truncheon in lieu of a handgun. - add: Security characters can now take handgun magazines and spare magazines in their loadouts. - add: Security Backpacks to loadouts. - fix: Fixed issues with the security belt options(webbing, belt, holster) not correctly replacing the original item, and also not containing items either.
# Description Small fix for the Curadrobe not being accessible by the Librarian/Cataloguer. # Changelog :cl: - fix: Librarian/Cataloguer now correctly has access to his own clothing vendor.
# Description The two Psi-Potential traits are mutually exclusive(Due to adding the same component), but I forgot to add a condition that prevents you from taking both. # Changelog :cl: - fix: Fixed High & Low Psi-Potential traits lacking a requirement that you don't have the opposite trait. The two were mutually exclusive, so taking both caused issues.
# Description Just a small fix for Unathi language localizations. # Changelog :cl: - fix: Fixed localizations for the Sinta'Azaziba language.
# Description This improves the random barks by: - Fully moving the random barks to localization files, with the ability to re-use existing types - Adding many new (english) random bark types - Making the random bark system add a random punctuation mark at the end of a random bark - Adjusting some existing random bark configs This also reparents MobSecurityDog to MobCorgi and MobArcticFox to MobFox because for some reason delta-v decided to copy the original mobs instead of using inheritance??? Either way, laika and siobhan will now also have random barks, can be carried, etc. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/2f429d8d-fa3a-4ac1-8f04-0eefa2541de3) ![image](https://github.com/user-attachments/assets/84a2bf32-07a5-4b7b-9afc-d077333ee620) ![image](https://github.com/user-attachments/assets/b4b099c3-4c59-444b-b2f8-f13d11d93f30) ![image](https://github.com/user-attachments/assets/f9d8de0d-06ff-4f9a-8358-e5dd38e9571d) </p> </details> # Changelog :cl: - add: Animals now have more unique things to say when not controlled by a player. --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: FoxxoTrystan <[email protected]>
# Description This significantly improves the quality of the language system by fixing the mistakes I've made almost a year ago while developing it. Mainly, this throws away the old half-broken way of networking in favor of the component state system provided by RT. Language speaker comp is now shared with SendOnlyToOwner = true, and its state is handled manually. In addition to that, this brings the following changes: - UniversalLanguageSpeaker and LanguageKnowledge are now server-side - DetermineLanguagesEvent and LanguagesUpdateEvent are now shared (so that future systems can be built in shared, if needed) - Everything now uses the ProtoId<LanguagePrototype> type instead of raw strings (god, I hated those so much) - The server-side language system now accepts Entity<T?> arguments instead of EntityUid + T - UniversalLanguageSpeaker is now based on DetermineEntityLanguagesEvent and gets an Enabled field, which allows to turn it off. This may have some use in the future. - Some minor cleanup <!-- TODO MEDIA <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> --> # Changelog No cl --------- Co-authored-by: VMSolidus <[email protected]>
# Description This PR makes it so that Glimmer Mites can only spawn on "The Main Station", as defined by GetSpawnableStations. Yes this is seemingly pretty hardcodey, but because on our codebase it's simply not possible for GetSpawnableStations to ever return anything other than a list with an index of 0, we can extremely reliably count on GetSpawnableStations()[0] to be "THE Station". This fixes an issue whereby Glimmer Mites can spawn in places where it is simply not possible for players to reach them. Such as random asteroids in space, CENTCOMM, Nukie World, or the Syndicate Listening Outpost. # Changelog :cl: - fix: Glimmer Mites can no longer spawn anywhere other than "THE" Station.
<!-- 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]? --> Add a Custom Specie Name for servers that wishes to allow players to have custom names. This simply add some variables to the Profile/Humanoid, meaning copying the profile will keep the custom names. By default its is disabled, for servers owners wishing to enable those please edit the Specie Prototype and add: ``` customName: true ``` Enabling it will make it able for players to edit the specie name of the selected specie, and will have the window enabled. This is my first time fucking with Profile and Database, i fucking hate it. --- <!-- 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/a6226fef-c015-45be-add9-ff8e3660d4bb) ![image](https://github.com/user-attachments/assets/cf440f13-5882-44fb-863a-4ba7d8dd1f68) </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: Custom Species Names. --------- Signed-off-by: FoxxoTrystan <[email protected]> Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Mnemotechnican <[email protected]> Co-authored-by: VMSolidus <[email protected]>
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Oct 9, 2024
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Description
I'm doing my weekly "Upstream Merge" a few days early because I don't know when the hurricane is going to knock out my power and internet. Not as many updates this time due to that. However I still have a lot of updates regardless. This includes an entire new map, as well as expansions to Loadouts and Salvage.