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Update 10/9/2024 #75

Merged
merged 34 commits into from
Oct 9, 2024
Merged

Update 10/9/2024 #75

merged 34 commits into from
Oct 9, 2024

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VMSolidus
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@VMSolidus VMSolidus commented Oct 9, 2024

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.

gluesniffler and others added 30 commits October 7, 2024 11:28
# 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.
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# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
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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

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
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---

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<details><summary><h1>Media</h1></summary>
<p>


![Gax-0](https://github.com/user-attachments/assets/88e4daa5-0de1-4a68-b6ae-d957056a1b29)


</p>
</details>

---

# Changelog

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: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

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TODO MEDIA

<details><summary><h1>Media</h1></summary>
<p>

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</p>
</details>

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# 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.
<!--
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# Description

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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.

---

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This is default collapsed, readers click to expand it and see all your
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The PR media section can get very large at times, so this is a good way
to keep it clean
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<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

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: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]>
@VMSolidus VMSolidus merged commit 4f7e0f1 into master Oct 9, 2024
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6 participants