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Randomly Fire Dropped Guns #19
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Imagine just dropping it constantly in medical |
make FireOnDropSystem shared, use drop chance per component instead of a hardcoded value
This should work but my dotnet is being really weird and refuses to build for unrelated reasons so I dunno how to proceed. |
Apparently making a two-part partial component fucks up literally everything? |
Oh my god it's back to throwing useless errors again, |
I don't know what's happening, the client gets mad at the server-sided system in a Debug build but in Release nothing happens at all |
{ | ||
// TODO: This shouldn't be a hardcoded 10% roll. I wanted to base it off mass, but most items don't seem to care about their mass (most guns had the same). | ||
// Then I wanted to base it off of item size, but the minigun still has a size of 5 at the time of writing, so ¯\_(ツ)_/¯ | ||
if (_random.Prob(0.1f)) |
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I would also like to see this be a datafield on GunComponent, so that individual guns can have a sort of "Reliability" set. That way you can have really shitty guns have a very high chance of setting themselves off when fired, and high quality guns having a much lower chance.
// TODO: This shouldn't be a hardcoded 10% roll. I wanted to base it off mass, but most items don't seem to care about their mass (most guns had the same). | ||
// Then I wanted to base it off of item size, but the minigun still has a size of 5 at the time of writing, so ¯\_(ツ)_/¯ | ||
if (_random.Prob(0.1f)) | ||
_gun.AttemptShoot(uid, uid, component, Transform(uid).Coordinates.Offset(Transform(uid).LocalRotation.ToVec())); |
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I was apparently wrong. This is actually failing because LandEvent is operating inside of an Enumeration over an object's physics component. Your code is running fine inside the enumeration, and it will even fire the weapon when it's thrown. However firing a weapon triggers a linearimpulse, which modifies the weapon's physics component, and since said physics component currently resides inside an enumeration, it causes the game to crash on the very next frame. What I think you might need to do is instead add an AfterLandEvent which runs outside of said enumeration. Essentially waiting until it has finished calculating physics for the object before asking it to calculate something new. This definitely isn't the best solution either. I can imagine some situations where you might say, "But I want the gun to be able to bounce off a wall, fire, and then change direction mid bounce because of the shot".
This is just a really odd coincedence it seems of how the game handles throwing an object.
# Description Ports Simple-Station/Parkstation-Friendly-Chainsaw#19 I have added a new stat for firearms, the "Reliability" stat, which is a number between 0 and 1. It's used as a percentage chance for the weapon to fire itself when violently thrown into anyone. This PR differs from the original one slightly in that to get it to actually work without crashing, I set the system to listen to an event that triggers whenever the gun collides with another entity, not necessarily just the floor. This is the same event responsible for the clown's cream pie system, or for glass shards embedding in an entity. # Changelog :cl: - add: NanoTrasen has disabled the unneeded safeties on your guns- Make sure you're careful with them! - tweak: All Firearms now have a reliability stat, some are more reliable than others. The more reliable a weapon is, the less likely it is to accidentally discharge when yeeted.
# Description Ports Simple-Station/Parkstation-Friendly-Chainsaw#19 I have added a new stat for firearms, the "Reliability" stat, which is a number between 0 and 1. It's used as a percentage chance for the weapon to fire itself when violently thrown into anyone. This PR differs from the original one slightly in that to get it to actually work without crashing, I set the system to listen to an event that triggers whenever the gun collides with another entity, not necessarily just the floor. This is the same event responsible for the clown's cream pie system, or for glass shards embedding in an entity. # Changelog :cl: - add: NanoTrasen has disabled the unneeded safeties on your guns- Make sure you're careful with them! - tweak: All Firearms now have a reliability stat, some are more reliable than others. The more reliable a weapon is, the less likely it is to accidentally discharge when yeeted.
* Languages (#43) Resolves https://github.com/Simple-Station/Einstein-Engines/issues/37 # Description This PR adds languages. Every entity who can speak now speaks a specific language (or Universal, for entities that are not supposed to speak, which is understood by everyone). Other entities who do not understand this language will see gibberish (it's possible to learn how certain induvidual words are spelled. But the spelling changes between rounds). This means that certain creatures, like xenos, cats, vulps, can communicate within their species in their own languages. Similarly, it means that xenos, cats and other things cannot understand GalacticCommon speakers without a translator or cognization. An entity may be able to speak multiple languages, or understand a language but be unable to speak it. Thi PR was orignally made for Frontier but is now being ported and will be maintain here. Orignal PR: https://github.com/new-frontiers-14/frontier-station-14/pull/671 This PR was made orignally by Mnemotechnician and FoxxoTrystan. --- # TODO - [x] Language System. (Check Frontier PR for all the compleated todo list) - [x] Port PR from Frontier. - [x] QOL Changes. - [x] Missing Default Languages. (Missing default langauges for some roundstart species) - [x] Animals Languages. --- <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/Simple-Station/Einstein-Engines/assets/45297731/fc43efd9-612e-4a6d-8ed6-90a26d315c6f) ![image](https://github.com/Simple-Station/Einstein-Engines/assets/45297731/b86616a3-d5fb-408d-865e-90d09096b6d7) ![image](https://github.com/Simple-Station/Einstein-Engines/assets/45297731/ab1e8581-522d-4e7e-95e8-f62575bc5039) </p> </details> --- # Changelog :cl: FoxxoTrystan / Mnemotechnician - add: All species can now bring their own cultures and languages --------- Signed-off-by: Mnemotechnican <[email protected]> Signed-off-by: FoxxoTrystan <[email protected]> Co-authored-by: fox <[email protected]> Co-authored-by: Mnemotechnican <[email protected]> Co-authored-by: Pspritechologist <[email protected]> Co-authored-by: Lincoln McQueen <[email protected]> Co-authored-by: Arkyfloof <[email protected]> Co-authored-by: reese1243 <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: Eagle-0 <[email protected]> Co-authored-by: BlitzDev <[email protected]> Co-authored-by: Arkyfloof <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#43) * Misc Resprites! (#435) <!-- 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 add a bunch of Misc Repsrites and others fixes that i have missed. This PR will avoid ALL .yml changes and will focus on only "Sprites" changes. Here is the following list of Changed Sprites: • Rust Solid/Reinforced Walls • Stunbaton • Banners • Radiation Collector • Riot Suit • Bulletproof Vest • Armor Vest • Slim Armor Vest • Fire Extinguisher • Stock Parts • Rack • Screen # 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] Port/Resprites. --- <!-- 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/45297731/3ad4521e-093c-4e3a-a088-6e61e8e66a49) </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: Rust Walls Sprites. - tweak: Armor, Bulletproof, Riot Suit Resprites. - tweak: New Banners Sprites. - tweak: Stunbaton, Fire Extinguisher New Sprites. - tweak: Rack/WallScreen resprites. - tweak: Stock Parts new sprites! - tweak: Radiation Collector has now a new sprite! * Automatic Changelog Update (#435) * Update Nix Direnv .NET SDK (#436) # Description Nixpkgs updated `8.0.x` to `8.0.3xx` but we need `8.0.1xx` * Fix Null Being Taken Literally, Crashing Debug on Login (#440) There's probably an upcoming mirror for this, but whatever. * Mirror 26441: Fix atmos NaN error (#449) ## Mirror of PR #26441: [Fix atmos NaN error](https://github.com/space-wizards/space-station-14/pull/26441) 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) ###### `fdb4a61487db9fc67714c913832427063abdea42` PR opened by <img src="https://avatars.githubusercontent.com/u/60421075?v=4" width="16"/><a href="https://github.com/ElectroJr"> ElectroJr</a> at 2024-03-26 04:27:08 UTC - merged at 2024-03-26 04:44:56 UTC --- PR changed 16 files with 43 additions and 25 deletions. The PR had the following labels: - Status: Needs Review --- <details open="true"><summary><h1>Original Body</h1></summary> > - Fixes a bug I introduced in #22521 that caused the temperature to be set to `NaN`. I don't know for sure, but I assume this is causing the current atmos issues > - Fixes `FixVacuum` not working after #22521 > - Removes some redundant yaml that was setting FixVacuum to its default value > > :cl: > - fix: Fixed an atmos bug, which was (probably) causing atmospherics on the station to behave incorrectly. </details> Co-authored-by: SimpleStation14 <Unknown> * Mirror 26447: Curtains fix (#450) ## Mirror of PR #26447: [Curtains fix](https://github.com/space-wizards/space-station-14/pull/26447) 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) ###### `55b146a16c74d9b1ef4991f3ad3e22b15267f56f` PR opened by <img src="https://avatars.githubusercontent.com/u/141568243?v=4" width="16"/><a href="https://github.com/Futuristic-OK"> Futuristic-OK</a> at 2024-03-26 13:45:20 UTC - merged at 2024-03-26 16:03:54 UTC --- PR changed 2 files with 13 additions and 31 deletions. The PR had the following labels: - No C# --- <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? --> > Now curtains can be built and opened inside walls and windows, etc. > (There is a mistake that if the curtain is opened outside the 180 degree range, the sound of the curtains opening will not be played by the player himself. All the surrounding players and ghosts will still hear the sound. > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > Why not? > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > A few lines of code > ## 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 > > ## Breaking changes > <!-- > List any breaking changes, including namespace, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be pasted in #codebase-changes. > --> > Erm... Nothing? > > **Changelog** > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > - tweak: Сurtains can be built and opened inside full tiles > > <!-- > Make sure to take this Changelog template out of the comment block in order for it to show up. > :cl: > - tweak: Сurtains can be built and opened inside full tiles > --> > </details> Co-authored-by: SimpleStation14 <Unknown> * Mirror 26430: Reduces size of smaller cartons and fix size discrepancies with empty containers (#447) ## Mirror of PR #26430: [Reduces size of smaller cartons and fix size discrepancies with empty containers](https://github.com/space-wizards/space-station-14/pull/26430) 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) ###### `47fe7d3cc664d59bacc2036e5678adad47622e3d` PR opened by <img src="https://avatars.githubusercontent.com/u/107660393?v=4" width="16"/><a href="https://github.com/IamVelcroboy"> IamVelcroboy</a> at 2024-03-25 16:06:33 UTC - merged at 2024-03-26 04:04:42 UTC --- PR changed 2 files with 49 additions and 33 deletions. The PR had the following labels: - No C# --- <details open="true"><summary><h1>Original Body</h1></summary> > ## About the PR > - Reduces the item size of drink cartons with `maxVol: 50` to `small` > - Fixes discrepancies between full alcohol bottles and empty > - Makes empty cartons consistent with full as well > > ## Why / Balance > Keeps it consistent with other drink containers. > > ## Technical details > n/a > > ## Media > Before: > ![image](https://github.com/space-wizards/space-station-14/assets/107660393/f232b56c-c4d1-480f-ae29-a11dc2f2c47c) > > - [X] I have added screenshots/videos to this PR showcasing its changes in-game, **or** this PR does not require an in-game showcase > > ## Breaking changes > n/a > > **Changelog** > n/a </details> Co-authored-by: SimpleStation14 <Unknown> * Mirror: Trading Outpost now has half buy-only and half sell-only pallets (#191) ## Mirror of PR #25955: [Trading Outpost now has half buy-only and half sell-only pallets](https://github.com/space-wizards/space-station-14/pull/25955) 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) ###### `c0bbbc33c19eafcc8defaa7f1ec2df42e485b435` PR opened by <img src="https://avatars.githubusercontent.com/u/1471082?v=4" width="16"/><a href="https://github.com/wafehling"> wafehling</a> at 2024-03-10 02:47:02 UTC --- PR changed 8 files with 226 additions and 123 deletions. The PR had the following labels: - Changes: Sprites - Status: Needs Review --- <details open="true"><summary><h1>Original Body</h1></summary> > ## About the PR > I added two new entity types, a buy and sell only cargo pallet, and added them to the trading outpost in place of the old pallets. > > ## Why / Balance > Since the day this was added, every single shift, at some point I'll hear someone in cargo yelling about how **"You sold stuff I just bought!"** > > This seemed like the easiest way to fix the problem. > > ## Technical details > Added a variable to the cargo pallet component for labeling which type it is, added two new varieties of the cargo pallet to the yml, and adjusted all the calls for GetCargoPallets() to have boolean variables for buyOnly and sellOnly to tell the function what kind of call you're looking for. > > If you don't give it any specifics it'll still treat any pallet as a two-way one, but this function is only called 2 or 3 times and I've adjusted them all and commented the function itself for anyone looking to change/add it in the future. > > The old pallet is still in the game and is set to "both" by default, so it should work just fine for backwards compatibility. > > ## Media > ![image](https://github.com/space-wizards/space-station-14/assets/1471082/38cdf849-3e05-4f98-957f-65a719c2280d) > ![image](https://github.com/space-wizards/space-station-14/assets/1471082/56e471e9-b45e-4332-bd55-7220566542ab) > ![image](https://github.com/space-wizards/space-station-14/assets/1471082/a5e8e651-d301-420a-b2d7-cc4cf07a50af) > ![image](https://github.com/space-wizards/space-station-14/assets/1471082/fdf2cf4c-fba8-46c9-9a30-7313a2204b5e) > ![image](https://github.com/space-wizards/space-station-14/assets/1471082/3811edd0-bb32-44cf-b884-e0a9f4bf16fa) > > > - [X] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > ## Breaking changes > > Shouldn't break anything, I've left the old pallets fully in, and updated them to work with the new GetCargoPallets() function just like they used to. Not sure if/where you'd still need them, but better safe than sorry. > > **Changelog** > :cl: > - tweak: The trading outpost now has dedicated buy-only and sell-only pallets. No more accidentally selling orders you just bought. Cargonians rejoice! > </details> Co-authored-by: SimpleStation14 <Unknown> * Update Credits (#437) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> * Corpo Jacket Fixes (#462) # Description Adds hand-holes for corpo jackets pending the game being any good. Renames corpo jacket sprites for clarity and organization. --- <details><summary><h1>Media</h1></summary> <p> See the bot :) </p> </details> * Default to Separated UI Layout (#433) # Description <sub>~~Change from Nyano~~</sub> Uses space a lot better. The old layout still exists if people want it for whatever reason. I also renamed "Default" to "Overlay", which should stay anyway if the default change is denied. --- <details><summary><h1>Media</h1></summary> <p> ## Separated ![image](https://github.com/Simple-Station/Einstein-Engines/assets/77995199/b97c4373-99ac-4ac5-80a5-149122238551) ## Overlay ![image](https://github.com/Simple-Station/Einstein-Engines/assets/77995199/3891756f-91f0-4336-b075-6c461ee1b8e6) </p> </details> --- # Changelog :cl: - tweak: UI layout now defaults to separated, the old one is still available in settings * Automatic Changelog Update (#433) * Build doc cleanup (#470) # Description This pr streamlines the build process by removing the python3 dependency and pointing to the new build scripts. * Move Changelog Bot to Changelogs Directory (#469) * Port Frictionless Space (#464) # Description This ports https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/46. This PR is something I consider a key feature adjacent to Space Wind Rework and its accompanying updates, and is an essential part of the space station experience. In practice, this weirdly enough makes being launched into space a bit easier to survive, since instead of needing to throw potentially hundreds of items, you can simply throw enough items to get started flying in the direction of the station and will eventually float back to the station. --- <details><summary><h1>Media</h1></summary> <p> https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/5570ef35-16e2-493a-ac35-738f27751346 https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/51fba943-8dce-4265-a9cc-7181155eb8de https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/cd6c0511-2639-4e14-8160-426ba7f2ba73 --- </p> </details> # Changelog :cl: DEATHB4DEFEAT - tweak: Space has suddenly become less dense (objects don't slow down in space) - remove: Moths are unable to move in space - tweak: Moths have way better control in zero gravity environments --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#464) * Mirror: Landmine stepoff (#358) ## Mirror of PR #22962: [Landmine stepoff](https://github.com/space-wizards/space-station-14/pull/22962) 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) ###### `54dd273f660d6d8d523d0771bb8d8437373b082e` PR opened by <img src="https://avatars.githubusercontent.com/u/59531932?v=4" width="16"/><a href="https://github.com/YuriyKiss"> YuriyKiss</a> at 2023-12-25 12:38:55 UTC --- PR changed 13 files with 95 additions and 47 deletions. The PR had the following labels: - Status: Awaiting Changes --- <details open="true"><summary><h1>Original Body</h1></summary> > ## About the PR > Landmine will explode when player steps off it. Landmine will make a sound effect when player steps on it > Close #21658 (Issue has some other suggestions, turn them into separate issues if relevant) > > Requires https://github.com/space-wizards/RobustToolbox/pull/4883 > > ## Why / Balance > IRL some landmines will only trigger after you release the pressure put on them. > > ## Technical details > There are two landmine modes now, one will make landmine trigger immediately after player steps on them another one will only trigger after player steps off the landmine (this is the default now). > > ## Media > Landmine stepoff in action: > > https://github.com/space-wizards/space-station-14/assets/59531932/6e884619-7217-4301-bd78-6e843e0d78f1 > > - [X] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > ## Breaking changes > > > **Changelog** > - tweak: landmines will trigger after you step off them > - add: landmine trigger sound > </details> Signed-off-by: VMSolidus <[email protected]> Co-authored-by: SimpleStation14 <Unknown> Co-authored-by: VMSolidus <[email protected]> * Workflow to Automatically Title Case PRs (#468) # Description Hooray, more JavaScript! I tested this on a personal repo with a new PAT, but it *should* work here first try. --------- Signed-off-by: DEATHB4DEFEAT <[email protected]> * Fix PRTitleCase Workflow (#472) Signed-off-by: DEATHB4DEFEAT <[email protected]> * Port Station Goals (#465) # Description https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/10 This adds a feature whereby a random goal for the shift is faxed to the station's Captain at the start of every shift. It is up to the Captain to decide if and how this goal is to be completed. Goals are randomly generated every shift, and are meant to help encourage station activity and RP. Admins are also able to send station goals via `sendstationgoal`. --- <details><summary><h1>Media</h1></summary> <p> ![stationgoals](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/4a2b5533-dfee-4388-bfbc-043ee71b2647) --- </p> </details> # Changelog :cl: VMSolidus - add: Added station goals that get sent to the Command fax machine at the start of every shift --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#465) * Harpy Peacock Tail (#428) Courtesy of @StillIcarus # Description This adds a new Peacock tail marking to Harpies. I'm also taking this time to update them to the recent DeltaV changes to the birbs. # Media ![image](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/4f776006-700e-4d92-802c-03e6dd201491) ![image](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/5fd143ab-069f-4d1c-b5e0-ee982a95b4b6) The backside is semi cursed, but that's something I can't do within the scope of this PR due to sprite system limitations that Death has planned improvements for. Just ignore them. :) Have a birb as consolation. ![faridaiscute](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/09373a57-f32f-48eb-b52b-6d12143f62ff) :cl: VMSolidus - add: Peacock Tails have been added for Harpies --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> * Automatic Changelog Update (#428) * Port Randomly Fire Dropped Weapons (#471) # Description Ports https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/19 I have added a new stat for firearms, the "Reliability" stat, which is a number between 0 and 1. It's used as a percentage chance for the weapon to fire itself when violently thrown into anyone. This PR differs from the original one slightly in that to get it to actually work without crashing, I set the system to listen to an event that triggers whenever the gun collides with another entity, not necessarily just the floor. This is the same event responsible for the clown's cream pie system, or for glass shards embedding in an entity. # Changelog :cl: - add: NanoTrasen has disabled the unneeded safeties on your guns- Make sure you're careful with them! - tweak: All Firearms now have a reliability stat, some are more reliable than others. The more reliable a weapon is, the less likely it is to accidentally discharge when yeeted. * Automatic Changelog Update (#471) * Port Random Bark System (#466) # Description https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/11 Later, I would like to have this system not just for animals, but for implementations of humanoid NPCs, since it can just as easily be used for human NPCs. I could make space bandits that CHEEKI BREEKI at people. # Changelog :cl: DEATHB4DEFEAT - add: Animals will no longer be a silent, soulless shell --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#466) * Mirror 26250: Make all implants unable to be implanted more than once (#445) ## Mirror of PR #26250: [Make all implants unable to be implanted more than once](https://github.com/space-wizards/space-station-14/pull/26250) 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) ###### `771390bb6741074935e5f24c0aa9c87bc7b5ad09` PR opened by <img src="https://avatars.githubusercontent.com/u/63975668?v=4" width="16"/><a href="https://github.com/Simyon264"> Simyon264</a> at 2024-03-19 00:44:21 UTC - merged at 2024-03-26 00:16:19 UTC --- PR changed 3 files with 28 additions and 0 deletions. The PR had the following labels: - Status: Needs Review --- <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 > This PR makes mind shields unable to be implanted more than once. > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > PJB complained and people waste implants by injecting already injected people. > > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > Adds a new datafield to the Implanter component which is checked in implanter system. > > ## 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]): > --> > ![image](https://github.com/space-wizards/space-station-14/assets/63975668/4907ddb2-de2f-490c-a35d-07c4f3b6c79b) > > - [x] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > ## Breaking changes > <!-- > List any breaking changes, including namespace, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be pasted in #codebase-changes. > --> > N/A > > **Changelog** > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > > :cl: Simyon > - tweak: All implants are now unable to be implanted more than once. > </details> Co-authored-by: SimpleStation14 <Unknown> * Mirror: Bumps LoneOps minimum required players to 20 (#263) ## Mirror of PR #26244: [Bumps LoneOps minimum required players to 20](https://github.com/space-wizards/space-station-14/pull/26244) 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) ###### `61e31f4062b568591448ff5be83ba8be851269e9` PR opened by <img src="https://avatars.githubusercontent.com/u/149967078?v=4" width="16"/><a href="https://github.com/Boaz1111"> Boaz1111</a> at 2024-03-18 20:52:10 UTC --- PR changed 1 files with 1 additions and 1 deletions. The PR had the following labels: - No C# --- <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? --> > I bumped LoneOps minimum required players to 20 > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > It was at 10, and loneops are extremely dangerous especially if there's no sec. > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > > ## 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 > > ## Breaking changes > <!-- > List any breaking changes, including namespace, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be pasted in #codebase-changes. > --> > > **Changelog** > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > > <!-- > Make sure to take this Changelog template out of the comment block in order for it to show up. > :cl: > - add: Added fun! > - remove: Removed fun! > - tweak: Changed fun! > - fix: Fixed fun! > --> > :cl: Boaz1111 > - tweak: Lone operatives now require a minimum of 20 players to spawn </details> Co-authored-by: SimpleStation14 <Unknown> * Trait Points (#434) # Description Some improvements to loadouts too. --- # TODO - [x] Points logic - [x] Server-side validation - [x] Categorize traits - [x] Assign points to traits - [x] Header costs - [x] Sort entries - [x] Max traits - [x] Communicate max traits - [x] Point bar - [x] Group exclusivity - Black outline on text - [x] Fix existing component whitelists --- <details><summary><h1>Media</h1></summary> <p> ## Accurate except for small details ![image](https://github.com/Simple-Station/Einstein-Engines/assets/77995199/c0ab2fbf-3bce-4e54-81d5-8e546d6b3c0b) ### Something to note: ![image](https://github.com/Simple-Station/Einstein-Engines/assets/77995199/09a3948e-0c9f-4f57-b297-f62063b11845) ![image](https://github.com/Simple-Station/Einstein-Engines/assets/77995199/35d76095-0714-4613-a17b-73df25a9a832) ![image](https://github.com/Simple-Station/Einstein-Engines/assets/77995199/87149e5c-0af2-4ac0-bbde-52f317a008a0) </p> </details> --- # Changelog :cl: - add: Added trait points - add: Added categories for traits --------- Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#434) * Cherrypick "Shoot Over Bodies" And Related PRs (#479) # Description This is a manual cherry-pick of the following PRs: https://github.com/space-wizards/space-station-14/pull/27905 https://github.com/space-wizards/space-station-14/pull/28072 https://github.com/space-wizards/space-station-14/pull/28571 I REQUIRE these for my work in PR #11 , and cannot complete said PR without these cherry-picks. This set of PRs from Wizden adds a feature where entities can selectively opt-out of being shot at unless a player intentionally targets them, which I can use as a simple and elegant solution to one of the largest glaring issues for Segmented Entities. I could simply give Lamia segments the new RequireProjectileTargetComponent, which adds them to the system. Future segmented entities such as the hypothetical "Heretic Worm" may or may not use this feature, depending on their intended implementation. --------- Co-authored-by: Danger Revolution! <[email protected]> * Update Credits (#483) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]> * Directional Animated Vendors (#400) # Description This PR adds in new sprites for vending machines, imported from Baystation12. These sprites are notably different from /tg/station sprites in that they include directional facings, and aren't just mono direction. This allows mappers to have more variety in how they can arrange rooms. But more importantly, it's also something that is desperately wanted by #395 so that hostile vending machines actually face people that they're trying to attack. ![ShareX_YQkAjaj4s8](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/a97b51e6-df31-4cb5-ba1f-47ce76eb7461) --------- Co-authored-by: Pspritechologist <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> * Update Patrons.yml (#488) # Description We are not wizden we should not accept their patron list --- # Changelog :cl: - remove: Removed Wizden patrons * Automatic Changelog Update (#488) * Birbs Have Wings Too (#477) # Description During PR #464, somehow Moth's got back their ability to move with their wings whenever the gravity gets shut off. Well, I'm here to correct the injustice by also putting it on Harpies. In fact, Harpies have a much bigger claim to it, their wings are absolutely massive compared to Moths. # Changelog :cl: - add: Harpies remembered that just like moths; they also have wings, and can zoom whenever the gravity turns off. Co-authored-by: Danger Revolution! <[email protected]> * Automatic Changelog Update (#477) * Fewer Mid-Round Events (#486) # Description Ports and improves https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/59 Slows rounds down so the station doesn't always have to evacuate in a blaze and can instead leave complete. Also makes Survival not stupidly destructive and gives a chance for the shift to last a decent time. Allows servers to configure the times themselves if they want to, so defaults don't matter too much. --- # Changelog :cl: - tweak: Mid-round events will occur much less often * Automatic Changelog Update (#486) * Fix Shuttle FTL (#490) * Port Height Sliders (#458) * Automatic Changelog Update (#458) * Mirror: Throwing Knives: Syndicate Kit (#310) ## Mirror of PR #26026: [Throwing Knives: Syndicate Kit](https://github.com/space-wizards/space-station-14/pull/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** > > :cl: 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]> * Update Credits (#495) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]> * Add Equip Delays to Clothing (#499) # 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. * Automatic Changelog Update (#499) * Mirror: StrippableSystem doafter overhaul (#205) ## Mirror of PR #25994: [StrippableSystem doafter overhaul](https://github.com/space-wizards/space-station-14/pull/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]> * Make Spent Casing Ejection Not Suck (#478) # 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 :cl: - 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]> * Automatic Changelog Update (#478) * Cherrypick "Fix StrippableSystem Blunders" (#504) * Fix Loadouts Breaking when You Spend All Your Points (#506) <!-- 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 * Automatic Changelog Update (#506) * Unflip Hands for Felinid, Vulpkanin, Harpy (#503) # Description Cherry-picks https://github.com/DeltaV-Station/Delta-v/pull/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]> * Cherry-Pick the Secwatch Pda App (#502) # Description Cherry-picks https://github.com/DeltaV-Station/Delta-v/pull/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]> * Automatic Changelog Update (#502) * Fix Clothing Quick-Equip (#507) # Description For some reason, ClothingSystem.TryEquip would return false if there's a do-after to equip the clothing. This had caused all quick-equip attempts on SMALL ITEMS to fail and ended up with every SMALL clothing item being equipped into one of the pocket slots (which have no equip delays). Also fixes quick swap - see the comments below. # Changelog :cl: - fix: Equipping clothing using the Z key works correctly again. * Automatic Changelog Update (#507) * Frictionfull Space (#514) # Description Makes it so that the station and the ATS get a very tiny bit of friction to prevent cargo tech pros from sending either of those out of this galaxy cluster (which has actually happened multiple times on two servers and required either admin intervention or early round ending). # Technical details Added a PassiveDampeningComponent which defines how much friction an entity receives while in 0g. FrictionRemoverSystem was updated to try to fetch this component from an entity before updating its dampening. A new system was added to automatically add this component (if it's not already defined) to all station grids. # Media See the #when-you-code-it channel for a preview. It's kinda hard to demonstrate, but after a few minutes, stations and the ATS come to an almost complete stop. # Changelog :cl: - tweak: Space stations now have a tiny bit of velocity dampening to prevent them from being flunged into the void. * Automatic Changelog Update (#514) * Port All Carrying/PseudoItem/EscapeInventory Tweaks From DeltaV (#484) # Description This cherry-picks the following two PRs of mine from delta-v: - https://github.com/DeltaV-Station/Delta-v/pull/1118 (this one is a port of two other frontier PRs, see the original description for details) - https://github.com/DeltaV-Station/Delta-v/pull/1232 Encompassing a total of 8 distinct changes: 1. Fixes dropping the carried person when walking to a different grid (from station to shuttle or vice versa. Walking into space however will still make you drop them) and also makes sure that pressing shift while being carried does not make you escape. 2. Ensures that the carried person is always centered relative to the parent (under certain conditions, such as walking near a gravitational anomaly, their position can change, and that leads to really weird effects) 3. Fixes the mass contest in CarryingSystem that caused stronger entities to take longer to escape than weaker ones. 4. Adds popups for when you're getting picked up or being stuffed into a bag as a pseudo-item (e.g. a felinid) 5. Adds an action to stop escaping an inventory. This action gets added to your action bar when you attempt escaping and gets removed when you stop or escape. It applies both to carrying and items (hampsters, felinids, whatever else). 6. Adds a sleep action for pseudo-items stuffed inside a suitable bag. The bag must have a special component, which is added to the base backpack item and thus inherited by all soft bags (duffels, satchels, etc). Contrary to a popular belief, sleeping IS PURELY COSMETICAL and does not provide healing. (Beds provide healing when you buckle into them and that healing does not depend on whether or not you're sleeping) 7. Makes it so that when you try to take a pseudo-item out of the bag (e.g. a felinid), you automatically try to carry them (if you don't have enough free hands, they will be dropped on the floor like usually), and enables you to insert the carried person into a bag, but only if they're a pseudo-item (e.g. felinid). 8. Allows pseudoitems to be inserted into bags even when there are other items (as long as there's enough space) --- ## For technical details and video showcases, see the original PRs This PR is split into separate commits so different parts can be reverted if deemed unneccessary. --- <!-- 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> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> --- --> # Changelog :cl: - fix: Carrying is less likely to behave erratically or suddenly interrupt now. - add: You can now see when someone is trying to pick you up, and also you can interrupt your attempt at escaping from their hands or inventory. - add: You can now properly take Felinids out of bags and place them inside. - add: Scientists have discovered that Felinids can sleep in bags. * Automatic Changelog Update (#484) * Port Paper Signatures (#456) # Description Ports delta-v paper signatures implemented by me in https://github.com/DeltaV-Station/Delta-v/pull/1172, including the changes later introduced by deltanedas in https://github.com/DeltaV-Station/Delta-v/pull/1345. Everything should be pretty self-explanatory, see the original PR for details. --- <!-- 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/69920617/50737402-a60d-425a-8938-f6e47427b22b) (see the original PR for a video demonstation) </p> </details> --- # Changelog :cl: - add: You can now sign paper by alt-clicking it while holding a pen. --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#456) * fix loadouts * change maximum character heights and widths * remove solcommon --------- Signed-off-by: Mnemotechnican <[email protected]> Signed-off-by: FoxxoTrystan <[email protected]> Signed-off-by: VMSolidus <[email protected]> Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: FoxxoTrystan <[email protected]> Co-authored-by: fox <[email protected]> Co-authored-by: Mnemotechnican <[email protected]> Co-authored-by: Pspritechologist <[email protected]> Co-authored-by: Lincoln McQueen <[email protected]> Co-authored-by: Arkyfloof <[email protected]> Co-authored-by: reese1243 <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: Eagle-0 <[email protected]> Co-authored-by: BlitzDev <[email protected]> Co-authored-by: Arkyfloof <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: SimpleStation Changelogs <[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: stellar-novas <[email protected]> Co-authored-by: Pspritechologist <[email protected]> Co-authored-by: LovelyLophi <[email protected]> Co-authored-by: WarMechanic <[email protected]> Co-authored-by: Angelo Fallaria <[email protected]> Co-authored-by: deltanedas <[email protected]> Co-authored-by: Azzy <[email protected]>
Description
GunComponents will now roll to fire accidentally when dropped.
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