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[Upstream] Upstream. Yappie #50
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# Description This PR fixes an undetected bug in Prize Balls where an error would occur if a prize ball tried to give out a BasePetRock. --- No CL No Fun Signed-off-by: ShatteredSwords <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description This PR adds several new Tips that are specific to Einstein-Engines. I also removed some tips that are completely irrelevant to the game. These should be as a whole, relevant only to SS14 and Einstein Engines. While some joke tips are probably fine, they should still be game relevant. # Changelog :cl: - add: Several new tips have been added to the game, many of which reference new content available on Einstein-Engines. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Conflicts: # Resources/Changelog/Changelog.yml
# Description Fixes: - Interaction verbs being usable regardless of whether the user can access the target (I checked for CanInteract but not CanAccess 😭), which fixes #836 - Certain close-range verbs having a ridiculous 2-tile range (now it's 1.2, similarly to hugging and other things) - Certain locale strings missing This also separates verb checks into its own method in the interaction verb system and adds more error messages instead of one generic "some requirements are not met". # Changelog :cl: - fix: Fixed a couple issues with the new interaction verb system.
# Description This matters for Birbs. All Colored Jumpskirts were incorrectly parented to Jumpsuit and not Jumpskirt, meaning that Harpies couldn't wear them. This fixes that issue. # Changelog :cl: - add: Due to NUMEROUS complaints, NanoTrasen has swapped the sticker labels on all colored jumpskirts to correctly state that they are infact, "Skirts", so now they can legally be worn by Harpies, Lamia, and Arachne.
# Description This PR ports my trait balance changes from Floof. You can find the PR for that repo at Fansana/floofstation1#170. --- # Changelog :cl: - tweak: The cost of many traits have been updated - tweak: A few traits have been tweaked --------- Signed-off-by: ShatteredSwords <[email protected]> Co-authored-by: Fansana <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description By a (somewhat) popular request from floofstation, this adds the roboticist job (each existing map gets 1 job slot, since robotics on each of them is just one tiny room that's more similar to a broom closet than a subdepartament). The job is purely cosmetical and does not offer any new accesses since that would require changing a lot of maps and would probably make being a scientist in the absense of a roboticist miserable. If needed, roboticists can always build blast doors on the entrance to robotics, as someone has done before in my experience. This also adds the robotics PDA, robotics ID card, robotics satchel, backpack, and duffel (duffel icon taken from paradise station, rest of the sprites is respective science bags recolored by me to match the palette of the icon). This also increases the capacity of mystagogue's science PDA box to incorporate the new PDA type. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/cb086058-8257-4281-82ad-0f59873a1308) ![image](https://github.com/user-attachments/assets/f9e9e1dd-567c-4d47-a778-5704b3a72265) ![image](https://github.com/user-attachments/assets/60bd6769-026e-4fdc-b5f3-825f99dd92a7) ![image](https://github.com/user-attachments/assets/54a27d9c-b91d-4115-b2d6-258a320d8093) ![image](https://github.com/user-attachments/assets/7168edd5-465a-49a7-99e6-5b1592beb3eb) </p> </details> --- # Changelog :cl: - add: A new Roboticist job has been added. The job does not offer any new accesses, but lets you distinguish yourself from scientists. Existing maps will need to be updated to support the new job. - add: Added new PDA, ID, and bag variants for roboticists. The mystagogue will now also find a roboticist PDA in their office. --------- Signed-off-by: Mnemotechnican <[email protected]>
# Description Resolves #723 Resolves #708 Resolves #691 Resolves #671 Resolves #643 Adding/removing loadouts and categories (and trait stuff) will require disconnecting and reconnecting to the server (or anything that will reload the lobby UI) due to how I've done my caching. --- # TODO - [x] Test entity IDs from loadouts - [x] Better Tab Container - [x] Scroll props - [x] Margin props - [x] Make vertical work - [x] Merge buttons - [x] Subcategories - [x] Allow the same for traits (their tab is completely broken) - [x] Give the Job Picker tab a BoxContainer - [x] Different selected unusable color - [x] Deselect unusable button - Sort menu/Reverse sort direction button - [x] Fix scroll resetting on updating - [x] Cache loadouts - [x] Ensure everything that can affect reqs updates everything that checks reqs - [x] More Requirements - [x] Height - [x] Width - [x] Weight - [x] Gender - [x] Sex - Markings - [x] Logic - [x] And - [x] Or - [x] Xor - [x] Item groups - [x] #643 - Something better than `Exclusive` - Allow picking slots for things to go in (hands and inventories too) - [x] Add a background to the loadout spriteView - [x] Get better style colors --- - [ ] More PRs - [ ] Remove duplicate command loadouts that are outside the command folders/categories - [ ] Categorize job loadouts (By dept?) - [ ] Fix [every loadout](https://discord.com/channels/1218698320155906090/1218698321053356060/1279260210208440361)'s IDs (who reviewed them??) - [ ] Make loadout ID migrations? --- <details><summary><h1>Media</h1></summary> <p> ## New loadouts/traits UI <!-- ![image](https://github.com/user-attachments/assets/3b296f66-2502-49fb-8e24-5a98117bd5e5) ![image](https://github.com/user-attachments/assets/48b1ac49-6afb-49d4-ba6e-03a2551f6dfa) ![image](https://github.com/user-attachments/assets/6c10f68c-a858-478c-a880-f1ac2cf5f033) --> ![image](https://github.com/user-attachments/assets/9a9c3f64-6ba4-40ea-a89e-d5f57efcf7c0) ![image](https://github.com/user-attachments/assets/3b6f0a36-a474-4ca6-a7c8-90c13e3faa0b) ## NeoTabContainer allows changing the tab orientation ### https://youtu.be/krg8TJoQG3I ![image](https://github.com/user-attachments/assets/81491ad9-45bd-41ed-833e-7295a2216a04) ![image](https://github.com/user-attachments/assets/deb72919-7efe-4be9-a661-b12aa7dc6976) </p> </details> --- # Changelog :cl: - fix: The loadout/trait editors' performance has been improved by 100~1000x - tweak: The character editor's tabs look, feel, and function much better - fix: Unusable loadouts/traits have an orange color when selected - tweak: Loadout previews are now inside the button - add: Added a button to remove any unusable loadouts (or traits) you have selected - add: Loadouts and traits can have subcategories, though only Command loadouts use them at the moment - fix: Fixed empty loadout categories not hiding - fix: Fixed spacing on some loadout requirements' reason text - fix: Fixed traits not updating after saving # Conflicts: # Content.Shared/Customization/Systems/CharacterRequirements.Profile.cs # Resources/Locale/en-US/customization/character-requirements.ftl # Resources/Prototypes/Loadouts/Jobs/service.yml
Signed-off-by: Evgencheg <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description I'm going to split the other groups into their own PRs, next up is Shoes. This PR adds all of the "Civilian" uniforms to the first of what will be many new Loadout Groups, and now takes the opportunity to significantly cut down on the loadout point costs of all non-job uniforms. Now the overwhelming majority of them are 0 or 1 point, with rare few examples being only 2 points. The tradeoff for this is that you are limited to a single selection of civilian uniforms to take with you to the station, presumably in addition to your job uniform as a spare outfit, if desired. Next up, shoes. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/47804a59-189d-4432-bac9-0b010c50f61e </p> </details> --- # Changelog :cl: - add: The first of all new loadout groups has been added, Civilian Uniforms. Only one civilian uniform can be selected, in exchange for... - tweak: All non-job specific uniforms have had their points reduced drastically, almost all of them down to 0 points, with only a tiny handful at 2 points, and the rest as 1. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description This is the next PR after Simple-Station/Einstein-Engines#872 This time adding an item group for Shoes, and drastically cutting down on the base cost of shoes to compensate. # Changelog :cl: - tweak: The cost of all shoes in loadouts has been reduced, in most cases to 0. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description Cheaper Hats # Changelog :cl: - tweak: All non-job specific headgear has been significantly reduced in Loadout point costs, most of them to 0.
# Description And now Outerwear. :) # Changelog :cl: - tweak: All non-job outerwear has had their Loadout point costs significantly reduced.
# Description Gloves Next. Woo. # Changelog :cl: - tweak: All gloves have had their Loadout point costs reduced, many to 0.
# Description This is the last of the Loadout Item Group PRs I'm going to do for now. This PR adds several more than the previous ones, primarily to split up the Items tab into several distinct groups so as to push down the costs of many items. In particular, the new groups are: 1. Smokes 2. Lighters 3. Instruments 4. Air tanks 5. Box Kits(Survival Boxes or Medkits) 6. Writables Survival boxes sharing an Item Group with Medkits is kind of intentional here. Both of them take up a SIGNIFICANT amount of your starting inventory space. Now we can have free survival kits once again, but also have as an option, where you can elect to spend some of your loadout points to take a personal Medkit instead of a survival box. You can think of it as an upgrade over a standard survival kit. :) # Changelog :cl: - tweak: Item groups for Smokes, Lighters, Instruments, Air Tanks, SurvivalBoxes/Medkits, and Writable items have been added. All items in these categories have received discounts to their costs, and in some cases have become free. # Conflicts: # Resources/Prototypes/Loadouts/items.yml
# Description And another one! This time Neck slot items. Sequel to Simple-Station/Einstein-Engines#872 # Changelog :cl: - tweak: All neck slot Loadout items have had their costs significantly reduced, most of them to 0. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description Now for Eyes... Last one to do is split apart the "Items" tab. # Changelog :cl: - tweak: Eyewear have had their loadout point costs significantly reduced. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description Yet another sequel to Simple-Station/Einstein-Engines#872 This time Masks # Changelog :cl: - tweak: All masks have had their loadout point costs substantially reduced. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
Signed-off-by: DEATHB4DEFEAT <[email protected]>
# Description Interacting with some materials now opens up the radial menu with some often used recipes. Port from White Dream. --- # Why? It looks cool I guess. Also required by Blood Cult. --- <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/8207ea19-f4a3-45e1-b6f2-c870b46b6837 </p> </details> --- # Changelog :cl: - add: Interacting with some materials now opens the radial menu containing some of the most used recipes of that material.
# Description This PR adds a new console command for directly adding psionic powers to an entity. Should an entity not already be psionic, this command will additionally make them psionic. # Changelog :cl: - add: A new console command, AddPsionicPower has been added. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description Glacier, Core, and Saltern were missing their assistant job slots(My mistake, when the Linter said I needed to set the Overflow job, I assumed it meant "Replace the [-1, -1] slot with the Overflow", but apparently both are needed. Additionally, Glacier, Core, and Saltern are now added to the Map Pool. :cl: - add: Glacier, Core, and Saltern now have assistant job slots. - add: Glacier, Core, and Saltern are now able to be voted on for map selection.
<!-- 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 some outfits, notably the Operative Jumpskirt, Kimono, Dark/Light Monastic Robes, and the Gladiator Uniform to be assigned as skirts, rather than suits. This allows harpies to wear them. In addition, the UnsensoredClothingSkirtBase base now possesses the 'ClothMade' tag, allowing moths to eat outfits with this base. --- <!-- 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 --> # 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: Fixes a few typos in outfit descriptions - fix: The Kimono, Dark/Light Monastic Robes, Gladiator Uniform, and Operative Jumpskirt should be properly considered jumpskirts, and are by extension wearable for harpies. - fix: Moths should be able to eat outfits with the UnsensoredClothingSkirtBase parent.
# Description I have updated the Contests System to make it safe to use by Americans. This is accomplished by adding very helpful warning labels, as well as restricting the Range of all its functions so that they cannot return either a negative number, or a zero. Therefore, all Contests are now perfectly safe to divide by. # Changelog :cl: - tweak: ContestsSystem(Mass Contest, Stamina Contest, Health Contest, Mind Contest, Mood Contest, and Every Contest) have all been updated to be safe to divide by, since it is no longer possible for them to ever return 0. Instead they will just return 0.0000000000000000000000000000000000000000000001401298, so if you divide by an unclamped contest, I hope you like your function randomly returning the 32bit integer limit. - add: Warning labels have been added to all Contests to make them comply with the demands of the American consumer market.
# Description I made this PR in response to a bug report from Floof, where it was discovered that a "Minimum Size Felinid or Harpy" is instantaneously killed by mouse traps. Which confused me, because Felinids and Harpies are intended to be immune to floor traps like landmines, glass, and mouse traps. Then I discovered that mouse traps overwrite the step trigger cancellation, meaning that mouse traps will just completely ignore a Felinid/Harpy canceling the step trigger. Additionally, to my endless frustration, the Felinid/Harpy floor trap immunity is handled by a Tag and not a Component, which isn't really acceptable in this day and age. I decided to take a little bit of a different approach to this problem, first by doing the usual code cleanup to EE standards. Then by adding a new StepTriggerImmuneComponent. This component acts as an early-exit for the entire StepTriggerSystem, immediately at the initial entrypoint, during the CanTrigger bool. This component is given to Felinids and Harpies by default, representing their "Extremely low density bodies" having too much surface area and not enough mass to trigger floor traps. Effectively, they are now working as originally intended, by having immunity to setting off landmines. Because we have a trait point system, and this is coincidentally also a trait requested by Nuclear14, I have gone ahead and created a Trait that gives this component to anyone willing to pay the points for it. # Changelog :cl: - fix: Felinids and Harpies will now correctly never set off floor traps, such as landmines and mouse traps. - add: Trap Avoider has been added as a new trait, allowing characters to buy the innate ability to avoid floor traps. I would have named this "Light Step", after the trait from Fallout that shares its name and effect, but someone already gave that name to a different trait entirely. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Conflicts: # Resources/Changelog/Changelog.yml
# Description It's time to finally rip off a bandaid, and cease fucking with awful layer garbage and marking workarounds. This PR completely removes the Arms and Legs marking categories, replacing them with: 1. Right Arm 2. Right Hand 3. Left Arm 4. Left Hand 5. Right Leg 6. Right Foot 7. Left Leg 8. Left Foot Finally, removing harpy layer shitcode is within our grasp. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/7cb5cb2d-ec5a-4269-a29b-08eeabc5668b) ![image](https://github.com/user-attachments/assets/a5b8861d-ae25-45cb-96d7-2d4dbf17be98) </p> </details> # Changelog :cl: - add: Arm and Leg markings are now split between individual arms, hands, legs, and feet.
RSI Diff Bot; head commit b94d092 merging into 523aacb Resources/Textures/Clothing/Back/Backpacks/robotics.rsi
Resources/Textures/Clothing/Back/Duffels/robotics.rsi
Resources/Textures/Clothing/Back/Satchels/robotics.rsi
Resources/Textures/Objects/Fun/bwoink_hammer.rsi
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👍
Wooh! Loadouts Version 3 finally coming to White Dream. :) |
Описание PR
Черрипик-апстрим. Ченджлог был переведён.
Нужен мне чтобы починить бота ченджлога и чтобы убрать у IPC урон от стекла.
Изменения
🆑
no cl no fun