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another draft pr for plasmaman #2

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Description

Description.


TODO

  • Task
  • Completed Task

Media

Example Media Embed


Changelog

🆑

  • add: Added fun :D
  • tweak: Tweaked fun
  • fix: Fixed fun!
  • remove: Removed fun :(

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github-actions bot commented Nov 23, 2024

RSI Diff Bot; head commit 67cf147 merging into 613eb05
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/Clothing/Hands/Gloves/Envirogloves/plasma.rsi

State Old New Status
icon Added

Resources/Textures/Clothing/Head/Envirohelms/atmos.rsi

State Old New Status
icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/captain.rsi

State Old New Status
icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/cargo.rsi

State Old New Status
icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/ce.rsi

State Old New Status
icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/chaplain.rsi

State Old New Status
icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/chemist.rsi

State Old New Status
icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/clown.rsi

State Old New Status
icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/cmo.rsi

State Old New Status
icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/commander.rsi

State Old New Status
icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/coroner.rsi

State Old New Status
icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/engineering.rsi

State Old New Status
icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/geneticist.rsi

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icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/hop.rsi

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icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/hos.rsi

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icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/hydroponics.rsi

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icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/intern.rsi

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icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/janitor.rsi

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icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/librarian.rsi

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icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/medical.rsi

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icon-flash Added
icon Added

Edit: diff updated after 67cf147

VMSolidus and others added 20 commits January 16, 2025 20:53
…e-Station#1563)

# Description

Increases the delay when eating brains from 1 second to 5 seconds, and
when someone starts or finishes eating a brain it shows a red popup to
everyone in range.

Eating a character's brain round-removes them. However, it's easy to do
with a 1-second timer and very easy to accidentally RR someone through
eating their brain by fat-fingering the "Activate item in hand" keybind.
(Disclaimer: I did exactly this LOL). This PR will make accidental brain
eating very unlikely.

A red popup on eating is also important so everyone in range will be
aware if someone might get RR'd through brain eating and be able to try
to intervene.

This also fixes a _very hilarious_ bug where the target of a force-feed
wouldn't get the popup showing the flavors of the food after the force
feed was complete.

## Media

**Popup on self when eating a brain** 


https://github.com/user-attachments/assets/66cf0952-4005-4c3f-bfed-585829f78369

**Popup on others eating a brain**


https://github.com/user-attachments/assets/bd183de2-c39f-49bd-a633-52cba7b961b1

**Popup on others force-feeding a brain**


https://github.com/user-attachments/assets/459042de-42ae-4064-9f43-be2d7f0c73d0

**Popup of flavors on being force-fed**


https://github.com/user-attachments/assets/c593263f-96b6-40b0-875c-0dc0b160cd62

## Changelog

:cl: Skubman
- tweak: Eating a brain now takes 5 seconds (from 1 second), and feeding
someone a brain takes 6 seconds.
- add: Attempting or succeeding to eat a brain now shows a red popup
message to everyone else in range, e.g. "Urist McHands is trying to eat
the brain!" / "Urist McHands ate the brain!".
- fix: Fixed a bug where players after being force-fed were not shown a
popup showing the food's flavors.
# Description

This PR brings back a feature that was present in the Psionic Refactor
Version 1, which ultimately never made it into the game. I have
substantially reworked the underlying math behind Glimmer, such that it
operates on a Logistic Curve described by this equation:


![GlimmerEquation](https://github.com/user-attachments/assets/b079c0f6-5944-408f-adf6-170b8472d6c2)

Instead of 0 being the "Normal" amount of glimmer, the "Normal" amount
is the "seemingly arbitrary" number 502.941. This number is measured
first by taking the derivative of the Glimmer Equation, and then solving
for the derivative equal to 1. Above this constant, glimmer grows
exponentially more difficult to increase. Below this constant, glimmer
grows exponentially easier to increase. It will thus constantly attempt
to trend towards the "Glimmer Equilibrium".

Probers, Drainers, Anomalies, and Glimmer Mites all cause glimmer to
"Fluctuate", either up or down the graph. This gives a glimmer that
swings constantly to both high and low values, with more violent swings
being caused by having more probers/anomalies etc. A great deal of math
functions have been implemented that allow for various uses for glimmer
measurements, and psionic powers can even have their effects modified by
said measurements.

The most significant part of this rework is what's facing Epistemics.
It's essentially no longer possible for Probers to cause a round-ending
chain of events known as "Glimmerloose". You can ALWAYS recover from
high glimmer, no matter how high it gets. As a counterpart to this,
Probers have had the math behind their research point generation
reworked. Research output follows an inverse log base 4 curve. Which can
be found here: https://www.desmos.com/calculator/q183tseun8

I wouldn't drop this massive update on people without a way for them to
understand what's going on. So this PR also features the return(and
expansion of), the much-demanded Psionics Guidebook.

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

Psionics Guidebook

![image](https://github.com/user-attachments/assets/6449f518-bdce-4ba5-a9f5-9f87b5c424c9)


![image](https://github.com/user-attachments/assets/5cf5d5a1-8567-40ae-a020-af074cf9abe3)

</p>
</details>

# Changelog

:cl: VMSolidus, Gollee
- add: Glimmer has been substantially reworked. Please read the new
Psionics Guidebook for more information. In short: "500 is the new
normal glimmer. Stop panicking if Sophia says the glimmer is 500. Call
code white if it gets to 750 and stays above that level."
- add: The much-requested Psionics Guidebook has returned, now with all
new up-to-date information.
- remove: Removed "GLIMMERLOOSE". It's no longer possible for glimmer to
start a chain of events that ends the round if epistemics isn't
destroyed. You can ALWAYS recover from high glimmer now.
- tweak: All glimmer events have had their thresholds tweaked to reflect
the fact that 500 is the new "Normal" amount of glimmer.

---------

Signed-off-by: VMSolidus <[email protected]>
# Description

Ports the Modular Computer system from Arcadis. I'll document it more
later, for now just look to the provided .yml for reference.

---

# TODO

- [ ] Disk Burner (for creating program disks)
- [ ] Some way to make a modular computer

---

<details><summary><h1>(Not) Media</h1></summary>
<p>

No.

</p>
</details>

---

# Changelog

:cl: Eris
- add: The Modular Computer system has been ported. Expect cool stuff to
come soon.

---------

Signed-off-by: sleepyyapril <[email protected]>
Signed-off-by: Eris <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
…#1560)

# Description

Reworks the Martial Artist trait, making it a more impactful and
visually distinct trait.
- Left-clicks are now single-target power attacks, requiring less aim
than before.
- **50%** damage bonus reduced to **20%** damage bonus (same overall DPS
with next change).
- Gain **25%** attack rate bonus.
- The attack rate bonus helps make the trait feel and look distinct from
non-Martial Artist melee attacks.
- **50%** range bonus reduced to **10%** range bonus.
- The damage bonus is now also applied to Asphyxiation and Poison
damage, which Lamia unarmed attacks deal.
- Trait cost increased from **-3** points to **-5** points.
- Striking Calluses (which requires Martial Artist) cost reduced from
**-4** points to **-3** points to prevent the Martial Artist/Striking
Calluses combo from being too expensive. The combo used to cost **-7**
points, now it is **-8** points.

The reworked Martial Artist trait is also given to the Boxers, Martial
Artists and Gladiators.

Also reverted some wizmerge messery that messed up the melee attack rate
**again**, and messed up pistol whipping by making the cooldowns of
gunshots and melee attacks intertwined.

Also while we're at it, Natural Weapons Removal has been disabled for
all species whose damage is pure Blunt, including Diona, Dwarf, Arachne
and IPC. (IPC have 6 blunt so the trait would literally be a 0-point
negative trait for them)

## Technical Details

A new trait function has been added for Martial Artist:
`TraitModifyUnarmed`, which modifies the player entity's
`MeleeWeaponComponent`.

The Claws, Talons, Natural Weapon Removal, and Striking Calluses traits
have also been refactored under the hood to use `TraitModifyUnarmed`,
instead of replacing `MeleeWeaponComponent` which would wipe out all the
changes made by the Martial Artist trait.

## Media

### New Description

![martialartist](https://github.com/user-attachments/assets/de51530f-5f2a-41a8-b686-c12f746b5e4a)

### Martial Artist In Action

https://github.com/user-attachments/assets/7890aac2-2c74-4abd-be9f-b28c2922c865

### Striking Calluses New Description

![strikingcalluses](https://github.com/user-attachments/assets/bc15425e-3460-49f2-88f5-840c686e0053)

### Natural Weapons Removal New Description

![naturalweaponsremoval](https://github.com/user-attachments/assets/583adaa4-48c0-46e3-882b-1bb0f470018c)

# Changelog

:cl: Skubman
- add: Martial Artist Rework: Martial Artist now costs 5 points, but it
turns all unarmed melee attacks into single-target power attacks, with
20% bonus damage, 25% bonus attack rate and 10% bonus attack range.
- tweak: The reworked Martial Artist trait is now given for free to
Boxers, Martial Artists, and Gladiators.
- tweak: Martial Artists (the job) and Gladiators can now select the
Striking Calluses trait.
- tweak: The Martial Artist trait now applies bonus damage to the
Lamiae's unarmed Asphyxiation and Poison damage.
- tweak: The cost of Striking Calluses has been reduced from 4 points to
3 points.
- fix: Fixed a bug where slow weapons were fast and fast weapons were
slow.
- fix: You can pistol whip (right-click melee) immediately after firing
a gun again, and the cooldown on firing the gun after pistol whipping is
always 0.528 seconds again.
- fix: Prevented Dionas, Arachnae and IPCs, who all have pure Blunt
damage from selecting the redundant Natural Weapons Removal trait.
<!--
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# Description

<!--
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Adds frequencies to handheld radios. Ports [this
PR](new-frontiers-14/frontier-station-14#1833)
with changes.


![image](https://github.com/user-attachments/assets/e39d8fce-7fa3-4e0a-918a-506b0446de35)

---

# Changelog

<!--
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:cl:
- add: Added handheld radio frequencies, accessible by pressing your
"Use Item" key while holding one.

---------

Co-authored-by: Whatstone <[email protected]>
<!--
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# Description

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This PR adds credits for lobby screens, the same as lobby songs have.
This works by adding `name` and `artist` to the LobbyBackground
prototype and storing the prototype rather than just the path to the
texture.

---

<!--
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media
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/6a348060-0ef2-4775-9adb-39a576a1c21e)

</p>
</details>

---

# Changelog

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:cl:
- add: Added credits for lobby screens.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
# Changelog

<!--
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:cl: sleepyyapril, Stop-Signs, Memeji
- add: Changed the Warden suit's capabilities. (Original author:
Stop-Signs)
- add: Repeater, Argenti, and 45 magnum rubber box to Bartender's
loadout.
- add: Red cloak to loadout (Port from Floof PR Simple-Station#390)
- add: Witch Robes to loadout (Port from Floof PR Simple-Station#390)
- add: Sawed-off PKA (Port from Floof PR Simple-Station#390)
- add: The ChemMaster now has 20, 75, and 80 unit options available.
- tweak: Made the ChemMaster wider.
- fix: Ported Frontier fix to mag visuals on specific guns.
- fix: Fixed heirlooms flickering negative mood when the moodlet ended.

---------

Signed-off-by: Stop-Signs <[email protected]>
Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: Stop-Signs <[email protected]>
Co-authored-by: FoxxoTrystan <[email protected]>
Co-authored-by: Radezolid <[email protected]>
Co-authored-by: ErhardSteinhauer <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
# Description

Adds Facial Hair to IPCs. They already have hair and human-like heads
like the Zenghu, Ward-Takahashi and Bishop Cybernetics heads, so I think
it makes sense to give them facial hair too.

## Media

![ipcfh2](https://github.com/user-attachments/assets/e2e46150-f7b6-4fe6-ab91-2bf88de81cdd)

![ipcfh1](https://github.com/user-attachments/assets/05c9663f-764e-4bec-af3f-f6fb4292314a)



## Changelog

:cl: Skubman
- add: IPCs can now wear Facial Hair.
# Description

Just because I can. I've added requirements to every firearm available
in Loadouts, and added a minimum character age requirement to them in
order to make them consistent with Space Law(Biesel Republic Law).

# Changelog

:cl:
- add: In order to comply with Biesel Republic laws governing firearm
ownership, all firearms now require that a person be 21 years of age or
older to purchase.
sleepyyapril and others added 30 commits January 22, 2025 19:17
<!--
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# Description

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What might be some alternatives to this?
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Adds cosmetic pronouns, visible through examining people (if they have
any) as a PushMarkup.
Adds Station AI/borg name customization.

CCVars:
customize.allow_cosmetic_pronouns (default false)
customize.allow_custom_station_ai_name (default false)
customize.allow_custom_cyborg_name (default false, for borgs, mediborgs,
etc)

---

# Changelog

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:cl:
- add: Added cosmetic pronouns. (disabled by default)
- add: Added Station AI name customization through character
customization. (disabled by default)
- add: Added Cyborg name customization through character customization.
(disabled by default)
Simple-Station#1599)

# Description

Adds some more expensive weapons to security which eat up more value.
idea from [goob
MRP](https://discord.com/channels/1323488536501944350/1330495398137298975)

---

# Changelog

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:cl:
- add: Added 2 new security loadout items
- tweak: Tweaked BSO's ammo
- fix: Fixed energy cutlass sprite
- remove: Removed broken Ion component

---------

Co-authored-by: sleepyyapril <[email protected]>
# Description
Howdy, y'all, I apologize for the delay, but I've finally completed the
Box Station for EE. I've added a few things, including the supermatter
crystal (SM) with the thermal-electric generator (TEG) near the Atmos
Department TEG-KIT. I've also added all the job spawn points that were
available for now: NanotrasenRepresentative, BlueshieldOfficer,
Magistrate, AdministrativeAssistant, SeniorEngineer, SeniorPhysician,
SeniorResearcher, SeniorOfficer, MailCarrier, ForensicMantis,
Roboticist, MailCarrier, Reporter, StationAI, and MedicalBorg. Finally,
I added holopads in all departments with AI upload (all law circuit
boards).




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

![Screenshot 2025-01-20
075641](https://github.com/user-attachments/assets/b41d0518-5bd8-48fd-ab7f-fcd3b4b8a585)
![Screenshot 2025-01-20
075630](https://github.com/user-attachments/assets/725d5af0-c238-4da3-8e8d-3944b1ecbbc3)
![Screenshot 2025-01-20
075617](https://github.com/user-attachments/assets/80e7c6f4-52b6-4754-80af-a4a1f9cafdf7)
![Screenshot 2025-01-20
075606](https://github.com/user-attachments/assets/e92b4c84-88e8-4aca-8f19-f1970406eeac)
![Screenshot 2025-01-20
075558](https://github.com/user-attachments/assets/fdbb4277-2982-4c77-81b2-73a7ee335340)
![Screenshot 2025-01-20
075552](https://github.com/user-attachments/assets/b298326e-132c-42c0-abce-3259a6d589b6)
![Screenshot 2025-01-20
075546](https://github.com/user-attachments/assets/66cda318-167f-4728-8e8c-e273f108bcbd)
![Screenshot 2025-01-20
075541](https://github.com/user-attachments/assets/22a586c8-7205-4caf-b87f-a55361c87015)
![Screenshot 2025-01-20
075535](https://github.com/user-attachments/assets/3413741d-574a-45ab-aba0-5c5bb8b315ee)
![Screenshot 2025-01-20
075521](https://github.com/user-attachments/assets/13dd5158-1956-4a16-b780-79a8b06e8efe)
![Screenshot 2025-01-20
075511](https://github.com/user-attachments/assets/efd8bd4a-8ddc-4c75-83fb-d20927f13487)
![Screenshot 2025-01-20
075505](https://github.com/user-attachments/assets/ccfb7557-dc62-4437-8472-3277973c9951)
![Screenshot 2025-01-20
075455](https://github.com/user-attachments/assets/6dd6b99b-c060-4fb8-b8d8-e7b007997f0e)
![Screenshot 2025-01-20
075449](https://github.com/user-attachments/assets/156f21d7-2856-48d0-b151-5b11d7d2f772)
![Screenshot 2025-01-20
075445](https://github.com/user-attachments/assets/2b30ddb3-1a9a-44b4-b57c-c3a6bc0deb33)
![Screenshot 2025-01-20
075433](https://github.com/user-attachments/assets/e0b22201-9cc7-48a0-abb2-da8a2b35673b)
![Screenshot 2025-01-20
075423](https://github.com/user-attachments/assets/4f2eb824-a9b1-4823-8215-361ee5d51240)
![Screenshot 2025-01-20
075400](https://github.com/user-attachments/assets/6dedfd3b-bb9d-418d-8138-dc42bb9edf80)
![Screenshot 2025-01-20
075339](https://github.com/user-attachments/assets/5b786512-7005-4a7e-b356-407734cee759)
![Screenshot 2025-01-20
075320](https://github.com/user-attachments/assets/0e6ecf0b-1a79-429e-96a0-ff9ba9185644)
![Screenshot 2025-01-20
075308](https://github.com/user-attachments/assets/e9954ada-ac51-4696-ae05-72a6bb6aac86)
![Screenshot 2025-01-20
044511](https://github.com/user-attachments/assets/b10ee8fd-9989-433a-be58-96e361e3f284)
![Screenshot 2025-01-20
044343](https://github.com/user-attachments/assets/9fcf6d20-c9ee-44d9-83e5-a2708fee750c)


</p>
</details>

---

# Changelog

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:cl: Mike32oz
- add: Box Station, supermatter crystal, holopads, and Thermal-electric
generator.
- tweak: Box Station, Engineer, Medical, Epistemics, Cargo, Security,
and Service Departments.
- remove: Box Station, Particle Accelerator Room in Engineer
Departments.

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: stellar-novas <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>
# Description

The documentation for it can be found here:
https://numerics.mathdotnet.com/api/MathNet.Numerics/index.htm
This adds an entire massive library of academic/scientific/engineering
math functions.

I basically need this going forwards to start comprehensively fixing
this game's terrible math.

# Changelog
Not player facing, but it deserves to be here:

:cl:
- add: (For Developers): Added the MathNet.Numerics library. It contains
a great number of scientific and engineering math related functions. For
more information, its documentation can be found here,
https://numerics.mathdotnet.com/api/MathNet.Numerics/index.htm
…mple-Station#1643)

Whoops. To be fair it's my first time adding something like this to a
project. :)
Default is 4 self-extinguisher charges, medium cell
Sec is 6 charges, high cell
Command/Dignitary is 8 charges, high cell
Prisoner is 3 charges, potato cell

This works no matter which envirosuit the plasmaman picks in loadouts.
Also makes ALL sub-gear's starting gears work like for real this time
because StationSpawningSystem.EquipStartingGear now equips the sub-gears

holy heck this is a lot of work
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