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Upstream sync #1893

Merged
merged 77 commits into from
Feb 26, 2024
Merged

Upstream sync #1893

merged 77 commits into from
Feb 26, 2024

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Morb0
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@Morb0 Morb0 commented Feb 26, 2024

Описание PR

Медиа

Проверки

  • PR полностью завершён и мне не нужна помощь чтобы его закончить.
  • Я внимательно просмотрел все свои изменения и багов в них не нашёл.
  • Я запускал локальный сервер со своими изменениями и всё протестировал.
  • Я добавил скриншот/видео демонстрации PR в игре, или этот PR этого не требует.

Изменения

HoofedEar and others added 30 commits February 22, 2024 22:26
* saving working code

* add checks for deletion
* Make even more items good looking in inventory

* holoprojecrots
* predict doors and airlocks

* prying, too

* ack

* eek
Break up Opened/Closed and fill level onto separate lines
* make galoshes obtainable and slowing you

* Update specific.yml
* Fix formatting problem with FullOpened

* Moved to Shared and networked

* Revert "Fix formatting problem with FullOpened"

This reverts commit f8353403da830a4402bdd457bcf24a2432a5f566.
* Create ratvar.yml

* restore balance to the universe

* scale issues

mfw nar-sie is smaller

* spawner + spawn anim

a shitty spawn anim is better than no spawn anim

* undenseify

no longer as dense as a dying neutron star
Just unlocks new language features like primary constructors.
* Make department / job list sorting consistent.

This makes late join, crew manifest and character profile all apply consistent sorting for jobs and departments.

We use the already-defined weights for departments (so command, then sec, then station specific, then just sort by prototype ID). Jobs also use weight (so heads are always at the top) then prototype ID, then character name (for manifest).

Removed the crewmanifest.ordering CVar as doing it via prototype weight is just easier, and that CVar was already a mess anyways.

* Fix jittery job icons in lists.

They were set to KeepCentered in TextureRect. This has issues because the allocated space is actually an odd number of pixels, so it tries to position the draw at a half pixel offset.

Now, yes, fixing this in TextureRect would make much more sense, but get off my back. (Ok seriously we need better helper functions for doing that in the engine. Don't wanna deal with that right now and I already have this patch made.)

Instead I'm just gonna fix the issue by using VerticalAlignment in all these places instead which ends up doing exactly the same thing YIPPEE.

Also gave a margin next to the icon on the crew manifest. Margins people!
ChunkSize is still 32 so doesn't cut down on heaps of decals atm though we avoid passing many decals to drawing with the coordinates bounds check now.
Update attributions.yml
… anyway (#25496)

* God dammit pjb

* Smol cleanup
Update food-component.ftl

why was I the only one that noticed it
VasilisThePikachu and others added 21 commits February 25, 2024 23:44
Turns out this is not what serverid was for... i guess you can find server familys with this so im not gonna remove it. Best we get for server name is the admin logs server name.
* Panic bunker fix

I admin

* tired
* Implemented contents display for dispenser UI

* Update Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs

Co-authored-by: Nemanja <[email protected]>

* Resolve the netent into a euid first

---------

Co-authored-by: Nemanja <[email protected]>
* add missing spacepen poster

adds missing spacepen poster

* Update meta.json

---------

Co-authored-by: Ed <[email protected]>
* Update kudzu.yml

* Update living_light.yml

* files

* Update flora.yml

* Update kudzu.yml

* bul

* Update kudzu.yml

* Update living_light.yml

* bullet immune
Validate that job and antag prototypes can actually be set in character profiles, rather than just checking if the prototype exists.

Make preferences system just call existing validation code when loading prototype from database, instead of some hacked-together stuff.

Also I made the character profile validation logic take dependencies in via parameter because fuck resolves.
Everything can read (kinda)
* Initial commit

* Remove damage from cuffs entirely

* Changed from Action uncuffing cooldown to UseDelay cooldown

* Minor merge conflict fix

* Edit the actual correct line

* Submodule fix
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
Injector status UI cached values

Co-authored-by: Plykiya <[email protected]>
# Conflicts:
#	Content.Client/Preferences/ClientPreferencesManager.cs
#	Content.Server/Connection/ConnectionManager.cs
#	Content.Server/Preferences/Managers/ServerPreferencesManager.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Preferences/ICharacterProfile.cs
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/janidrobe.yml
#	Resources/Prototypes/Datasets/Names/fortunes.yml
#	Resources/Prototypes/Entities/Clothing/Shoes/specific.yml
#	Resources/Textures/Structures/Wallmounts/posters.rsi/meta.json
#	SpaceStation14.sln
@Morb0 Morb0 requested a review from ficcialfaint as a code owner February 26, 2024 16:20
@github-actions github-actions bot added Status: Needs Review This PR requires new reviews before it can be merged Changes: Localization Can be reviewed or fixed by people who are knowledgeable with translation Changes: Sprites Should be reviewed or fixed by people who are knowledgeable with spriting or visual design Changes: UI Can be reviewed or fixed by people who are knowledgeable with UI design labels Feb 26, 2024
@Morb0 Morb0 merged commit 7ae3f4e into master Feb 26, 2024
10 checks passed
@Morb0 Morb0 deleted the upstream-sync branch February 26, 2024 16:46
Morb0 pushed a commit that referenced this pull request Feb 27, 2024
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Changes: Localization Can be reviewed or fixed by people who are knowledgeable with translation Changes: Sprites Should be reviewed or fixed by people who are knowledgeable with spriting or visual design Changes: UI Can be reviewed or fixed by people who are knowledgeable with UI design Status: Needs Review This PR requires new reviews before it can be merged
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