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Sou burro e to tentando aprender como atualiza o servidor #3
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* Keep Pinned status through player status changes. * Fix filtering to be admin optimal.
Keep players that have had messages in the round at the top
This reverts commit b710fda.
This reverts commit 55f8a67.
Ports Goob-Station/Suspicion-on-Space-Station#47 Thanks Goob for helping out. Co-authored-by: Icepick <[email protected]> # Description By request from OldDanceJacket and the SiN Mapping Team <details><summary><h1>Media</h1></summary> <p> </p> </details> # Changelog :cl: - add: Ported several metric tons of mapping assets from Nuclear14 Co-authored-by: Aiden <[email protected]> Co-authored-by: Icepick <[email protected]>
Lots of stuff. Also moved everything I could to the _Shitmed namespace as I do in Goob. Will make future ports way faster # Changelog :cl: Mocho - add: Added some fun organs and other thingies, check out the Goob PRs if you want more details. - fix: Fixed tons of issues with shitmed. Too many for the changelog in fact.
# Description I broke some things # Changelog :cl: Mocho - fix: Fixed heights/widths being broken due to the shitmed patch.
# Description They say Rome wasn't built in a day, well this entire PR was coded in a single 6 hour Adderall binge. This PR represents the next big leap in code capability for the PsionicSystem, completely reworking how Psionic Powers are added and removed, such that like the TraitSystem, they utilize modular functions governing how they work. Instead of there being only 5 different hardcoded things that Psi Powers can do, there is now a library containing 21 different modular functions, which are slotted as desired into the power prototypes. Additionally, a significant improvement in the logical flow of this is that since each power is responsible for its own "removal codepath", it's now possible to remove individual powers from a character, as opposed to always needing to wipe the slate clean entirely. I'm not going to add any new powers in this PR, nor am I touching the code for the Psionic Actions themselves, that'll come in Part 2, in which I refactor the Psionic-Actions so that they also operate on similar stacks of modular functions. This PR also makes extensive refactors to the PsionicPowerPrototype, as well as PsionicAbilitiesSystem, so that it has all new hooks and datafields for other systems to be able to modify a psion. It is now entirely feasible to create unique "Types" of Psions, with their own distinct power lists. It's also now possible to create "Tech Trees" of powers, by setting up powers such that they write to and modify the personalized pool of available powers to generate. For example, Xenoglossy and Psychognomy are now dependent on Telepathy, and simply won't appear in the list of available powers if a Psion doesn't first have Telepathy. # Changelog :cl: - add: Psionic Refactor V3 is here! No new powers are added in this update, but the options for creating new powers has been SIGNIFICANTLY EXPANDED. - add: Xenoglossy and Psychognomy now can only be rolled if you first have the Telepathy power. - add: Breath of Life can now only be rolled if you first have the Healing Word power - add: Pyrokinesis and Summon Imp now require the Pyroknetic Flare power - add: All new Psychognomy descriptors for many pre-existing powers. Have fun being unintentionally screamed at telepathically by someone with the POWER OVERWHELMING trait.
# Description The slider would jump around to fix the constraints because a division symbol was mistakenly replaced with a multiplication symbol, this fixes that. --- <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog :cl: - fix: The width slider in the profile editor view now moves correctly regarding the height slider. Co-authored-by: sleepyyapril <[email protected]>
# Description Cherry picks space-wizards/space-station-14#29678 Needed for emotes to not be packed tightly together, also need this for a future PR where I will be fixing emotes in general ◕‿◕) --- <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog :cl: - fix: Fixed radial menus overlapping where there's many icons. Co-authored-by: Rinary <[email protected]> Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: sleepyyapril <[email protected]>
…noid Spawner (DeltaV-Station#1497) # Description Title. Refers to [this](https://github.com/Simple-Station/Einstein-Engines/actions/runs/12688697909/job/35365794632?pr=1466) --- # Changelog no cl no fun --------- Signed-off-by: Remuchi <[email protected]> Signed-off-by: Remuchi <[email protected]>
# Description This PR adds an Ore Silo to every map in rotation. It also adds a station AI to (almost) every map. A decent number of the maps had to have a shitton of cameras added to make AI actually playable. In particular Glacier is/was/probablystillis pretty bad for AI. <details><summary><h1>Media</h1></summary> <p> </p> </details> # Changelog :cl: - add: Added Station AI to (almost) every map in rotation. - add: Added Ore Silos to every map in rotation.
# Description Fixes Simple-Station/Einstein-Engines#1498 Funny trig errors go brrr. :cl: - fix: Fixed an issue where ranged NPCs were incapable of aiming.
# Description Pretty simple fix, just tell the weather system "If there's already a weather sound playing, stop.". I have infact tested this, and verified that this fix does work. Fixes Simple-Station/Einstein-Engines#1285 # Changelog :cl: - fix: Fixed a crash caused by Weather System creating millions of sounds.
<!-- 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]? --> Adds a command that adds the playtime requirements of a job. --- # 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: ADMIN: - add: Added a command to easily allow for adding a jobs playtime requirements. (playtime_unlock)
yeag --------- Co-authored-by: Pieter-Jan Briers <[email protected]> Co-authored-by: Leon Friedrich <[email protected]>
<!-- 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]? --> I forgot about 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: Aviu00 - fix: Fix silo being out of range.
<!-- 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]? --> Finishes BSO and Nanorep. --- # TODO - [x] Jobs - [x] Clothing - [x] BSO weapons - [x] Loadouts - [x] Mapping - [x] Set map prototypes --- # 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: sleepyapril, Goob Station contributors - add: Added Nanotrasen Representative and Blueshield Officer - add: Added Admin Assistant, Nanorep, and Blueshield Officer spawns to all maps. BSO and Nanorep don't get an office, they get a unique teleporter. (as of now) Ask your resident mapper to fix this. - add: Added the loadout options for Nanotrasen Representative and Blueshield Officer. --------- Co-authored-by: Aidenkrz <[email protected]> Co-authored-by: Icepick <[email protected]> Co-authored-by: Memeji <[email protected]> Co-authored-by: Theapug <[email protected]> Co-authored-by: DarkenedSynergy <[email protected]> Co-authored-by: Solstice <[email protected]> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: BombasterDS <[email protected]> Co-authored-by: starch <[email protected]> Co-authored-by: BombasterDS2 <[email protected]> Co-authored-by: BombasterDS <[email protected]> Co-authored-by: Piras314 <[email protected]>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
dasprino007
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Feb 22, 2025
* TESTING enable events for dev enviroment * Add NextEventComponent * Check for schedulers NextEventComponent * Seperate gernateing event to its own method * Add NextEventSystem and use in BasicStationEventSchedulerSystem * TESTING: Override time and player restrictions * Stash events in NextEventComponent (LaryNevesPR#1) * Add NextEventComponent * Check for schedulers NextEventComponent * Seperate gernateing event to its own method * Add NextEventSystem and use in BasicStationEventSchedulerSystem * Format code * Add nextEvent time perdiction * Use RunTime instead of float minutes * Bug fixes * Add NextEvent to Ramping and Meteors * Fix timing on BasticStationEvents * initialize NextEventComponent when created * Event scheduler caching (LaryNevesPR#2) * Check for schedulers NextEventComponent * Seperate gernateing event to its own method * Add NextEventSystem and use in BasicStationEventSchedulerSystem * Format code * Add nextEvent time perdiction * Use RunTime instead of float minutes * Bug fixes * Add NextEvent to Ramping and Meteors * Fix timing on BasticStationEvents * initialize NextEventComponent when created --------- Signed-off-by: SolStar <[email protected]> * Revert "Event scheduler caching (LaryNevesPR#2)" This reverts commit bf9cd26. * Revert "Merge branch 'seer' into stash-next-event" This reverts commit 656ca26, reversing changes made to 36f45be. * Revert "Caching next exent" This reverts commit 9f1bee4, reversing changes made to 82678d9. * Reapply "Event scheduler caching (LaryNevesPR#2)" This reverts commit 82678d9. * More merge conflict nonsence * oops * oops 2 * Oops 3 * Precognition Psionic ability (LaryNevesPR#3) * Precognition ability added * Precog get next event * Get soonest event and display * update prototypes with precog results * Add random * Use Timespan for UseDelay * Damage breaks doafter * typo * fix localization * fix do after * Add effects durring do after * Revert "TESTING enable events for dev enviroment" This reverts commit 0345313. * Revert testing changes * add deltav comments * Cleaning up! * Move NextEvent to server space * Fix NextEventId init value * Reverted upstream file to block scoped namespace * Add precognitnon result messages * reverting testing changes for real * Add admin alert for upcoming events * Add sound effect * make alert more subtule * extended max window size * fix message mixup * yaml fixes * more yaml fixes * Delta Changes * totaly a yaml error trust * remove unsessesary weights --------- Signed-off-by: SolStar <[email protected]>
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Essa atualização veio com os bugfixes do silo, e uma atualização no .NET
NÃO SIMPLISMENTE DE MERGE VAI TER QUE ATUALIZAR OS SUBMÓDULOS!
To criando uma PR pq não tenho acesso ao github, até prefiro que nao tenha acesso para você conseguir mergir com mais segurança.