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upstream try2 #27
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upstream try2 #27
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* Corpsman Glasses Added Corpsman Glasses to the game, added it to Corpsmans lockers, and added a crafting recipe for them. * Corpsman Glasses Added Corpsman Glasses to the game, added it to Corpsmans lockers, and added a crafting recipe for them. * Corpsman Glasses Added Corpsman Glasses to the game, added it to Corpsmans lockers, and added a crafting recipe for them. * Corpsman Glasses Added Corpsman Glasses to the game, added it to Corpsmans lockers, and added a crafting recipe for them.
* make cats attack mouse toy * make toy mouse bit work * pro * pro --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
* Musket + parts * Graphs for Musket and Parts * Recipes for Musket + Sprites * Fix 1 * Fix two * Flintlock * Fixes * Fix 3.0 * null is nulled * forgor graph * fireRate isn't all lowercase.. * actually make ammo craftable * Craftable Flintlock Fix * Update improvised.yml * Update musket.yml * I gib up * Make firerate 1 shot every 8 seconds and it doesn't reset when you switch hands. * why. * Forgor * forgor * Update Resources/Textures/DeltaV/Objects/Misc/bayonet.rsi/meta.json Co-authored-by: Colin-Tel <[email protected]> Signed-off-by: Tryded <[email protected]> --------- Signed-off-by: Tryded <[email protected]> Co-authored-by: Colin-Tel <[email protected]>
* Vulp helmets: The reckoning * Delete equipped-HELMET-vulpkanin.png * Update meta.json * paramed --------- Co-authored-by: Velcroboy <[email protected]>
Co-authored-by: Velcroboy <[email protected]>
* Add awoo as howl trigger Signed-off-by: no <[email protected]> * Actually add awooing for real this time --------- Signed-off-by: no <[email protected]> Co-authored-by: Colin-Tel <[email protected]>
…1176) * feat: Laika and other secdogs now have vulpkanin vocal emotes * tweak: better organization of secdogs inventory ui * feat: id card slot for secdogs * Revert "feat: id card slot for secdogs" This reverts commit c9d30d97a08a993bf723b05c9ba7e6dc64e697bd.
* Adds new Lobby Track the funny YT documentary song * Update attributions.yml changed source --------- Co-authored-by: Null <[email protected]>
Add AllowSuitStorage to armors
An implementation of DeltaV-Station/Delta-v#1252 for Einstein Engines.
* Add wielded in hand sprite for musket * actually adding the sprites in YML * Add a missing tag
"Yeah you ever heard of consequences in video games? Maybe don't FUCKING die next time."
* Porting tiger tail sprite from SS13 for felinids. Yes, im aware that the copyright currently says "Null" Remind me if i forget when its open request. I have currently just only made it work and somewhat looped it manually the waggin version because aparently ss13 only needs half the animation to then just reverse it and complete the loop. How lovely. And yes, im uploading it to github incase I fuck up or it gets corrupted on my pc. * eh
* make changes * fix yaml linter bug * locales * consolidations * fix DeltaV comment appearing in uplink * e * Update emag.yml Signed-off-by: WarMechanic <[email protected]> * emag invalid target locale * change id 'airlockaccessoverride' to 'doorjack' * name consolidations + doorjack sprite * Update Resources/Locale/en-US/deltav/store/uplink-catalog.ftl Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: WarMechanic <[email protected]> * Update Resources/Locale/en-US/store/uplink-catalog.ftl Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: WarMechanic <[email protected]> * Update Resources/Locale/en-US/emag/emag.ftl Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: WarMechanic <[email protected]> * Update Resources/Prototypes/DeltaV/Catalog/uplink_catalog.yml Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: WarMechanic <[email protected]> * Update Resources/Prototypes/DeltaV/Entities/Objects/Tools/emag.yml Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: WarMechanic <[email protected]> * deltanedas --------- Signed-off-by: WarMechanic <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
* Brings a glass producing plant to Botany * Linter fix attempt 1 * Adresses adjustments requested by Reviewer --------- Co-authored-by: Alchebun <jimmy.12.or#gmail.com>
* 2 New plants! :D * adjustments requested * You're a Butt * Revert "You're a Butt" This reverts commit 10f6ef8d174008e95c330d98602a769fcb91c8a2. * still a butt. * Revert "still a butt." This reverts commit cc5eac74969da7880cc370b637e146877ee644eb. * Update Resources/Textures/DeltaV/Objects/Specific/Hydroponics/Cosmic_Revenant.rsi/meta.json Co-authored-by: Colin-Tel <[email protected]> Signed-off-by: Alchebun <[email protected]> --------- Signed-off-by: Alchebun <[email protected]> Co-authored-by: Alchebun <jimmy.12.or#gmail.com> Co-authored-by: Colin-Tel <[email protected]>
…ag for thief. (Simple-Station#1759) Fix mysta cloak
Co-authored-by: Velcroboy <[email protected]>
Co-authored-by: deltanedas <@deltanedas:kde.org>
…-Station#1780) * Add files via upload Signed-off-by: dge21 <[email protected]> * Update flavor-profiles.ftl Signed-off-by: dge21 <[email protected]> * Add files via upload Signed-off-by: dge21 <[email protected]> * Update flavors.yml Signed-off-by: dge21 <[email protected]> * Update drinks.ftl Signed-off-by: dge21 <[email protected]> * Update drinks.yml Signed-off-by: dge21 <[email protected]> * Update drinks.yml Signed-off-by: dge21 <[email protected]> * Update drinks.yml Signed-off-by: dge21 <[email protected]> * Update drinks.yml Signed-off-by: dge21 <[email protected]> * Rename Icon_empty.png to icon_empty.png Signed-off-by: dge21 <[email protected]> * Update meta.json Signed-off-by: dge21 <[email protected]> * Update drinks.yml Signed-off-by: dge21 <[email protected]> --------- Signed-off-by: dge21 <[email protected]> Co-authored-by: Tad "Taddy" Johnson <[email protected]>
* feat: blue and purple tomato soup * tweak(bluepurpletomatosoup): incorporate description feedback * style: Add newline at end of soup.yml --------- Co-authored-by: Tad "Taddy" Johnson <[email protected]>
Update research_director.yml
* Add files via upload Signed-off-by: Aikakakah <[email protected]> * Create meta.json Signed-off-by: Aikakakah <[email protected]> * Add black turtleneck Signed-off-by: Aikakakah <[email protected]> * Update theater.yml Adds black turtleneck to the theatre vend. Signed-off-by: Aikakakah <[email protected]> * Update jumpsuits.yml Added black turtleneck Signed-off-by: Aikakakah <[email protected]> * Added the option to roll up the sleeves of the turtleneck. * Fixed the sprites * Updated copyright in meta.json --------- Signed-off-by: Aikakakah <[email protected]>
lets fucking go
* meow * meow * meow * meow * meow * meow * meow * meow
i swear to fucking god
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Previously, NanoChat set you to the "center" of your chat box scroll with selecting a new chat. This fixes that. :cl: - tweak: NanoChat will now scroll to the bottom of your chat history when selecting a new chat.
…nitial Cyber Eyes Trait. (Simple-Station#1813) Something something IPCs when gibbed have cyber eyes why do we have to take a pointless 4 point trait <!-- 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 --> # IPCs now have access to cyber eye traits without having to pick the initial cyber eyes trait. <!-- 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]? --> Another mald PR, but why? Well, simple, when you gib a IPC, you get cyber eyes, why do we have to get the cyber eyes trait, if we already have cyber eyes, I wouldn't say this makes IPC any more strong, if anything it makes it so they can slot in more useful traits than a empty trait that does nothing by itself, besides, getting rid of IPCs is still a EMP or a gun, so. --- # 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 --> - [ ] Task - [x] Completed Task --- <!-- 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>  </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: Diggy - add: Made it so IPCs can take cyber eyes without having to waste 4 points.
# Description This updates Surplus bundles to actually contain the correct number of TC to match the TC Rebalance. For instance, 200tc for the standard surplus crate, which contains 250tc worth of stuff. # Changelog :cl: - tweak: Syndicate Surplus Crates are now included in the TC Rework.
<!-- 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]? --> Gives Corpsman the portable crew monitor. It's a criminally underutilized item that more jobs should have access to. --- # 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: - add: Corpsman can take portable crew mon --------- Signed-off-by: EctoplasmIsGood <[email protected]>
# Description EXPLANATION: Mappers need to be trusted to detail their own maps, and not need nonsensical RNG to do their map detailing for them. By far the most egregious sin is the light breaking pass, because it forces mappers to place excessive numbers of lights in order to accomodate for "At least 30% of them will be randomly broken", which means that it is by extension impossible to properly Detail a map for lighting effects, because you can't guarantee that the shadows and lowlights you intend the station to have, will even exist at all. The same goes for Rusting passes. Wall rusting is actually intended for demonstrating there's "Zelda Doors", and by adding random rust variation, it is now impossible to hint at the existence of Zelda Doors. If we wanted to "Weather" stations to give them an impression of being used, we would actually want to create mapper assets for walls in variations of rusting, so that they can be more selective about where, when, and how much to use weathering. The last one being yeeted, bloodstain passes, is for similar detailing reasons. Bloodstains need to be intentionally mapped and not left to RNG because they serve an actual gameplay purpose. Bloodstains and the footprints they inevitably create are a visible sign of a crime happening, an organic form of environmental storytelling. RNG doesn't create a story, it just inapprorpiately places random bloodstains where nothing happened. Which disrupts its usefullness for that purpose. <details><summary><h1>Media</h1></summary> <p> Example: A medbay lit carefully and intentionally, with every individual light having a carefully considered reason for its placement. The room gets to have natural shadows and gradation without being always DROWNED in glow.  BAD EXAMPLES:    </p> </details> # Changelog :cl: - remove: Disabled random variation for Light Breaking, Wall Rusting, and Bloodstains. Our new maps have more carefully measured light usage, and all three of these interfere with good mapping practice. Co-authored-by: sleepyyapril <[email protected]>
# Description Yea it turns out ImpStation made a shitton of updates to Supermatter that were never upstreamed, including making a fancy new Supermatter Monitoring Console, which needs to be mapped. Technically this is a DeltaV PR, but out of pure spite I ported the entirety of this completely by hand. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog :cl: - add: Added Supermatter Monitoring Console.
# Description Done in cooperation with the SiN Mapping Team. This PR gives a partial detailing pass to lighthouse. Some of its key new features are: 1. The largest and most advanced Supermatter Engine mapped thus far. 2. Reworks to the Salvage/Cargo department 3. Spawners for senior roles 4. More detailed office spaces for many roles. 5. Detailing pass for Security & Engineering 6. Rebalancing the station's engineering department to accomodate for having such a massive new engine. No roundstart TEG anymore, AME is "Undersized", uranium generators with fuel added, along with a variety of power device related flatpacks supplied to engineering. There's many flatpacks in the solar arrays for engineers looking to upgrade solars. 7. Reworked maints bar. Don't merge this until @OldDanceJacket signs off on it. <details><summary><h1>Media</h1></summary> <p> Security detailing:  Maints Bar:  Security Checkpoint now a Senior Officer's Office  New Salvage Dock, the old salvage dock now contains a fun easter egg that I won't show here (Faridabirb.png):  Atmos changes to accomodate for Supermatter & upcoming Malf AI update  Power room changes:  New Supermatter Engine!  Engine Control Room & Senior Engineer's Office!  </p> </details> # Changelog :cl: VMSolidus & The SiN Mapping Team - add: Lighthouse Detailing Pass, including the new largest, most advanced supermatter engine to date! - tweak: Lighthouse Cargo fully updated - tweak: Lighthouse medical given a surgery room along with some minor brush up work. - tweak: New kitchen and botany area for Lighthouse - tweak: Lighthouse' laser tag arena is now a large boxing arena. - tweak: Lighthouse reporter area moved to dorms. - fix: Fixed a crash to desktop with the cargo telepad that was unreported despite being on 5 of our maps.
This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]>
# Description BSO lifeline implant - ported from Goobstation. What is it?: It's a bluespace implant. Triggers when you die or when you click the button twice. Why is it?: BSO is a special role, specifically employed by CC. They exist on station only to protect to command and nothing else. They have pretty strong armour and weapons. So this is the solution to that + creates an RP narrative. It spawns in the BSO's pocket, as it's an optional implant, should probably be taken either start of shift or when things get dicey for command. Additional: Adds new sprites for CC specified implants. --- <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog :cl: - add: Blueshield Officer lifeline implanter --------- Signed-off-by: Rouge2t7 <[email protected]>
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да я чёта движок не обновил и ветка сломалася