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upstream try2 #27

Merged
merged 251 commits into from
Feb 25, 2025
Merged

upstream try2 #27

merged 251 commits into from
Feb 25, 2025

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GeneralGaws
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да я чёта движок не обновил и ветка сломалася

Unkn0wnGh0st333 and others added 30 commits February 1, 2025 10:25
* 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]>
* 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]>
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]>
…-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]>
* 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]>
* meow

* meow

* meow

* meow

* meow

* meow

* meow

* meow
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: deltanedas <@deltanedas:kde.org>
SimpleStation14 and others added 19 commits February 17, 2025 20:32
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>

![Example Media Embed](https://i.imgur.com/Cx23LrA.png)

</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
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: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.


![image](https://github.com/user-attachments/assets/7f2fbd2a-05f4-4dfc-b811-fbd82c9f3d81)

BAD EXAMPLES:


![image](https://github.com/user-attachments/assets/2778cbcc-e6cd-48a8-8d87-88313ded9146)


![image](https://github.com/user-attachments/assets/c8d71255-d730-4b54-99cf-340c1b0d65c3)


![image](https://github.com/user-attachments/assets/6b2dee1a-a232-4b17-843a-83b403ab6bfa)

</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>


![image](https://github.com/user-attachments/assets/da665b53-ad0a-4661-bb31-8e9b3bd01b27)

</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:


![image](https://github.com/user-attachments/assets/fc0cbf66-2e17-4486-8e98-d90f54dceb21)

Maints Bar:


![image](https://github.com/user-attachments/assets/14e9d97f-2932-4aef-8456-72c0c0c09065)

Security Checkpoint now a Senior Officer's Office


![image](https://github.com/user-attachments/assets/77fa9b69-954a-4f2b-b517-ddda9de03cbc)

New Salvage Dock, the old salvage dock now contains a fun easter egg
that I won't show here (Faridabirb.png):


![image](https://github.com/user-attachments/assets/6c086962-5230-41a0-b748-6a7d898c3306)

Atmos changes to accomodate for Supermatter & upcoming Malf AI update


![image](https://github.com/user-attachments/assets/25ab8aae-4c3f-4355-a5ea-797230bfb073)

Power room changes:


![image](https://github.com/user-attachments/assets/29de8409-d4a3-42f9-8fb3-568f68d376d3)

New Supermatter Engine!


![image](https://github.com/user-attachments/assets/9b686160-1755-4c07-a9f1-67d84e1b3213)

Engine Control Room & Senior Engineer's Office!


![image](https://github.com/user-attachments/assets/b646053a-4026-467f-98c9-8a7abd9c7294)

</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>

![Content
Client_MHAiLxtLug](https://github.com/user-attachments/assets/907b8a0b-98af-4a1c-855b-e1737a373e0d)

</p>
</details>

---

# Changelog
:cl:
- add: Blueshield Officer lifeline implanter

---------

Signed-off-by: Rouge2t7 <[email protected]>
GeneralGaws added 2 commits February 18, 2025 22:45
@GeneralGaws GeneralGaws merged commit 79daa49 into master Feb 25, 2025
9 of 10 checks passed
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