Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Upstream sync #565

Merged
merged 61 commits into from
Apr 17, 2024
Merged

Upstream sync #565

merged 61 commits into from
Apr 17, 2024

Conversation

Rxup
Copy link
Owner

@Rxup Rxup commented Apr 16, 2024

No description provided.

github-actions bot and others added 30 commits April 13, 2024 21:46
Fixed cryostorage getting captain's record for unknown jobs.
Also localized Unknown job string.
…rd idle ai. (#26939)

* Fixed Honkbot/jonkbot honking like crazy, gave honkbot/jonkbot standard idle ai.

* Update Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml

---------

Co-authored-by: Tayrtahn <[email protected]>
…type is changed (#26935)

Force cancellation of RCD constructions if the construction type is changed
* Add stopsWhenEntityDead to sound components

* Convert component

* Review

* Fix dupe sub

---------

Co-authored-by: metalgearsloth <[email protected]>
* Implement changes on not-cooked branch

* Made it work

* Fix update appearance calls

* Fix extra indents, clean-up code, fix tests hopefully

* Fix hammy cagecrate

* Fix messing up the yml, add artifact crate specific labels back in

* Visual Studio hates yml, sad

* Seperate the colors for cargonia

* sorry json

* make label move with artifact door

* Apply suggestion changes

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

* Fix remaining crate offsets, add a few for livestock and graves (why are you labeling graves) and coffin label sprites (why are you labeling coffins??)

---------

Co-authored-by: Nemanja <[email protected]>
…ready been handled (#25826)

* Make UtensilSystem and SharpSystem not run AfterInteract if it has already been handled

* merge conflicts

---------

Co-authored-by: metalgearsloth <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
Added two-message overload to PopupPredicted
* hee hee he ha ha

* added gold varients, forgive me for my spritework

* maints loot, copying from past PRs

* Trying to fix RSI

* speedran these sprites in break time, pictures will be later

* Fixed/Tweaked glows

* consensus

* gregregation

* dam copiryte

* oops i forgot to delete 2 fields hope this works
How can ONE DATABASE COLUMN have so many cursed issues I don't know, but it certainly pissed off the devil in its previous life.

The start_date column on round entities in the database was added by space-wizards/space-station-14#21153. For some reason, this PR gave the column a nonsensical default value instead of making it nullable. This default value causes the code from #25280 to break. It actually trips an assert though that's not what the original issue report ran into.

This didn't get noticed on wizden servers because we at some point backfilled the start_date column based on the stored admin logs.

So I change the database model to make this column nullable, updated the C# code to match, and made the existing migration set the invalid values to be NULL instead. Cool.

Wait how's SQLite handle in this scenario anyways? Well actually turns out the column was *completely broken* in the first place!

The code for inserting into the round table was copy pasted between SQLite and PostgreSQL, with the only difference being that the SQLite key manually assigned the primary key instead of letting SQLite AUTOINCREMENT it. And then the code to give a start_date value was only added to the PostgreSQL version (which is actually in the base class already). So for SQLite that column's been filled up with the same invalid default the whole time.

Why was the code manually assigning a PK? I checked the SQLite docs for AUTOINCREMENT[1], and the behavior seems appropriate.

I removed the SQLite-specific code path and it just seems to work regardless. The migration just sets the old values to NULL too.

BUT WAIT, THERE'S MORE!

Turns out just doing the migration on SQLite is a pain in the ass! EF Core has to create a new table to apply the nullability change, because SQLite doesn't support proper ALTER COLUMN. This causes the generated SQL commands to be weird and the UPDATE for the migration goes BEFORE the nullability change... I ended up having to make TWO migrations for SQLite. Yay.

Fixes #26800

[1]: https://www.sqlite.org/autoinc.html
Not having the nullable set properly is annoying but fixing that would probably be a significant amount of work.
* greyscales color gloves, color jumpsuits, and shoes

* remove popbob

* fix test fails
* Slightly increased WT550 Firerate, drastically reduced recoil, and given it the option to fire in 5 round bursts.

* Given the C-20 a 5 round burst aswell
add character sheets to board game crate
* Reapply "Game server api" (#26871)

This reverts commit 3aee197.

* Rewrite 75% of the code it's good now
* WieldRecoilComponents

* WieldRecoilComponents

* Update Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs

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

* Update Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs

---------

Co-authored-by: Whisper <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
TheShuEd and others added 28 commits April 15, 2024 00:26
* no content

* add noRot to Europa

* bruh. and this

* yay

* fix
* Uupdated the cyberpen

* Updated noise

* Removed flashlight
* Fix lockers are not deconstrucable now

Lockers are was deconstructable event when they closed and you didn't have access to them. In short - get stuff by 5 seconds, 5 sec it's time to screw down any locker, except LockerBaseSecure one

* Revert un-destructable lockers fix

Make lockers destructable again

* Fix lockers that deconstructable only when unlocked now
Co-authored-by: deltanedas <@deltanedas:kde.org>
changed node in construction meatWall
* SS14-26950 Fix Waddling During Improper States

Fix some states when a clown can waddle when no clown should be able to waddle, no-matter their clowning powers.

1. You cannot waddle whilst weightless
2. You cannot waddle whilst stunned
3. You cannot waddle whilst slowed down due to stam damage
4. You cannot waddle whilst you're knocked down
5. You cannot waddle whilst you're buckled
6. You cannot waddle whilst crit
7. You cannot waddle whilst dead

There's some argument for being able to waddle whilst on the floor
and doing some bizarre floor-humping exercise but I'm not coding an animation layer system just to handle clowns doing the worm.

* Use a nicer "can move" check
* mobs burn to ashes on excessive heat damage

* remove comment, remove random lines I didn't mean to add

* combine code into behavior

* clean unused

* fix namespace

* drop next to

* fix spawn entities behavior spawning entities outside container
Fix dragon slow on damage
* Fix some TryGetMind overrides relying on player data

* A

* Rider has bamboozled me

* Update `data.Mind` before attaching to entity.
* Loadouts redux

* Loadout window mockup

* More workout

* rent

* validation

* Developments

* bcs

* More cleanup

* Rebuild working

* Fix model and loading

* obsession

* efcore

* We got a stew goin

* Cleanup

* Optional + SeniorEngineering fix

* Fixes

* Update science.yml

* add

add

* Automatic naming

* Update nukeops

* Coming together

* Right now

* stargate

* rejig the UI

* weh

* Loadouts tweaks

* Merge conflicts + ordering fix

* yerba mate

* chocolat

* More updates

* Add multi-selection support

* test

h

* fikss

* a

* add tech assistant and hazard suit

* huh

* Latest changes

* add medical loadouts

* and science

* finish security loadouts

* cargo

* service done

* added wildcards

* add command

* Move restrictions

* Finalising

* Fix existing work

* Localise next batch

* clothing fix

* Fix storage names

* review

* the scooping room

* Test fixes

* Xamlify

* Xamlify this too

* Update Resources/Prototypes/Loadouts/Jobs/Medical/paramedic.yml

Co-authored-by: Mr. 27 <[email protected]>

* Update Resources/Prototypes/Loadouts/loadout_groups.yml

Co-authored-by: Mr. 27 <[email protected]>

* Update Resources/Prototypes/Loadouts/Jobs/Civilian/clown.yml

Co-authored-by: Mr. 27 <[email protected]>

* Update Resources/Prototypes/Loadouts/Jobs/Civilian/clown.yml

Co-authored-by: Mr. 27 <[email protected]>

* Update Resources/Prototypes/Loadouts/loadout_groups.yml

Co-authored-by: Mr. 27 <[email protected]>

* Update Resources/Prototypes/Loadouts/Jobs/Security/detective.yml

Co-authored-by: Mr. 27 <[email protected]>

* Update Resources/Prototypes/Loadouts/loadout_groups.yml

Co-authored-by: Mr. 27 <[email protected]>

* ben

* Margins

---------

Co-authored-by: Firewatch <[email protected]>
Co-authored-by: Mr. 27 <[email protected]>
Co-authored-by: Mr. 27 <[email protected]>
Slight blunder on the loadout prototype being used and all the names aligning means playtesting didn't catch it earlier.

Ideally player spawning code wouldn't have sucked so I could add tests like I wanted but it is what it is.
* reduced gain by 25dB

* changed volume again

---------

Co-authored-by: Martin Petkovski <[email protected]>
@Rxup Rxup merged commit 3bf7145 into master Apr 17, 2024
8 checks passed
@Rxup Rxup deleted the upstream-sync branch April 18, 2024 01:51
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.