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Adding more recipes tables #507

Merged
merged 3 commits into from
Sep 7, 2024
Merged

Adding more recipes tables #507

merged 3 commits into from
Sep 7, 2024

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MrLopLop
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@MrLopLop MrLopLop commented Sep 5, 2024

Description

People asked for tables, so get it.
Added table recipes.
The video is attached.
↓↓↓

Media

tables.mp4

@Peptide90
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Collaborator

appreciate the work! Let me know your discord name on discord if you need the contributor role.

@Peptide90 Peptide90 merged commit 7571d2d into Vault-Overseers:master Sep 7, 2024
9 checks passed
Peptide90 pushed a commit that referenced this pull request Sep 11, 2024
# Description
For some reason, ClothingSystem.TryEquip would return false if there's a
do-after to equip the clothing. This had caused all quick-equip attempts
on SMALL ITEMS to fail and ended up with every SMALL clothing item being
equipped into one of the pocket slots (which have no equip delays).

Also fixes quick swap - see the comments below.

# Changelog

:cl:
- fix: Equipping clothing using the Z key works correctly again.
Peptide90 pushed a commit that referenced this pull request Sep 11, 2024
@MrLopLop MrLopLop deleted the adding-more-recipes branch September 18, 2024 12:53
LovelyLophi added a commit to LovelyLophi/nuclear-14 that referenced this pull request Oct 4, 2024
* Languages (#43)

Resolves https://github.com/Simple-Station/Einstein-Engines/issues/37

# Description

This PR adds languages. Every entity who can speak now speaks a specific
language (or Universal, for entities that are not supposed to speak,
which is understood by everyone). Other entities who do not understand
this language will see gibberish (it's possible to learn how certain
induvidual words are spelled. But the spelling changes between rounds).
This means that certain creatures, like xenos, cats, vulps, can
communicate within their species in their own languages. Similarly, it
means that xenos, cats and other things cannot understand GalacticCommon
speakers without a translator or cognization.

An entity may be able to speak multiple languages, or understand a
language but be unable to speak it.

Thi PR was orignally made for Frontier but is now being ported and will
be maintain here.
Orignal PR:
https://github.com/new-frontiers-14/frontier-station-14/pull/671

This PR was made orignally by Mnemotechnician and FoxxoTrystan.

---

# TODO

- [x] Language System. (Check Frontier PR for all the compleated todo
list)
- [x] Port PR from Frontier.
- [x] QOL Changes.
- [x] Missing Default Languages. (Missing default langauges for some
roundstart species)
- [x] Animals Languages.

---

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/Simple-Station/Einstein-Engines/assets/45297731/fc43efd9-612e-4a6d-8ed6-90a26d315c6f)

![image](https://github.com/Simple-Station/Einstein-Engines/assets/45297731/b86616a3-d5fb-408d-865e-90d09096b6d7)

![image](https://github.com/Simple-Station/Einstein-Engines/assets/45297731/ab1e8581-522d-4e7e-95e8-f62575bc5039)

</p>
</details>

---

# Changelog

:cl: FoxxoTrystan / Mnemotechnician
- add: All species can now bring their own cultures and languages

---------

Signed-off-by: Mnemotechnican <[email protected]>
Signed-off-by: FoxxoTrystan <[email protected]>
Co-authored-by: fox <[email protected]>
Co-authored-by: Mnemotechnican <[email protected]>
Co-authored-by: Pspritechologist <[email protected]>
Co-authored-by: Lincoln McQueen <[email protected]>
Co-authored-by: Arkyfloof <[email protected]>
Co-authored-by: reese1243 <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: Eagle-0 <[email protected]>
Co-authored-by: BlitzDev <[email protected]>
Co-authored-by: Arkyfloof <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Automatic Changelog Update (#43)

* Misc Resprites! (#435)

<!--
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]?
-->

This PR add a bunch of Misc Repsrites and others fixes that i have
missed.
This PR will avoid ALL .yml changes and will focus on only "Sprites"
changes.

Here is the following list of Changed Sprites:

• Rust Solid/Reinforced Walls
• Stunbaton
• Banners
• Radiation Collector
• Riot Suit
• Bulletproof Vest
• Armor Vest
• Slim Armor Vest
• Fire Extinguisher
• Stock Parts
• Rack
• Screen

# 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
-->

- [x] Port/Resprites.

---

<!--
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>


![image](https://github.com/Simple-Station/Einstein-Engines/assets/45297731/3ad4521e-093c-4e3a-a088-6e61e8e66a49)

</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:
- tweak: Rust Walls Sprites.
- tweak: Armor, Bulletproof, Riot Suit Resprites.
- tweak: New Banners Sprites.
- tweak: Stunbaton, Fire Extinguisher New Sprites.
- tweak: Rack/WallScreen resprites.
- tweak: Stock Parts new sprites!
- tweak: Radiation Collector has now a new sprite!

* Automatic Changelog Update (#435)

* Update Nix Direnv .NET SDK (#436)

# Description

Nixpkgs updated `8.0.x` to `8.0.3xx` but we need `8.0.1xx`

* Fix Null Being Taken Literally, Crashing Debug on Login (#440)

There's probably an upcoming mirror for this, but whatever.

* Mirror 26441: Fix atmos NaN error (#449)

## Mirror of PR #26441: [Fix atmos NaN
error](https://github.com/space-wizards/space-station-14/pull/26441)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `fdb4a61487db9fc67714c913832427063abdea42`

PR opened by <img
src="https://avatars.githubusercontent.com/u/60421075?v=4"
width="16"/><a href="https://github.com/ElectroJr"> ElectroJr</a> at
2024-03-26 04:27:08 UTC - merged at 2024-03-26 04:44:56 UTC

---

PR changed 16 files with 43 additions and 25 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> - Fixes a bug I introduced in #22521 that caused the temperature to be
set to `NaN`. I don't know for sure, but I assume this is causing the
current atmos issues
> - Fixes `FixVacuum` not working after #22521
> - Removes some redundant yaml that was setting FixVacuum to its
default value
> 
> :cl:
> - fix: Fixed an atmos bug, which was (probably) causing atmospherics
on the station to behave incorrectly.


</details>

Co-authored-by: SimpleStation14 <Unknown>

* Mirror 26447: Curtains fix (#450)

## Mirror of PR #26447: [Curtains
fix](https://github.com/space-wizards/space-station-14/pull/26447) from
<img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `55b146a16c74d9b1ef4991f3ad3e22b15267f56f`

PR opened by <img
src="https://avatars.githubusercontent.com/u/141568243?v=4"
width="16"/><a href="https://github.com/Futuristic-OK">
Futuristic-OK</a> at 2024-03-26 13:45:20 UTC - merged at 2024-03-26
16:03:54 UTC

---

PR changed 2 files with 13 additions and 31 deletions.

The PR had the following labels:
- No C#


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
>  Now curtains can be built and opened inside walls and windows, etc.
> (There is a mistake that if the curtain is opened outside the 180
degree range, the sound of the curtains opening will not be played by
the player himself. All the surrounding players and ghosts will still
hear the sound.
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
>  Why not?
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
>  A few lines of code
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> Erm... Nothing?
> 
> **Changelog**
> <!--
> Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
Changelog guidelines located at:
https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog
> -->
> - tweak: Сurtains can be built and opened inside full tiles
> 
> <!--
> Make sure to take this Changelog template out of the comment block in
order for it to show up.
> :cl:
> - tweak: Сurtains can be built and opened inside full tiles
> -->
> 


</details>

Co-authored-by: SimpleStation14 <Unknown>

* Mirror 26430: Reduces size of smaller cartons and fix size discrepancies with empty containers (#447)

## Mirror of PR #26430: [Reduces size of smaller cartons and fix size
discrepancies with empty
containers](https://github.com/space-wizards/space-station-14/pull/26430)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `47fe7d3cc664d59bacc2036e5678adad47622e3d`

PR opened by <img
src="https://avatars.githubusercontent.com/u/107660393?v=4"
width="16"/><a href="https://github.com/IamVelcroboy"> IamVelcroboy</a>
at 2024-03-25 16:06:33 UTC - merged at 2024-03-26 04:04:42 UTC

---

PR changed 2 files with 49 additions and 33 deletions.

The PR had the following labels:
- No C#


---

<details open="true"><summary><h1>Original Body</h1></summary>

> ## About the PR
> - Reduces the item size of drink cartons with `maxVol: 50` to `small`
> - Fixes discrepancies between full alcohol bottles and empty
> - Makes empty cartons consistent with full as well 
> 
> ## Why / Balance
> Keeps it consistent with other drink containers. 
> 
> ## Technical details 
> n/a
> 
> ## Media
> Before:
>
![image](https://github.com/space-wizards/space-station-14/assets/107660393/f232b56c-c4d1-480f-ae29-a11dc2f2c47c)
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes in-game, **or** this PR does not require an in-game showcase
> 
> ## Breaking changes
> n/a
> 
> **Changelog**
> n/a


</details>

Co-authored-by: SimpleStation14 <Unknown>

* Mirror: Trading Outpost now has half buy-only and half sell-only pallets (#191)

## Mirror of PR #25955: [Trading Outpost now has half buy-only and half
sell-only
pallets](https://github.com/space-wizards/space-station-14/pull/25955)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `c0bbbc33c19eafcc8defaa7f1ec2df42e485b435`

PR opened by <img
src="https://avatars.githubusercontent.com/u/1471082?v=4" width="16"/><a
href="https://github.com/wafehling"> wafehling</a> at 2024-03-10
02:47:02 UTC

---

PR changed 8 files with 226 additions and 123 deletions.

The PR had the following labels:
- Changes: Sprites
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> ## About the PR
> I added two new entity types, a buy and sell only cargo pallet, and
added them to the trading outpost in place of the old pallets.
> 
> ## Why / Balance
> Since the day this was added, every single shift, at some point I'll
hear someone in cargo yelling about how **"You sold stuff I just
bought!"**
> 
> This seemed like the easiest way to fix the problem.
> 
> ## Technical details
> Added a variable to the cargo pallet component for labeling which type
it is, added two new varieties of the cargo pallet to the yml, and
adjusted all the calls for GetCargoPallets() to have boolean variables
for buyOnly and sellOnly to tell the function what kind of call you're
looking for.
> 
> If you don't give it any specifics it'll still treat any pallet as a
two-way one, but this function is only called 2 or 3 times and I've
adjusted them all and commented the function itself for anyone looking
to change/add it in the future.
> 
> The old pallet is still in the game and is set to "both" by default,
so it should work just fine for backwards compatibility.
> 
> ## Media
>
![image](https://github.com/space-wizards/space-station-14/assets/1471082/38cdf849-3e05-4f98-957f-65a719c2280d)
>
![image](https://github.com/space-wizards/space-station-14/assets/1471082/56e471e9-b45e-4332-bd55-7220566542ab)
>
![image](https://github.com/space-wizards/space-station-14/assets/1471082/a5e8e651-d301-420a-b2d7-cc4cf07a50af)
>
![image](https://github.com/space-wizards/space-station-14/assets/1471082/fdf2cf4c-fba8-46c9-9a30-7313a2204b5e)
>
![image](https://github.com/space-wizards/space-station-14/assets/1471082/3811edd0-bb32-44cf-b884-e0a9f4bf16fa)
> 
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> 
> Shouldn't break anything, I've left the old pallets fully in, and
updated them to work with the new GetCargoPallets() function just like
they used to. Not sure if/where you'd still need them, but better safe
than sorry.
> 
> **Changelog**
> :cl:
> - tweak: The trading outpost now has dedicated buy-only and sell-only
pallets. No more accidentally selling orders you just bought. Cargonians
rejoice!
> 


</details>

Co-authored-by: SimpleStation14 <Unknown>

* Update Credits (#437)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>

* Corpo Jacket Fixes (#462)

# Description

Adds hand-holes for corpo jackets pending the game being any good.
Renames corpo jacket sprites for clarity and organization.

---

<details><summary><h1>Media</h1></summary>
<p>

See the bot :)

</p>
</details>

* Default to Separated UI Layout (#433)

# Description

<sub>~~Change from Nyano~~</sub>
Uses space a lot better. The old layout still exists if people want it
for whatever reason.
I also renamed "Default" to "Overlay", which should stay anyway if the
default change is denied.

---

<details><summary><h1>Media</h1></summary>
<p>

## Separated


![image](https://github.com/Simple-Station/Einstein-Engines/assets/77995199/b97c4373-99ac-4ac5-80a5-149122238551)

## Overlay


![image](https://github.com/Simple-Station/Einstein-Engines/assets/77995199/3891756f-91f0-4336-b075-6c461ee1b8e6)

</p>
</details>

---

# Changelog

:cl:
- tweak: UI layout now defaults to separated, the old one is still
available in settings

* Automatic Changelog Update (#433)

* Build doc cleanup (#470)

# Description

This pr streamlines the build process by removing the python3 dependency
and pointing to the new build scripts.

* Move Changelog Bot to Changelogs Directory (#469)

* Port Frictionless Space (#464)

# Description

This ports
https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/46.
This PR is something I consider a key feature adjacent to Space Wind
Rework and its accompanying updates, and is an essential part of the
space station experience.
In practice, this weirdly enough makes being launched into space a bit
easier to survive, since instead of needing to throw potentially
hundreds of items, you can simply throw enough items to get started
flying in the direction of the station and will eventually float back to
the station.

---

<details><summary><h1>Media</h1></summary>
<p>


https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/5570ef35-16e2-493a-ac35-738f27751346


https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/51fba943-8dce-4265-a9cc-7181155eb8de


https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/cd6c0511-2639-4e14-8160-426ba7f2ba73

---
</p>
</details> 

# Changelog

:cl: DEATHB4DEFEAT
- tweak: Space has suddenly become less dense (objects don't slow down
in space)
- remove: Moths are unable to move in space
- tweak: Moths have way better control in zero gravity environments

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Automatic Changelog Update (#464)

* Mirror: Landmine stepoff (#358)

## Mirror of PR #22962: [Landmine
stepoff](https://github.com/space-wizards/space-station-14/pull/22962)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `54dd273f660d6d8d523d0771bb8d8437373b082e`

PR opened by <img
src="https://avatars.githubusercontent.com/u/59531932?v=4"
width="16"/><a href="https://github.com/YuriyKiss"> YuriyKiss</a> at
2023-12-25 12:38:55 UTC

---

PR changed 13 files with 95 additions and 47 deletions.

The PR had the following labels:
- Status: Awaiting Changes


---

<details open="true"><summary><h1>Original Body</h1></summary>

> ## About the PR
> Landmine will explode when player steps off it. Landmine will make a
sound effect when player steps on it
> Close #21658 (Issue has some other suggestions, turn them into
separate issues if relevant)
> 
> Requires https://github.com/space-wizards/RobustToolbox/pull/4883
> 
> ## Why / Balance
> IRL some landmines will only trigger after you release the pressure
put on them.
> 
> ## Technical details
> There are two landmine modes now, one will make landmine trigger
immediately after player steps on them another one will only trigger
after player steps off the landmine (this is the default now).
> 
> ## Media
> Landmine stepoff in action:
> 
>
https://github.com/space-wizards/space-station-14/assets/59531932/6e884619-7217-4301-bd78-6e843e0d78f1
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> 
> 
> **Changelog**
> - tweak: landmines will trigger after you step off them
> - add: landmine trigger sound
> 


</details>

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: SimpleStation14 <Unknown>
Co-authored-by: VMSolidus <[email protected]>

* Workflow to Automatically Title Case PRs (#468)

# Description

Hooray, more JavaScript!
I tested this on a personal repo with a new PAT, but it *should* work
here first try.

---------

Signed-off-by: DEATHB4DEFEAT <[email protected]>

* Fix PRTitleCase Workflow (#472)

Signed-off-by: DEATHB4DEFEAT <[email protected]>

* Port Station Goals (#465)

# Description

https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/10

This adds a feature whereby a random goal for the shift is faxed to the
station's Captain at the start of every shift.
It is up to the Captain to decide if and how this goal is to be
completed.
Goals are randomly generated every shift, and are meant to help
encourage station activity and RP.
Admins are also able to send station goals via `sendstationgoal`.

---

<details><summary><h1>Media</h1></summary>
<p>


![stationgoals](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/4a2b5533-dfee-4388-bfbc-043ee71b2647)

---

</p>
</details> 

# Changelog

:cl: VMSolidus
- add: Added station goals that get sent to the Command fax machine at
the start of every shift

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Automatic Changelog Update (#465)

* Harpy Peacock Tail (#428)

Courtesy of @StillIcarus

# Description

This adds a new Peacock tail marking to Harpies. I'm also taking this
time to update them to the recent DeltaV changes to the birbs.

# Media

![image](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/4f776006-700e-4d92-802c-03e6dd201491)

![image](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/5fd143ab-069f-4d1c-b5e0-ee982a95b4b6)

The backside is semi cursed, but that's something I can't do within the
scope of this PR due to sprite system limitations that Death has planned
improvements for. Just ignore them. :)

Have a birb as consolation.

![faridaiscute](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/09373a57-f32f-48eb-b52b-6d12143f62ff)

:cl: VMSolidus
- add: Peacock Tails have been added for Harpies

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>

* Automatic Changelog Update (#428)

* Port Randomly Fire Dropped Weapons (#471)

# Description

Ports
https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/19

I have added a new stat for firearms, the "Reliability" stat, which is a
number between 0 and 1. It's used as a percentage chance for the weapon
to fire itself when violently thrown into anyone. This PR differs from
the original one slightly in that to get it to actually work without
crashing, I set the system to listen to an event that triggers whenever
the gun collides with another entity, not necessarily just the floor.
This is the same event responsible for the clown's cream pie system, or
for glass shards embedding in an entity.

# Changelog

:cl:
- add: NanoTrasen has disabled the unneeded safeties on your guns- Make
sure you're careful with them!
- tweak: All Firearms now have a reliability stat, some are more
reliable than others. The more reliable a weapon is, the less likely it
is to accidentally discharge when yeeted.

* Automatic Changelog Update (#471)

* Port Random Bark System (#466)

# Description

https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/11

Later, I would like to have this system not just for animals, but for
implementations of humanoid NPCs, since it can just as easily be used
for human NPCs.
I could make space bandits that CHEEKI BREEKI at people.

# Changelog

:cl: DEATHB4DEFEAT
- add: Animals will no longer be a silent, soulless shell

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Automatic Changelog Update (#466)

* Mirror 26250: Make all implants unable to be implanted more than once (#445)

## Mirror of PR #26250: [Make all implants unable to be implanted more
than once](https://github.com/space-wizards/space-station-14/pull/26250)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `771390bb6741074935e5f24c0aa9c87bc7b5ad09`

PR opened by <img
src="https://avatars.githubusercontent.com/u/63975668?v=4"
width="16"/><a href="https://github.com/Simyon264"> Simyon264</a> at
2024-03-19 00:44:21 UTC - merged at 2024-03-26 00:16:19 UTC

---

PR changed 3 files with 28 additions and 0 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> This PR makes mind shields unable to be implanted more than once.
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> PJB complained and people waste implants by injecting already injected
people.
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> Adds a new datafield to the Implanter component which is checked in
implanter system.
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
>
![image](https://github.com/space-wizards/space-station-14/assets/63975668/4907ddb2-de2f-490c-a35d-07c4f3b6c79b)
> 
> - [x] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> N/A
> 
> **Changelog**
> <!--
> Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
Changelog guidelines located at:
https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog
> -->
> 
> :cl: Simyon
> - tweak: All implants are now unable to be implanted more than once.
> 


</details>

Co-authored-by: SimpleStation14 <Unknown>

* Mirror: Bumps LoneOps minimum required players to 20 (#263)

## Mirror of PR #26244: [Bumps LoneOps minimum required players to
20](https://github.com/space-wizards/space-station-14/pull/26244) from
<img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `61e31f4062b568591448ff5be83ba8be851269e9`

PR opened by <img
src="https://avatars.githubusercontent.com/u/149967078?v=4"
width="16"/><a href="https://github.com/Boaz1111"> Boaz1111</a> at
2024-03-18 20:52:10 UTC

---

PR changed 1 files with 1 additions and 1 deletions.

The PR had the following labels:
- No C#


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> I bumped LoneOps minimum required players to 20
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> It was at 10, and loneops are extremely dangerous especially if
there's no sec.
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> 
> **Changelog**
> <!--
> Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
Changelog guidelines located at:
https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog
> -->
> 
> <!--
> Make sure to take this Changelog template out of the comment block in
order for it to show up.
> :cl:
> - add: Added fun!
> - remove: Removed fun!
> - tweak: Changed fun!
> - fix: Fixed fun!
> -->
> :cl: Boaz1111
> - tweak: Lone operatives now require a minimum of 20 players to spawn


</details>

Co-authored-by: SimpleStation14 <Unknown>

* Trait Points (#434)

# Description

Some improvements to loadouts too.

---

# TODO

- [x] Points logic
- [x] Server-side validation
- [x] Categorize traits
- [x] Assign points to traits
- [x] Header costs
- [x] Sort entries
- [x] Max traits
	- [x] Communicate max traits
- [x] Point bar
- [x] Group exclusivity
- Black outline on text
- [x] Fix existing component whitelists

---

<details><summary><h1>Media</h1></summary>
<p>

## Accurate except for small details


![image](https://github.com/Simple-Station/Einstein-Engines/assets/77995199/c0ab2fbf-3bce-4e54-81d5-8e546d6b3c0b)

### Something to note:


![image](https://github.com/Simple-Station/Einstein-Engines/assets/77995199/09a3948e-0c9f-4f57-b297-f62063b11845)


![image](https://github.com/Simple-Station/Einstein-Engines/assets/77995199/35d76095-0714-4613-a17b-73df25a9a832)


![image](https://github.com/Simple-Station/Einstein-Engines/assets/77995199/87149e5c-0af2-4ac0-bbde-52f317a008a0)

</p>
</details>

---

# Changelog

:cl:
- add: Added trait points
- add: Added categories for traits

---------

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

* Automatic Changelog Update (#434)

* Cherrypick "Shoot Over Bodies" And Related PRs (#479)

# Description
This is a manual cherry-pick of the following PRs:
https://github.com/space-wizards/space-station-14/pull/27905
https://github.com/space-wizards/space-station-14/pull/28072
https://github.com/space-wizards/space-station-14/pull/28571

I REQUIRE these for my work in PR #11 , and cannot complete said PR
without these cherry-picks. This set of PRs from Wizden adds a feature
where entities can selectively opt-out of being shot at unless a player
intentionally targets them, which I can use as a simple and elegant
solution to one of the largest glaring issues for Segmented Entities. I
could simply give Lamia segments the new
RequireProjectileTargetComponent, which adds them to the system. Future
segmented entities such as the hypothetical "Heretic Worm" may or may
not use this feature, depending on their intended implementation.

---------

Co-authored-by: Danger Revolution! <[email protected]>

* Update Credits (#483)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>

* Directional Animated Vendors (#400)

# Description

This PR adds in new sprites for vending machines, imported from
Baystation12. These sprites are notably different from /tg/station
sprites in that they include directional facings, and aren't just mono
direction. This allows mappers to have more variety in how they can
arrange rooms. But more importantly, it's also something that is
desperately wanted by #395 so that hostile vending machines actually
face people that they're trying to attack.


![ShareX_YQkAjaj4s8](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/a97b51e6-df31-4cb5-ba1f-47ce76eb7461)

---------

Co-authored-by: Pspritechologist <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>

* Update Patrons.yml (#488)

# Description

We are not wizden we should not accept their patron list

---

# Changelog

:cl:
- remove: Removed Wizden patrons

* Automatic Changelog Update (#488)

* Birbs Have Wings Too (#477)

# Description

During PR #464, somehow Moth's got back their ability to move with their
wings whenever the gravity gets shut off. Well, I'm here to correct the
injustice by also putting it on Harpies. In fact, Harpies have a much
bigger claim to it, their wings are absolutely massive compared to
Moths.

# Changelog

:cl:
- add: Harpies remembered that just like moths; they also have wings,
and can zoom whenever the gravity turns off.

Co-authored-by: Danger Revolution! <[email protected]>

* Automatic Changelog Update (#477)

* Fewer Mid-Round Events (#486)

# Description

Ports and improves
https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/59

Slows rounds down so the station doesn't always have to evacuate in a
blaze and can instead leave complete.
Also makes Survival not stupidly destructive and gives a chance for the
shift to last a decent time.
Allows servers to configure the times themselves if they want to, so
defaults don't matter too much.

---

# Changelog

:cl:
- tweak: Mid-round events will occur much less often

* Automatic Changelog Update (#486)

* Fix Shuttle FTL (#490)

* Port Height Sliders (#458)

* Automatic Changelog Update (#458)

* Mirror: Throwing Knives: Syndicate Kit (#310)

## Mirror of PR #26026: [Throwing Knives: Syndicate
Kit](https://github.com/space-wizards/space-station-14/pull/26026) from
<img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `393bcbfc1346589075ad960473685c78bdbf46e5`

PR opened by <img
src="https://avatars.githubusercontent.com/u/134914314?v=4"
width="16"/><a href="https://github.com/UbaserB"> UbaserB</a> at
2024-03-12 06:57:41 UTC

---

PR changed 13 files with 101 additions and 8 deletions.

The PR had the following labels:
- No C#
- Changes: Sprites


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> 
> This PR adds throwing knives and a syndicate bundle in the bundle
category for 6 TC which comes with 4 throwing knives in a box. Each
knife does 10 slash + 15 pierce damage on throw, and 5 flash per hit (10
DPS). This makes it better than a kitchen knife, but worse than a combat
knife, which is what security is fitted with.
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> 
> This kit is built for weakening an enemy from a distance (from
chasing, etc) while being able to fight back if cornered into a 1v1 CQC
fight. Sure, you can kill several people with the kit; hence why it's so
expensive, but there are drawbacks. Firstly, once it embeds into a
target they are able to pull it out. Secondly, when you are pulling them
out of a target, YOU are vulnerable. Thirdly, if you miss your hits the
target will probably not die. Good things you have four knives and can
stab them to death.. better than punches!
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> **It embeds and kills in 4 throws on an unarmoured target.**
>
![image](https://github.com/space-wizards/space-station-14/assets/134914314/05f4112d-a08c-4bde-9b34-8a5ecde0b270)
> 
> **Item description.**
>
![image](https://github.com/space-wizards/space-station-14/assets/134914314/87704a6e-8501-4f19-a158-bf89d6b4a83e)
> 
> **4 knives.**
>
![image](https://github.com/space-wizards/space-station-14/assets/134914314/44dc4c40-add3-46be-b224-b71e2f14f1e9)
> 
> **Kit on uplink.**
> [IMG NEEDS UPDATING]
> 
> **Changelog**
> 
> :cl: Ubaser
> - add: You can now purchase a set of 4 throwing knives in the uplink
as a bundle for 12 TC.


</details>

---------

Co-authored-by: SimpleStation14 <Unknown>
Co-authored-by: VMSolidus <[email protected]>

* Update Credits (#495)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>

* Add Equip Delays to Clothing (#499)

# Description
For centuries SS14 had equip and unequip delays on the clothing
component, and yet that feature remained unused and unheard of, not even
nyanotrasen/deltav used it when designing shock collars and headcages,
whose descriptions clearly suggested they should take time to take off.
For centuries salvage specialists could safely swap suits in space. For
centuries you could accidentally unequip your eva suit mid-spacewalk and
die. Now the time has come. The time when we change it.

This adds equip and unequip delays to the base clothing item. The
currently chosen time is half a second - it's meant to not be too
annoying, but at the same time prevent people from being able to
instantly swap clothes, headsets, other things with a single click.

EVA suits take 1.5 seconds to equip and 1 second to take off, so to swap
EVA suits, you will have to expose your body to the dangers of space for
at least 1.5 seconds. For hardsuits, both values are increased to 2.5
seconds.

The values are not final and this PR will probably need polishing before
it can be merged - for example, while recording the second preview
video, I discovered that jetpacks do not inherit from base clothing and
thus do not inherit the delays. There's probably way more such items.

---

# TODO
Add equip/unequip delays to:

- [X] most basic clothing items
- [X] hardsuits/softsuits
- [X] special items (currently headcages and shock collars, possibly
more later?)
- [ ] Everything that was missed by the above

---

<details><summary><h1>Media</h1></summary>
<p>

Basics


https://github.com/Simple-Station/Einstein-Engines/assets/69920617/3fc900b8-ee13-4968-bf5d-cddeb9a141b6

Hardsuits, eva suits, shock collars, headcages + demonstration that
aghost stripping is unaffected.


https://github.com/Simple-Station/Einstein-Engines/assets/69920617/a536578f-2ac3-40e1-9b27-3b167e006397



</p>
</details>

---

# Changelog
:cl:
- add: Most items now take time to equip and unequip, especially space
suits.

* Automatic Changelog Update (#499)

* Mirror: StrippableSystem doafter overhaul (#205)

## Mirror of PR #25994: [StrippableSystem doafter
overhaul](https://github.com/space-wizards/space-station-14/pull/25994)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `41ca8f3dfcb986432e1e509247bf239cac137836`

PR opened by <img
src="https://avatars.githubusercontent.com/u/42424291?v=4"
width="16"/><a href="https://github.com/Krunklehorn"> Krunklehorn</a> at
2024-03-11 12:36:28 UTC

---

PR changed 7 files with 465 additions and 305 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> ## About the PR
> 
> Refactors Strippable DoAfter events to make them synchronous and
organized.
> 
> 
> ## Technical details
> 
> ### Strippable System & Component
> - Synchronous DoAfters
> - Made use of `TimeSpan`, `GetStripTimeModifiers()` and `ByRefEvent`
> - Reorganized checks, removed some redundant ones
> - Resolve pattern where useful
> - Added more asserts
> - Lots of cleanup
> 
> The DoAfters were grouped under one event to avoid copy-pasting eight
separate cancel checks, asserts and function signatures.
> 
> Let me know if this is bad for performance and I'll roll them out
instead.
> 
> 
> ## Media
> 
> - [x] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> 
> ## Breaking changes
> 
> ### TimeSpans
> `ThievingComponent`, `InventoryTemplatePrototype` and
`ToggleableClothingSystem` use `TimeSpan` in places where they intersect
with `StrippableComponent`.
> 
> 
> **Changelog**
> 
> N/A
> 


</details>

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: SimpleStation14 <Unknown>
Co-authored-by: VMSolidus <[email protected]>

* Make Spent Casing Ejection Not Suck (#478)

# Description

Part of #467, #460, and #474

This is a small PR that corrects a math error in SharedGunSystem,
causing shell casings to be "Thrown" directly downwards instead of in an
actually cinematic and exciting arc. While I'm at it, I also corrected
the fixture of base shell casings to favor "Bounciness", and decreased
its mass to approximately 100 grams. Finally, I added a sound for when
casings bounce off of walls, which wasn't present before.


https://github.com/Simple-Station/Einstein-Engines/assets/16548818/56bb4ecc-d5eb-4b36-853b-42f05374150d

:cl:
- fix: Spent bullet casings now fly away from a shooter in a cinematic
manner, rather than fall at their feet.

Co-authored-by: Danger Revolution! <[email protected]>

* Automatic Changelog Update (#478)

* Cherrypick "Fix StrippableSystem Blunders" (#504)

* Fix Loadouts Breaking when You Spend All Your Points (#506)

<!--
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]?
-->

Self explanatory

P.S. i genuinely dont know what the fuck i did, who wrote this?

# 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
-->

- [X] Fix shit

# Media

https://youtu.be/hbJbd5SgZ54

# 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:
- fix: Fixed loadouts becoming uneditable after spending all your points

* Automatic Changelog Update (#506)

* Unflip Hands for Felinid, Vulpkanin, Harpy (#503)

# Description
Cherry-picks https://github.com/DeltaV-Station/Delta-v/pull/1194

This is a minor issue in the yml files of custom species that will
become a problem if we ever merge wizden's better hand indicators.

This PR shouldn't require a preview; all credit goes to the original
author of the fix.

---

# Changelog
Too minor for a cl. Or as some say, no cl no fun.

Co-authored-by: Angelo Fallaria <[email protected]>

* Cherry-Pick the Secwatch Pda App (#502)

# Description
Cherry-picks https://github.com/DeltaV-Station/Delta-v/pull/1237

All credit goes to the original author, deltanedas

Adds a PDA app that lets seccies know who's wanted and who's about to be
thrown out of an airlock without relying on the sechud and people having
their IDs on them.

# Media


![image](https://github.com/Simple-Station/Einstein-Engines/assets/69920617/37f5fa1a-27a5-4392-b4bb-be0f1016b499)

(see the original PR for a better preview)

# Changelog

:cl: deltanedas
- add: Security can find the new SecWatch™ app in their PDAs to see
current suspects and wanted criminals.

Co-authored-by: deltanedas <[email protected]>
Co-authored-by: Azzy <[email protected]>

* Automatic Changelog Update (#502)

* Fix Clothing Quick-Equip (#507)

# Description
For some reason, ClothingSystem.TryEquip would return false if there's a
do-after to equip the clothing. This had caused all quick-equip attempts
on SMALL ITEMS to fail and ended up with every SMALL clothing item being
equipped into one of the pocket slots (which have no equip delays).

Also fixes quick swap - see the comments below.

# Changelog

:cl:
- fix: Equipping clothing using the Z key works correctly again.

* Automatic Changelog Update (#507)

* Frictionfull Space (#514)

# Description
Makes it so that the station and the ATS get a very tiny bit of friction
to prevent cargo tech pros from sending either of those out of this
galaxy cluster (which has actually happened multiple times on two
servers and required either admin intervention or early round ending).

# Technical details
Added a PassiveDampeningComponent which defines how much friction an
entity receives while in 0g. FrictionRemoverSystem was updated to try to
fetch this component from an entity before updating its dampening. A new
system was added to automatically add this component (if it's not
already defined) to all station grids.

# Media
See the #when-you-code-it channel for a preview. It's kinda hard to
demonstrate, but after a few minutes, stations and the ATS come to an
almost complete stop.

# Changelog
:cl:
- tweak: Space stations now have a tiny bit of velocity dampening to
prevent them from being flunged into the void.

* Automatic Changelog Update (#514)

* Port All Carrying/PseudoItem/EscapeInventory Tweaks From DeltaV (#484)

# Description
This cherry-picks the following two PRs of mine from delta-v:
- https://github.com/DeltaV-Station/Delta-v/pull/1118 (this one is a
port of two other frontier PRs, see the original description for
details)
- https://github.com/DeltaV-Station/Delta-v/pull/1232

Encompassing a total of 8 distinct changes:
1. Fixes dropping the carried person when walking to a different grid
(from station to shuttle or vice versa. Walking into space however will
still make you drop them) and also makes sure that pressing shift while
being carried does not make you escape.
2. Ensures that the carried person is always centered relative to the
parent (under certain conditions, such as walking near a gravitational
anomaly, their position can change, and that leads to really weird
effects)
3. Fixes the mass contest in CarryingSystem that caused stronger
entities to take longer to escape than weaker ones.
4. Adds popups for when you're getting picked up or being stuffed into a
bag as a pseudo-item (e.g. a felinid)
5. Adds an action to stop escaping an inventory. This action gets added
to your action bar when you attempt escaping and gets removed when you
stop or escape. It applies both to carrying and items (hampsters,
felinids, whatever else).
6. Adds a sleep action for pseudo-items stuffed inside a suitable bag.
The bag must have a special component, which is added to the base
backpack item and thus inherited by all soft bags (duffels, satchels,
etc). Contrary to a popular belief, sleeping IS PURELY COSMETICAL and
does not provide healing. (Beds provide healing when you buckle into
them and that healing does not depend on whether or not you're sleeping)
7. Makes it so that when you try to take a pseudo-item out of the bag
(e.g. a felinid), you automatically try to carry them (if you don't have
enough free hands, they will be dropped on the floor like usually), and
enables you to insert the carried person into a bag, but only if they're
a pseudo-item (e.g. felinid).
8. Allows pseudoitems to be inserted into bags even when there are other
items (as long as there's enough space)

---

## For technical details and video showcases, see the original PRs

This PR is split into separate commits so different parts can be
reverted if deemed unneccessary.

---

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# Changelog
:cl:
- fix: Carrying is less likely to behave erratically or suddenly
interrupt now.
- add: You can now see when someone is trying to pick you up, and also
you can interrupt your attempt at escaping from their hands or
inventory.
- add: You can now properly take Felinids out of bags and place them
inside.
- add: Scientists have discovered that Felinids can sleep in bags.

* Automatic Changelog Update (#484)

* Port Paper Signatures (#456)

# Description
Ports delta-v paper signatures implemented by me in
https://github.com/DeltaV-Station/Delta-v/pull/1172, including the
changes later introduced by deltanedas in
https://github.com/DeltaV-Station/Delta-v/pull/1345.

Everything should be pretty self-explanatory, see the original PR for
details.

---

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<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/Simple-Station/Einstein-Engines/assets/69920617/50737402-a60d-425a-8938-f6e47427b22b)

(see the original PR for a video demonstation)

</p>
</details>

---

# Changelog

:cl:
- add: You can now sign paper by alt-clicking it while holding a pen.

---------

Signed-off-by: Mnemotechnican <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Automatic Changelog Update (#456)

* fix loadouts

* change maximum character heights and widths

* remove solcommon

---------

Signed-off-by: Mnemotechnican <[email protected]>
Signed-off-by: FoxxoTrystan <[email protected]>
Signed-off-by: VMSolidus <[email protected]>
Signed-off-by: DEATHB4DEFEAT <[email protected]>
Co-authored-by: FoxxoTrystan <[email protected]>
Co-authored-by: fox <[email protected]>
Co-authored-by: Mnemotechnican <[email protected]>
Co-authored-by: Pspritechologist <[email protected]>
Co-authored-by: Lincoln McQueen <[email protected]>
Co-authored-by: Arkyfloof <[email protected]>
Co-authored-by: reese1243 <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: Eagle-0 <[email protected]>
Co-authored-by: BlitzDev <[email protected]>
Co-authored-by: Arkyfloof <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
Co-authored-by: SimpleStation Changelogs <[email protected]>
Co-authored-by: SimpleStation14 <[email protected]>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: stellar-novas <[email protected]>
Co-authored-by: Pspritechologist <[email protected]>
Co-authored-by: LovelyLophi <[email protected]>
Co-authored-by: WarMechanic <[email protected]>
Co-authored-by: Angelo Fallaria <[email protected]>
Co-authored-by: deltanedas <[email protected]>
Co-authored-by: Azzy <[email protected]>
Zekins3366 added a commit to Corvax-Frontier/nuclear-14 that referenced this pull request Oct 7, 2024
* adds IDs for washington brotherhood

* Adding more recipes tables (#507)

* Update table.yml

* Update tables.yml

Added 3 table recipes

* Update furniture.yml

added 3 tables

* Added Accesses for Slanted doors. (Including new shopkeeper and doctor access) (#513)

* Added Accesses for Slanted doors. (Including new shopkeeper and doctor access)
Gave accesses too slanted doors so they can now be mapped, additionally slanted doors now break and have sound like other doors, and shopkeeper and doctor were given accesses as that was widely requested :)

* Zomfix

* Iamthelaw

* Jet recipe tweak (#512)

* Jet rework

* abraxo adjustment

* Update chems.yml

* Update chems.yml

* update orgroups for spawners and reduce radaway spawning

* brahmin dung fix (#515)

dung hotfix

* fix shelf drawdepth hiding items, this was necessary for tall walls

* fix linter

* Fix 125 Toolshed Commands Being Unusable for Anyone without +HOST (#572) (#518)

For reasons unknown, AdminManager has two command permission managers:
_commandPermissions and _toolshedCommandPermissions. It used to load
normal command permissions into the former, and toolshed command
permissions into the latter. Since _toolshedCommandPermissions is NEVER
actually used in checking whether a player can execute a command, all
toolshed commands remained unavailable to anyone without +HOST.

This PR provides a bandaid fix for that: it makes it so that the same
permissions are loaded into both managers at the same time. It's
necessary to load them into _commandPermissions in order to allow
regular players to execute them, and it's also necessary to load them
into _toolshedCommandPermissions because otherwise the ToolshedManager
will complain about those commands lacking permission flags.

This should also fixes some commands such as `spawn`, `pos`, `comp`
being inaccessible to admins with +DEBUG and more.

<details><summary><h1>Media</h1></summary><p>

![image](https://github.com/user-attachments/assets/12afedef-0db3-43f2-8335-e95582a4a3f9)

![image](https://github.com/user-attachments/assets/f23ae98a-1e1b-4d28-8446-ca60e8239a03)

Admin-only commands are unaffected:

![image](https://github.com/user-attachments/assets/d64a5a8d-f184-4a9d-bc71-ae80635df626)

</p></details>

---

:cl:
- fix: Fixed toolshed command permissions. This will mostly affect
admins who don't have full host access.

(cherry picked from commit faa239a6e5bf7921351c17672503eb405df4f6e2)

* Sawed Off Shotgun (#509)

* Humungus

* Humungus

* Humunus fix

* Sacknt

* zomit2

* fix34

* sacket

* Humungus

* Humunus fix

* Sacknt

* zomit2

* fix34

* sacket

* FUCKING HELLPP HELP MEEE

* FUCKKKKK

* wow

* Holy Moly

* Added weapon recipes and minor fixes (#523)

1

* Sunnyvale Now in Washington (#524)

* Middle-major crafting update (#520)

* Sunnyvale v1.1 (#526)

Add files via upload

* Upstream merge 16th Sept 2024 (#527)

* Vulpkanin Update (#715)

![WarningTrystan](https://github.com/user-attachments/assets/958f868b-11b9-48f0-80ab-13d9ff243f06)
<!--
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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]?
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This PR is the rework regarding the unique feature for vulpkanins, this
is mostly due to the "FORCED" Issue by VM:
https://github.com/Simple-Station/Einstein-Engines/issues/711

This PR will mostly add the new features that will mostly make
Vulpkanins unique.

For Vulpkanin Stats changed please check this PR:
https://github.com/Simple-Station/Einstein-Engines/pull/713

- Flash Damge: Flashable has 2 new variables "EyeDamageChance" (Float)
and "EyeDamage" (int), those are default to 0 but if changed could give
a chance from 0 to 1 to give EyeDamage from the EyeDamage Value, this is
not fixed to vulpkanin and can be added to anything with the "Flashable"
Component.
- ScentTracker: Add a new Forensics type "Scent", scent will spread on
everything you wear and only the ent with the "ScentTrackerSystem" can
track a scent, tracking a scent will leave an effect on those who has or
the item with the scent, scent can be cleaned away with soap or you can
compleatly generate a new scent of a person by cleaning yourself, note:
someone with a scent does not mean his the one making that scent, they
may just have an item with the scent in their bag!
- Vulpkanins Screams: I have 5 Fox Screams that need to be edited and
need to be added in-game for vulpkanins with a lisence, just need to
have the time to do it and this PR seem the perfect place for it.

---

# 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
-->

- [x] Flash Damage
- [x] Scent System
- [x] ScentTracker System
- [x] Vulpkanin Screams

---

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<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/3bd60c0f-2528-4be7-a52d-defe2990c475)

![image](https://github.com/user-attachments/assets/6756b6af-3f76-4faa-9fbd-c35964b267b3)

![image](https://github.com/user-attachments/assets/b4ff84a2-64eb-4985-876b-d3e93fc8bd12)

![image](https://github.com/user-attachments/assets/dd4b47ea-ae39-44c3-b5a2-27ee68703857)

</p>
</details>

---

# Changelog

<!--
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Leaving it blank will default to your GitHub display name
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:cl: FoxxoTrystan
- add: Forensics Scent Type and Vulpkanins can now track scents, better
keep yourself clean!
- tweak: Vulpkanins eyes are sensetive, please dont flash them with
lights as this could damage them.
- add: Vulpkanins now has their own screams!

---------

Signed-off-by: FoxxoTrystan <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>

* Automatic Changelog Update (#715)

* Cherry-Pick Antag Refactor (#734)

This cherry-pick's Wizden's Antag Refactor, which is needed for all
future antag updates, as well as for me to cherry-pick over Cultists(Who
are going to need some editing to fit the antag refactor), Changelings,
Heretics, and Wizards. I actually selected the White-Dream-Public
version of the Antag Refactor, due to it having commits made tailored to
our repository, so it comes prepackaged with all the changes necessary
for our repo-specific content.

https://github.com/frosty-dev/ss14-wwdp/pull/10

Signed-off-by: Timemaster99 <[email protected]>
Co-authored-by: ThereDrD <[email protected]>
Co-authored-by: Jeff <[email protected]>
Co-authored-by: Timemaster99 <[email protected]>
Co-authored-by: Timemaster99 <[email protected]>
Co-authored-by: [email protected] <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>
Co-authored-by: Azzy <[email protected]>

* Adds Fake Blindfold (#718)

# Description


![image](https://github.com/user-attachments/assets/ecd62f8e-1ac9-4795-b672-1fa57417d471)

# Changelog

:cl: DangerRevolution
- add: Adds a new blindfold variant into loadouts.

* Automatic Changelog Update (#718)

* Update Credits (#746)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>

* [S] Onis: Get A Boatload Of Troll Horns. (#741)

# Description

Adds **16** new horns to Onis, 10 of which are inspired by **Homestuck**
trolls. Most of the new horns have three-tone variants, and some also
have striped variants.

New horns and available variants:
- Antlers (Three Tone)
- Aries (Three Tone)
- Double Thick (Striped, Three Tone)
- Erebia (Ringed, Three Tone)
- Inclined (Three Tone)
- Makara (Striped, Three Tone)
- Nepeta (Three Tone)
- Pisces (Striped, Three Tone)
- Sagittarius
- Serket (Three Tone)
- Taurus (Striped, Three Tone)
- Tavris (Three Tone)
- Unicorn
- Vantas (Three Tone)
- Virgo (Three Tone)
- Wavy (Striped, Three Tone)
- Three Tone for the existing Double Curved horn
- Three Tone for the existing Double Curved Outwards horn

## Media

**Serket (Three Tone)**


![image](https://github.com/user-attachments/assets/69beabb3-01ea-49ac-9e9e-8d9351bf99df)

<details><summary>See more</summary>

**Makara (Striped)**


![image](https://github.com/user-attachments/assets/839707b7-c063-41f4-b59f-dc36f2126967)

**Aries (Three Tone)**


![image](https://github.com/user-attachments/assets/ba7a65da-06d0-4ddd-b0d0-afa9cff5ad03)


![image](https://github.com/user-attachments/assets/b4abcdd2-a11e-4d4f-be61-1970e78cf588)

**Antlers**


![image](https://github.com/user-attachments/assets/cfb47d5b-f985-4dbe-b86d-96c31472007f)

**Pisces (Striped)**


![image](https://github.com/user-attachments/assets/9426c51e-49fe-41d4-b049-ee8b1a159c57)

**Wavy**


![image](https://github.com/user-attachments/assets/c29420aa-4576-49ec-af08-0ff38aff7ea4)

**Taurus (Striped)**


![image](https://github.com/user-attachments/assets/9aa3084e-4acc-473e-b875-465b242d0551)

**Nepeta (Three Tone)**


![image](https://github.com/user-attachments/assets/639abc4a-0cf1-456a-b214-6520e39e992f)

**Sagittarius (Three Tone)**


![image](https://github.com/user-attachments/assets/2a4a7c6f-0678-462d-8de6-f8fe6c10aef3)

**Unicorn**


![image](https://github.com/user-attachments/assets/6783cbd4-2dcf-4204-bb03-3f3601e1c6f7)


![image](https://github.com/user-attachments/assets/c09f7ef3-a0e3-429f-be70-76db0232ad01)

</details>

## Changelog

:cl: Skubman
- add: 16 new horns for Onis have been added, with three-tone variants
and some striped variants! The new horns include the Serket, Nepeta,
Vantas, Makara, and more.
- add: The Oni horns Double Curved and Double Curved Outwards have
received three-tone variants.

* Automatic Changelog Update (#741)

* Remove the Stupid Station Records Check From News (#739)

# Description
It was never used but caused annoyance all the time: the listening post
could never use the news console and ghosts/centcom officials/skeletons
could never publish news because of it.

(This was not tested, I recommend either waiting til I test it or making
someone else test it before merging)

# Changelog
:cl:
- fix: You no longer need to have a station record to publish news.

Signed-off-by: Mnemotechnican <[email protected]>

* Automatic Changelog Update (#739)

* Revert "Cherry-Pick Antag Refactor (#734)" (#749)

This reverts commit 08822e34ba1fff304b90f636b830040954a273f0.

# Description

Our server partner White Dream had some unreported issues with their
cherry-pick of the Antag Refactor, which it turns out were server
breaking problems.

* Luxurious Loadout Items (#753)

# Description


This PR adds the Blunt and Joint in the Smokeables category, the Station
Map, Lantern, MRE Flask, and undepartmentalized flasks in the misc
category, and it adds Cow Tools for the clown in the Jobs category for 3
points. Also found out the hard way that renaming your branch
essentially deletes it, therefore closing your PR. Not doing that again!

---


# Changelog


:cl:
- add: Several useful items have been added to loadouts
- add: Cowtools are selectable for clown in the "Jobs" category of
loadouts

---------

Signed-off-by: ShatteredSwords <[email protected]>

* Automatic Changelog Update (#753)

* Morale System (Port From White Dream) (#620)

# Description

This Feature has been graciously provided for Einstein Engines to port
from the White Dream codebase.

Mood is a system for tracking a character's current Mental State, which
fluctuates throughout the round as a result of various events that can
modify it. Each consisting of a single line event that can be trivially
inserted into any other system, and a yml configured "Moodlet", which is
applied to said character. Moodlets can be temporary or permanent, and
can also modify a characters mood in either positive or negative
directions. Things like, "Being Hungry", "Being Injured", "Petting a
cute animal", "Being Hugged", all create a Moodlet.

Mood can provide buffs or debuffs, primarily to movement speed. In fact
Mood's movement speed modifier actually completely replaces the movement
speed modifiers from Hunger & Thirst. Instead Hunger & Thirst create a
negative moodlet that persists until you eat and drink, which _can_ give
you a speed penalty. But you might for instance diminish the negative
effects by seeking out other positive sources. Or they might just get
worse, who knows what could happen?

# Media

Mood takes the form of a series of Moodlets, which modify your
character's internal Mood stat. It's kinda like a healthbar, but for
your mental state. Whenever you gain a moodlet, it appears in a popup.
White text for standard moodlets, red text for negative moodlets. By
clicking on your mood icon, text will show up displaying all of your
currently active Moodlets.


https://github.com/user-attachments/assets/3e9420bb-3a43-4d97-9127-31d704c15287

New traits!

![image](https://github.com/user-attachments/assets/4ddf968e-3dbd-44e1-a53e-79bb7b955d01)

Permission from Codeowners:
![morale code
permission](https://github.com/user-attachments/assets/c3d089fa-3e0f-4402-8757-c47e911c3554)


# TODO

- [x] Refactor the Crit Threshold modification, and Movement Speed
Modification to make it more granular.

# Changelog

:cl: VMSolidus & Skubman
- add: The Mood System has been ported from White Dream. Mood acts as a
3rd healthbar, alongside Health and Stamina, representing your
character's current mental state. Having either high or low mood can
modify certain physical attributes.
- add: Mood modifies your Critical Threshold. Your critical threshold
can be increased or decreased depending on how high or low your
character's mood is.
- add: Mood modifies your Movement Speed. Characters move faster when
they have an overall high mood, and move slower when they have a lower
mood.
- add: Saturnine and Sanguine have been added to the list of Mental
traits, both providing innate modifiers to a character's Morale.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>
Co-authored-by: Angelo Fallaria <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Automatic Changelog Update (#620)

* Psionic Refactor Version 2, Part 1 (#731)

# Description

Finally, after many long months, and this project surviving a complete
restart from square one, I have now made actual, real progress on an
actual proper "Refactor" of Psionics. This PR primarily moves ALL of the
logic for initializing Psionic Powers into highly configurable YML. The
initialization of psionics is no longer handled by components, and is
instead now handled entirely by a centralized system. To even further
cut down on component bookkeeping, nearly all logic needed for
generating Psions has been moved to the PsionicComponent. The
PotentialPsionicComponent now no longer exists.

Additionally, and although they are not currently implemented(I will do
so in the next PR after this), I have also laid the groundwork for
substantial reworks to the other aspects of Psionics. Power generation,
casting stats, feedback messages, non-action powers, and so on. It's
actually possible to now add a psionic power that does not add any
active abilities at all, rather by adding one or more components, thus
enabling purely Passive Powers. Or a combination of the two,
active-powers with a passive component.

# Media


https://github.com/user-attachments/assets/0fd6b9a4-7d84-4e6e-980a-9d7dd4264f6f

# Changelog

:cl:
- add: Latent Psychic has been added as a new positive trait.
- tweak: Psionics have received a substantial refactor. While no new
powers have been added this patch, this initial refactor lays the
groundwork so that new psionic powers will be easier to create.
- tweak: Latent Psychic is now fully required to become psionic, or to
interact with Oracle.
- tweak: Psychics can now have more than one active power.
- remove: Mimes are no longer Psionic.
- tweak: Chaplain, Mantis, & Mystagogue all receive the Latent Psychic
trait for free, automatically.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
Co-authored-by: Pspritechologist <[email protected]>

* Automatic Changelog Update (#731)

* Fix Overlays (#756)

# Description

Overlays have a funny bug where the calls to update them are global.
Meaning if any single person gets a bad enough mood to greyscale
themselves, everyone globally gets greyscaled. This bug was also present
on Dogvision and Ultravision, and had the same cause. Frontier luckily
had a fix for those two, and the fix works here as well for the Mood
Overlay.

# Changelog

:cl:
- fix: Fixed an issue where Overlays(Dogvision, Ultravision, Mood) would
apply globally to all entities when updating.

* Automatic Changelog Update (#756)

* Missing Psychic Trait Strings (#758)

# Description

I accidentally deleted these at some point, so here they are again.


![image](https://github.com/user-attachments/assets/c6216f11-f2bc-48a6-86ae-739de0cfe1df)

No changelog because I don't want to publicly admit the error. :)

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Update SECURITY.md (#755)

Signed-off-by: DEATHB4DEFEAT <[email protected]>

* Action Blacklists (#760)

# Description


![image](https://github.com/user-attachments/assets/febab792-59ca-4938-8f84-e4a94f2a5b31)

I noticed that EntityTargetAction prototypes have a Whitelist field, but
no Blacklist field. This turned out to be trivial to add, and now it's
no longer necessary for Psionic powers to hardcode in C# that they can't
affect anyone psionically insulated or Mindbroken. In total only 3
powers had this change, but new powers in the future that affect a
target can now arbitrarily blacklist any component(Most likely,
PsionicInsulation and Mindbroken. :))

All of this, just to remove 9 total lines of C# hardcoding. 

# Changelog

:cl:
- add: Actions no longer need to hardcode in target blacklists, and can
now blacklist entities in YML. This is notably useful for Psionic
powers, which all share a common feature that they can't target people
with Psionic Insulation (Or have been Mindbroken).

* Automatic Changelog Update (#760)

* Psionic Powers Add Components With Arguments. (#763)

# Description

While coding another Psionic Power feature, I discovered that the
current implementation of iterating over components does not carry over
arguments for the components. So I copied over the method used by Traits
exactly-as-is, and just changed the names of the variables to
accommodate the PsionicSystem.

# Changelog

:cl:
- add: PsionicPowers that add a Component now also allow for adding a
Component with Arguments. This works exactly like the trait system's
implementation of components.

* Automatic Changelog Update (#763)

* DeltaV/DS14 IPC Port (#744)

<!--
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# Description

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Ported over IPC from DS14, with the fixes from DeltaV.

---

# TODO

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
-->

- [X] Port
- [ ] Check for errors (Local tests wouldn't run on this one)

---

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<details><summary><h1>Media</h1></summary>
<p>



</p>
</details>

---

# Changelog

<!--
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:cl:
- add: Added IPC as a playable species.

---------

Signed-off-by: Timemaster99 <[email protected]>
Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: Daniela <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>
Co-authored-by: VMSolidus <[email protected]>

* Automatic Changelog Update (#744)

* Update MoodSystem.cs (#761)

# Description

MoodSystem was lacking a Component Shutdown to yeet the alert, so it was
causing intermittent test fails.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Traits Refactor (#765)

# Description

I decided traits weren't flexible enough, so I refactored them to also
optionally add Actions(Activatable Abilities), and PsionicPowers(Going
through the PsionicAbilitiesSystem). Neither of these have any current
implementations, I'll leave that to other people. Trait Components are
by extension no longer a hard requirement, although if you add a blank
trait that adds nothing, you have only yourself to blame. But doing so
won't crash the game or throw an error anyway.

# Changelog

:cl:
- add: Traits can now add Active Abilities to a character.
- add: Traits can now add Psionic Powers to a character.

* Automatic Changelog Update (#765)

* Made Stamres Show in Resistances View Take 2 (#767)

<!--
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Remove these comments before submitting
-->

# Description

title

for some reason something went horribly wrong
[here](https://github.com/Simple-Station/Einstein-Engines/pull/766)

---

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/a9e71b67-ae47-437f-a370-d25b6388d48d)

</p>
</details>

---

# Changelog

no cl no fun

---------

Co-authored-by: whateverusername0 <whateveremail>

* Minor Ifrit Health Rework (#762)

# Description
Closes #754

Ifrit is a fire spirit, he really shouldn't be taking 1.5x fire damage.
This makes sense and should help with players accidentally killing
themselves with the fire ball.
For balance, the cold damage modifier was changed to 0.5x, unsure if it
should be lower.

Minor passive regeneration has also been added, since there isn't
another way to heal other than the Mystagogue sitting there hitting them
with the book of mysteries.

# Changelog

:cl: 
- tweak: Ifrit has received some damage resistance changes

---------

Signed-off-by: stellar-novas <[email protected]>
Co-authored-by: VMSolidus <[email protected]>

* Automatic Changelog Update (#762)

* Fix Missing Icon Error in Admin Menu (#770)

Admin menu tried to load a sprite that doesn't exist which spammed
errors in testing a lot.

* Xenoglossy (#772)

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# Description
Adds xenoglossy to the power pool. I originally planned it for
cataloguer but it looks like that doesn't exist anymore.

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# Changelog

<!--
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:cl: Rane
- add: Added Xenoglossy to the psionic power pool.

---------

Signed-off-by: Danger Revolution! <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Automatic Changelog Update (#772)

* Increase Trait Point Granularity (#775)

# Description

Since we now have a LOT of Traits, and soon to be another fresh batch of
Traits coming in now that they've been refactored to offer even more
options, it's come up that Traits are kinda hard to balance with the
current combination of point costs and allotted starting points. To help
alleviate this problem, I've both doubled the point values of every
trait in the game, as well as doubled the default allotted starting
points. There is now more room to balance trait costs against each
other.

I have not however actually made use of the new range of point costs
yet, and would like to consult with other contributors and maintainers
on which traits need to be adjusted.

# TODO

- [ ] Go over trait point costs again to address balance.
- [ ] Do this again in 6 months when we have 200 traits.

# Changelog

:cl:
- tweak: Trait points have been made more granular by both doubling the
available number of trait points, and increasing the base cost of all
pre-existing traits.

* Automatic Changelog Update (#775)

* Fix Heisentests (#778)

# Description

Attempt number 5000 to get the Heisentests to STOP.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
Co-authored-by: Timemaster99 <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Fix RGB Moths (#777)

# Description

Magic single line Yml Fix obtained by digging through DeltaV's Blame 
**GO!**

# Changelog

:cl:
- tweak: Moths can now be colorful again.

* Automatic Changelog Update (#777)

* Remove DV AGPL License Headers (#781)

# Description

They're confusing.

Co-authored-by: Danger Revolution! <[email protected]>

* Return Of The Cataloguer (#779)

# Description

Cataloguer has returned to Epistemics as the newest 4th member of the
"Crew Aligned Wizards Club". The Cataloguer is a variation on the
Librarian role, which automatically starts with the new Xenoglossy
Psionic Power, which allows him to know and speak all languages.
Additionally, the Cataloguer is now once again a member of Epistemics
instead of Civilian, and has had Epi added to his access.

On all maps that previously did not have a Librarian spawner, one
Scientist spawner has been replaced with a Cataloguer.

# Changelog

:cl:
- add: Cataloguer has been re-added to the game as a new roundstart
Psionic role. The Cataloguer is a unique role that will always start
with the Latent Psychic trait, as well as the new Xenoglossy power,
which allows him to know and speak all languages.

* Automatic Changelog Update (#779)

* Psionic Power Feedback Messages (#776)

# Description

This PR implements the previously planned feature whereby obtaining a
Psionic Power plays some form of notification to alert the player that
they have gained a new ability. Since some Psionics like Xenoglossy are
purely passive, it's very important to give an indication to players
what's going on. To that end, PsionicPowerPrototype has been expanded to
include new datafields related to Initialization Feedback. There are now
three kinds of feedback messages: Popup, Feedback, and Metapsionic.

All feedback will only play for powers obtained during the round, rather
than for entities that innately start with powers.

- Popups will appear over your character's head as a small, brief
message. These should be no more than a sentence at most.
- Feedback will appear in the Chat window as a message only visible to
the Psion themself. These can be as much as a paragraph in length.
- Metapsionic messages are coming in their own separate PR:
https://github.com/Simple-Station/Einstein-Engines/pull/774

In a separate PR, I also wish to add Audio feedback as well.

# Media

I apologize that the video has been bitcrunched to a point that the chat
window can't be read.


https://github.com/user-attachments/assets/11e30e91-8fc6-48a2-b6a5-9ecf7127065e

# Changelog

:cl:
- add: Gaining a new Psionic Power can now display messages to alert the
player, both as a short popup, and optionally a lengthier message sent
to the user's Chat window.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: Mnemotechnican <[email protected]>

* Automatic Changelog Update (#776)

* Allow Playing Multiple Announcement Sounds at Once (#740)

# Description

@VMSolidus said he had issues with SuperMatter announcements not playing
correctly.

---

<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/e0cbbe77-00ce-4c9e-837a-00c91fee8623

</p>
</details>

---

# Changelog

:cl:
- fix: Announcements can play multiple sounds now (you can revert to the
old behavior in sound setting if you want though)

* Automatic Changelog Update (#740)

* Add Insulation to Robots (#773)

# Description

Soulless Robots didn't have PsionicInsulation, which meant they were
eligible targets for powers such as Mindswap. This is a pretty simple
fix.

# Changelog
:cl:
- fix: Robots and other mechanical creatures are now correctly immune to
non-physical psionic powers.

* Implement Mind Contests (#757)

# Description

Now that the initial Psionic Refactor is out of the way, this is my
first new standalone Psionics PR, filling in the MindContest function
that was added over a month ago(but was set to always return 1f as a
placeholder).

Mind Contests are unique among the Contests System in that they do not
treat the lack of a Psionic Component as a failure condition, and
instead as a variable.

No changelog because MindContests are not currently used anywhere, all
I'm doing is adding the actual function logic.

* Added Language and Healing Components to IPC Entities (#786)

# Description

This pull request introduces two new components to the IPC entities:

1. **LanguageKnowledge**: This component allows IPCs to speak and
understand Galactic Common and RobotTalk. Previously, IPCs were limited
to Universal language, which caused communication issues with the crew.
With this addition, IPCs can now effectively communicate using the
Galactic Common and RobotTalk languages.

2. **WeldingHealable**: This component enables IPCs to heal themselves
using a welding tool. Given the nature of IPCs as robotic entities, this
feature is essential for self-maintenance and ensures they can stay
operational even after sustaining damage.

These changes aim to improve the functionality and immersion of IPCs
within the game, allowing them to better integrate and interact with
other entities while also providing them with the ability to
self-repair.

---

# TODO

- [x] Add `LanguageKnowledge` component to IPC entities to support
Galactic Common and RobotTalk.
- [x] Add `WeldingHealable` component to IPC entities for self-repair
with welding tools.

# Changelog

:cl:
- add: Added the ability for IPCs to speak and understand Galactic
Common and RobotTalk languages.
- add: Enabled IPCs to heal themselves using welding tools via the
WeldingHealable component.

Signed-off-by: v0idRift <[email protected]>
Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: VMSolidus <[email protected]>

* Automatic Changelog Update (#786)

* Fix supermatter.ftl (#790)

supermatter .ftl was broken, this fixes it.

<!--
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-->

# 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]?
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Easly fix the supermatter .ftl files that was not set correctly, why? i
dunno.
now its works.

---

# Changelog

<!--
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:cl:
- fix: Supermatter Annoncements

Signed-off-by: FoxxoTrystan <[email protected]>

* Automatic Changelog Update (#790)

* Fix Door Access (#798)

# Description
Somehow all the doors accesses broke. Seems somebody used the
AccessReader Component on the door instead of the door electronics. This
PR fixes all the doors that I could find that were broken.

# Changelog


:cl:

- fix: Fixed most door accesses including: Lawyer, Mantis, Corpsman,
Boxer, Clown, Mime, Musician, Reporter, Library, Zookeeper, Salvage and
Psychologist.

* Automatic Changelog Update (#798)

* Cherry-Pick PR #27113 (#803)

# Description

This is a cherry-pick of
https://github.com/space-wizards/space-station-14/pull/27113
Which fixes a bug that has been reported here where the FixGridAtmos
command does not work.

# Changelog

:cl:
- fix: Fixed the FixGridAtmos command.

Co-authored-by: Leon Friedrich <[email protected]>

* Automatic Changelog Update (#803)

* Improve README/Legal Files (#782)

# Description

Was vague and poorly written, might still be a bit vague, but that's why
it's being reviewed.

* Return Of The Pibble (#789)

# Description

This PR Rebases one of Nyanotrasen's funniest features: The Pibble.
I mean "Lab Mix", according to the description. Lab Mixes are comically
muscular dogs famous for their ability to attack and destroy Felinids,
Mailmen, and more recently Harpies. Watch out, there is also a rare
variant of Lab-Dachshund Mix, colloquially known as the "Ventbull",
which can occasionally be found roaming the station's vents. Please keep
your children, Felinids, and Birbs at a safe distance.

# Changelog

:cl:
- add: Lab Mixes have been added to the game as a new random animal. Be
sure to keep Felinids and Harpies away from them.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Automatic Changelog Update (#789)

* Make IPC Sounds Great Again (#811)

# Description

This PR brings back Ekrixi IPC sounds, and rebases IPC sounds on top of
silicons.
Duplicate of #810 [due to](# "Due to your attempt to evade your ban, you
are banned indefinitely. You may appeal your ban, but only at least 6
months after your last ban evasion attempt, and only with a voucher of
good behavior from another SS13/SS14 server.") `master` branch skill
issues.

<details open><summary><h2>Media</h2></summary>
None
</details>

---

# Changelog

:cl: router
- add: Added more sounds to IPCs. IPCs can now also whistle, whirr,
beep, boop, ping, chime, buzz and buzz twice.
- fix: IPCs no longer have the default wilhelm sound.
- tweak: Silicon deathgasps are now darker.

* Automatic Changelog Update (#811)

* Add IPC's Missing Components (#793)

# Description

IPCs were missing Offer Item, Laying Down, and Carriable.

# Changelog

:cl:
- fix: IPCs can now lay down, offer people items, and be picked up and
carried.

* Automatic Changelog Update (#793)

* Temporarily Disable Telegnosis (#795)

# Description

Telegnosis is broken, and so I'm temporarily disabling it. 

# Changelog

:cl:
- fix: Temporarily disabled Telegnosis pending a lengthier update.

* Automatic Changelog Update (#795)

* IPC Missing Deathgasp (#800)

# Description

IPC were missing a deathgasp, so I wrote one for them.


![faridaiscute](https://github.com/user-attachments/assets/2e78dcc0-0163-4ec7-bf07-424dbd9d0a91)

# Changelog

:cl:
- fix: IPC now have their own unique deathgasp message.

---------

Signed-off-by: VMSolidus <[email protected]>

* Automatic Changelog Update (#800)

* Update README.md (#817)

Fixes a broken link to RobustToolbox

Signed-off-by: Pspritechologist <[email protected]>

* Make Shoving and Stamina Great Again (#809)

# Description
First off, shoving was broken badly. It would roll shoving chance twice,
meaning that you had only about 6% chance to actually shove someone, and
it would only remove 6% of their stamina. Additionally, stamcrits have
always pissed me off by just how stupid they were. Also, some of the
code in the stamina system had highly misleading names, which has led
vmsolidus to implement mass contests the wrong way there.

This PR introduces changes to fix those issues:
- Shoving only rolls the shove chance once.
- Shoving deals 50 * shove chance stamina damage, as intended, without
depending on target's stamcrit threshold. In the future it should depend
on the weapon used (claws, fists, etc), but for now it's fine.
- Shoving advantage ranges were re-evaluated. Mass difference now can
give 0.5x-2x advantage, and health difference can give 0.75x - 1.25x.
Stamina difference still gives a neglectable 0.9x - 1.1x advantage.
- The stamina slowdown is now added and calculated dynamically using
MovementSpeedModifierSystem, which means the slowdown will no longer
disappear 3 seconds after receiving damage, and will not stack (however,
it now scales with stamina damage).
- When you exit stamcrit, you start at (100 - epsilon) stamina damage.
There still exists another check that prevents you from getting
re-stunned in the next ~5 seconds (maybe we should remove that too?),
but the slowdown and combat disadvantages will apply as they are
supposed to. This means you can no longer stand up after being exhausted
to the point of fainting on the ground and immediately rush back into
combat.

In addition to that, I also did the following:
- Re-added the mass contest to EscapeInventorySystem. It seems like it's
been nuked when the new mass contest system was being implemented and
never added back.
- Fixed the mass contest in carrying again

<!--
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
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<details><summary><h1>Media</h1></summary>
<p>



https://github.com/user-attachments/assets/076b3c3b-cdd1-4ec7-969d-2564c814a40e


</p>
</details>

---

# Changelog
:cl:
- fix: Shoving once again works correctly, and mass difference matters a
lot when shoving someone.
- fix: The time it takes to escape one's hands once again depends on the
mass difference between the escapee and the holder.
- tweak: Exiting stamina crit now leaves you with 0 stamina. You can't
be immediately stunned again, but you will suffer from slowdown and
combat disadvantages!

* Automatic Changelog Update (#809)

* Thieves Outside of Traitor (#799)

# Description


Mirroring a PR from Floof that I was much too lazy to cherry-pick. This
just changes gamemodes outside of tator and rev to allow thieves if it
makes sense to.

---


# Changelog

:cl:
- tweak: Thieves are now in Survival, Hellshift, and Extended.

Signed-off-by: ShatteredSwords <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>

* Automatic Changelog Update (#799)

* Telepathy (Minor)Refactor (#819)

# Description

This PR re-introduces a feature that was present in the Psionic Refactor
version 1, that of the Natural Telepath trait. Where before Natural
Telepath was treated as an "Upgraded" version of Latent Psychic, now it
is a standalone trait that makes use of new functionality, where traits
can add psionic powers directly, as opposed to relying on just adding
components. To accomodate for this, the Telepathy functionality has been
modified such that it no longer makes the expectation that
PsionicComponent users have the ability to coherently speak
telepathically, and instead checks for a specific TelepathyComponent.
Since Telepathy is added to a Psion via their ActivePowers list, it is
also eliminated when the Psion is mindbroken.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/b017b027-d283-484e-812e-37804d839c4a)

</p>
</details>

# Changelog

:cl:
- add: TelepathyComponent has been split off from the PsionicComponent,
now as it's own standalone feature.
- add: Telepathy has been added as a new Psionic Power
- add: Natural Telepath has returned from Psionic-Refactor V1, now using
new functionality from the trait system that allows traits to buy
psionic powers directly.
- add: Latent Psychics who have neither bought Natural Telepath, nor
acquired Telepathy during the round, can sometimes hear snippets of
conversation from telepathic chat.
- tweak: The cost of Latent Psychic has been reduced from 6 to 4 points,
this is to accommodate for the loss of Telepathy as a bonus feature for
all Psionics. Since Natural Telepath is a 2 point trait, this gives a
net 0 change in trait points for anyone who wishes to keep being a
roundstart Telepath.
- tweak: Psionic Mantis, Mystagogue, Chaplain, and Cataloguer are all
Naturally Telepathic, and thus get the new trait for free.

* Automatic Changelog Update (#819)

* Psionic Insulation Trait (#820)

# Description

This PR brings back the x-Waveform Misalignment trait from Psionic
Refactor version 1. There's not really much to say here. Having this
trait means that you are completely immune to most psionic powers and
effects, with the only exception of the physical effects of Elementalist
abilities. It is also an extraordinarily expensive trait, the most
expensive in the game by far.

This trait will get even more useful when Cultists, Wizards, and
Heretics are brought into the game.

# Changelog

:cl:
- add: x-Waveform Misalignment has been rebased from the Psionic
Refactor v1. x-Waveform Misalignment is an extraordinarily expensive
trait that grants full immunity to nearly all psionic powers and
effects, both positive and negative.

---------

Signed-off-by: VMSolidus <[email protected]>

* Automatic Changelog Update (#820)

* New Interaction System (#733)

# Description
This implements the New Interaction Verb System™©, designed to allow
defining verbs using yml and make adding new verbs way easier than it
was before. This was initially designed just to bring back generic no-op
interactions like hugging, but can now be used to create way more unique
interactions for all the different entities.

In the core of the system lies InteractionVerbPrototype. Besides
defining the obvious qualities of the verb itself, such as the name,
description, interaction constraints, it also has several important
properties:
- The requirement of the verb - what is required for the verb to show up
as "enabled" in the context menu and be allowed to be performed. There's
just one requirement slot, but using the ComplexRequirement class you
can use multiple requirements and choose whether they are combined via
boolean or, boolean and, or something in-between.
- The action of the verb - it defines its own IsAllowed (whether the
action is applicable to the target entity at all), CanPerform (called
before and after the potential do-after), which defines whether this
exact attempt at performing the action succeeds and shows a success
popup, or fails and shows a fail popup, and finally Perform, which tries
to perform the action and return a boolean result, which determines...
well, what was stated before. Similarly to requirements, there are
complex and conditional actions which can be combined into whatever
monstrousity you can imagine... In fact, it is entirely possible to
build a turing-complete programming language out of actions!
- Effects, specifically three of them: one that is shown when the
interaction performs successfully, one that is shown when it fails, and
one that is shown when the do-after for the interaction begins
succesfully (which means the first CanPerform check of the verb has
succeeded). Each one of them defines a popup (configuration for which is
stored in a different prototype) and a sound. Those are also designed to
be highly customizable: you can choose who sees the popup and where, and
more.

Verbs can be global or local. Global verbs are added to any entity
should it meet the prerequisites and pass all the necessary checks
(which are also designed to be highly configurable). Local verbs are
defined in OwnInteractionVerbsComponent and InteractionVerbsComponent of
the user and target respectfully.

At the moment of writing there are 8 built-in global verbs and 1
non-global verb, not including abstract verbs:
- 3 no-op actions that are made for RP purposes, that is looking at
someone, hugging someone, petting someone. The latter two may be later
used to modify the target's morale should the PR for it be merged.
- 2 actions related to standing: one for forcing someone down, and one
for helping them get up, waking them up and removing 2.5 seconds of stun
in addition to that (before you could click someone with empty hand to
remove 1.5 seconds of stun - I removed that in favor of the new system)
- 1 action for making someone who's laying down (on the bed or
otherwise) to sleep.
- 1 actions for falling asleep yourself (no need for bed or bag or
whatever to tell you that you can sleep - this does not provide any
healing properties or anything like that, purely an RP feature).
- 1 action for pinching yourself - made simply with the intent of
testing some possibilities of the new system, I decided to keep it
because it's a bit funny.

Local actions include:
- An action for knocking on windows, doors, windoors, computers,
machines.

More are to be added to this list as the progress continues.

# TODO
- [X] Implement the core of the system
- ~~Add more, way more actions. Possible ideas include:
[slapping/kicking someone, hugging toys/plushies, pressing random
buttons on a computer, ... ]. I could use some ideas for that.~~ -
skipping for now, we can do it in follow-up prs to clutter this one
less.
- [X] Port all InteractionPopupComponents to the new system, and remove
their old usages from non-animals.
- [X] Introduce contests and a way to configure them (could reuse
RangeSpecifier for that; certain actions such as pushing down/helping up
would benefit a lot from this).
- [X] Hide chat logs for people who cannot see the action being
performed.
- [X] Implement cooldowns
- [ ] Cleanup.

<details><summary><h1>Media</h1></summary>
<p>

Note: this video was made before a few important fixes were made.


https://github.com/user-attachments/assets/17b616dd-4bc8-4af3-916c-6a5d16c77064

Newer video - demonstrates various actions and shows that chat logs
cannot be seen if the source of the logged popup is outside the view.


https://github.com/user-attachments/assets/d6228855-fb7f-45d1-812f-56afe10f3f86

</p>
</details>

---

# Changelog
:cl:
- add: A new interaction system has been implemented. The right-click
menu now provides a wide variety of different interactions with
different entities. Some old default interactions, such as hugging,
knocking, fence rattling, have also been moved to that system.

---------

Signed-off-by: Mnemotechnican <[email protected]>

* Automatic Changelog Update (#733)

* Rebalance Radiation Shielding (#791)

# Description

This PR is a MUCH needed QOL update for all of our downstream servers
that have started mapping in Supermatter engines. I have gone through
every single entry of the RadiationResistance component in the game, and
tweaked the values of them so that it is actually reasonably practical
to provide some protection to the rest of the station during a
Supermatter delamination. This fact is highly relevant since one of the
things I am working on is a rebase of the wizden map CORE to EE, which
will include a replacement of its Singulo with a Supermatter engine.
With the pre-existing radiation shielding values, such an engine will
near instantly cleanse the entire station of all life within a matter of
seconds should it so much as think about delaminating. However with this
PR, it's actually practical to shield the station from it.

One major problem, and something that defies player expectations, is
that **Radiation Shutters did not previously provide significant
protection from radiation.** They were infact not much better than a
standard wall, and provided worse protection than a reinforced wall.

For reference to understand the issue, a Supermatter engine during its
delamination produces 45 rads per second. Which is so overwhelmingly
strong, that the Edge station's Supermatter could kill people from as
far away as the reporter's office. Something like 70% of the station
becomes lethally radioactive. On smaller maps such as Syndicate
Station's Shoukou, fully 100% of the map is lethally irradiated.

The flipside of this is that ordinary walls have had their radiation
resistance reduced. Don't count on anything not-reinforced to provide
protection. Trust your life in reinforced walls, radiation shutters,
blast shields, and plasma/uranium glass or walls. I did however add a
concession that firelocks now block 1 point of radiation. It's not much,
but it'll help just a smidge. :)

<details><summary><h1>Media</h1></summary>
<p>

What I'm dealing with, and why I can't actually in good conscience
release said map unless this PR is merged:


![image](https://github.com/user-attachments/assets/fb4ab6cc-fda9-495e-9bfa-678828e4cdc7)

</p>
</details>

# Changelog

:cl:
- tweak: Radiation shielding objects have been rebalanced, such that
objects that players previously assumed would provide reasonable
protection from radiation, now factually do. For instance, Radiation
Shutters now actually block radiation.

* Automatic Changelog Update (#791)

* Glacier Real (#1169) (#728)

* glacier real

* troll

* atmosia tweaks

* 1 less can of plasma not too op

* replace troll generator with solar crate

* add StationSurface to glacier

* add surface map

* biome stuff upstream #28017

* unpause after loading

* fix no terrain

* comment out the surface spawning

* shipyard

* glacier justiceroid

* updateprototype and cleanup

* fix random shit

* untroll

* courier

* add to test :trollface:

* fix

* futureproofing

* hot loop inlet lmao

* tweak some pumps in atmosia

* carpy and make salv locker lighting better

* Edit lights, move salv dock, add justice maints, edit entity names for
casing consistency, other minor edits

---------

<!--
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
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# Description

Ports Glacier from DeltaV. Justice department has been yeeted.

# Changelog

:cl:
- add: Glacier Returns.

---------

Co-authored-by: deltanedas <[email protected]>
Co-authored-by: Velcroboy <[email protected]>

* Automatic Changelog Update (#728)

* Rebase Saltern (#804)

# Description

Saltern, now featuring a full Epistemics department, and a Supermatter
engine. :)

<details><summary><h1>Media</h1></summary>
<p>


![Saltern-0](https://github.com/user-attachments/assets/10de83fa-5ddb-47fe-b62f-3441314225be)

</p>
</details>

# Changelog

:cl:
- add: Saltern has been added to the map rotation. Now featuring a
compact Supermatter engine, full Epistemics department, and a
significantly expanded Chapel and Library.

* Automatic Changelog Update (#804)

* Core Supermatter (#792)

# Description

**Walks into a room**
**Slaps down CORE, but with Supermatter**
**Doesn't elaborate**
**Leaves**

<!--
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media
The PR media section can get very large at times, so this is a good way
to keep it clean
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<details><summary><h1>Media</h1></summary>
<p>


![Core-0](https://github.com/user-attachments/assets/4fbb8e6d-b4b8-4c73-b048-7349711a624a)


![image](https://github.com/user-attachments/assets/d5c37ac8-e500-404e-a0ad-520a68ca6d8e)

</p>
</details>

# Changelog

:cl:
- add: Core has been added to the list of maps in rotation. This time
featuring a custom Supermatter Engine

* Automatic Changelog Update (#792)

* Fix InnatePsionicPowers For Mapped Entities (#824)

# Description

InnatePsionicPowers needed to be moved from ComponentStartup to
MapInitEvent, which is a deceptively named event that ALSO functions
identically in use to ComponentStartup, except that it's safe to use for
entities that are mapped in, in addition to joining the round or being
spawned in. Whereas ComponentStartup isn't allowed to modify or add
components for any entity that is mapped(which includes Spawners
apparently).

This change allows for entities like Oracle and Sophia to make use of
InnatePsionicPowers, which is done by request from Rane, who for
mysterious reasons wishes for the two divine statues to be both
Prayable, and have the Noospheric Zap Power.

I have also verified by ingame testing that this does infact apply to
people who join after the map is initialized, as well as things
pre-existing on the map. So Oracle still gets her powers, while a
latejoining Mystagogue still gets his.

# Changelog

:cl:
- fix: InnatePsionicPowers now operates on MapInitEvent instead of
ComponentStartup, meaning that it can now be safely used on entities
that are mapped in instead of spawned.
- add: Oracle and Sophia are now recognized as Divine, and as such are
creatures that can be prayed to.

* Automatic Changelog Update (#824)

* Update Credits (#837)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>

* Disable Mood In Debug (#806)

# Description

MoodSystem has a Race Condition against DeleteAllThenGhost.

# TODO

- [ ] Run the tests 10 times in a row to see if DeleteAllThenGhost will
appear.

* Diagonal Window Smoothing (#805)

# Description

Diagonal windows weren't updated to use the new smoothing when we added
a bunch of new sprites designed around connected textures. This PR fixes
that for all diagonal windows.


![image](https://github.com/user-attachments/assets/4a54a00f-32d6-4365-ad0a-d96ecdbe6114)

# Changelog

:cl:
- add: Diagonal windows now use connected textures.

---------

Signed-off-by: VMSolidus <[email protected]>

* Automatic Changelog Update (#805)

* Maximize Default Description Limits (#788)

# Description

The current in game UI can reasonably support names up to 48 characters
in length, as well as descriptions up to 1024 characters long. Any
longer, and the UI requires a scroll bar. This change is present on
Cosmatic Drift, which uses the same character UI we currently have. I've
had many people requesting this change, and while I am aware that we
wish to at some point update to a new character UI(such as Parkstation's
UI), but a stopgap here is still nice, and it's just two Const
variables.

# Media


![image](https://github.com/user-attachments/assets/d68c3e05-9659-464b-8fb1-8de7e41a674b)

# Changelog

:cl:
- tweak: Character names can now be up to 48 characters in length.
- tweak: Character descriptions can now be up to 1024 characters in
length. This is the maximum size descriptions can be without the menu
having a scroll bar. And while we'd like it to be bigger, we're going to
want to get a new UI for this in the future!

* Automatic Changelog Update (#788)

* Reduce Default PowerAttack Stamina Cost (#840)

# Description

The default stamina cost for Power Attack was supposed to be 10, so
imagine my surprise when I find out it's been 20 this whole time. Which
wasn't intended.

# Changelog

:cl:
- fix: The default stamina cost for Power Attacks for any weapon that
doesn't explicitly modify it is now correctly set to 10 stamina(down
from 20).

* Automatic Changelog Update (#840)

* Bot for Changelog (#833)

:cl:
- add: Changelogs should be shown in Discord now

---------

Signed-off-by: DEATHB4DEFEAT <[email protected]>
Co-authored-by: TAZIKLIK <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Automatic Changelog Update (#833)

* Update actions_changelogs_since_last_run.py (#841)

Signed-off-by: DEATHB4DEFEAT <[email protected]>

* Added Jukebox (#26736) (#802)

<!--

-->

# Description

<!--

-->

Adds super cool super nice Jukebox to the bar! Ran off .ogg files, can
use any royalty free song.



---
<!--
-->

<details><summary><h1>Media</h1></summary>
<p>

![Example Media on] 
![Screenshot 2024-08-26
061947](https://github.com/user-attachments/assets/352a0491-5cec-4b03-949b-8407aa858cb8)

</details>

---

# Changelog

<!--

-->

:cl: Kacey, Nova
- add: Added Jukebox with basic songs.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
Co-authored-by: iNVERTED <[email protected]>
Co-authored-by: DJBIGYAPPA420 <[email protected]>
Co-authored-by: VMSolidus <[email protected]>

* Automatic Changelog Update (#802)

* Psionic Extraplanar Creatures (#829)

# Description

Certain things in the game were intended to be classed as Psionic(And
mostly without powers), but were apparently lacking the components. To
clarify, ANYTHING that comes from an alternate layer of reality,
alternative plane of existence, extra dimensions, other universes,
bluespace, etc, is intended to have a PsionicComponent to abstract
represent their nature as a magical being of some variety. The
importance of this is largely related to the use of Metapsionics to
detect them, but also for the valid target lists for Anti-Psychic
abilities, such as the bonus damage from the Anti-Psychic Knife.

While here, I've also added the "Loto Oil Slime" from Psionic Refactor
Version 1, now that Reagent Slimes(as Extraplanar creatures brought to
this world by Liquid Anomalies) have a PsionicComponent.

needs https://github.com/Simple-Station/Einstein-Engines/pull/824

# Changelog

:cl:
- add: Revenants, Reagent Slimes, and Ore Crabs are now considered to be
Psionic(But cannot gain powers randomly). This is due to their status as
"Magical And/Or Extraplanar Creatures", which makes them valid targets
for anti-psychic abilities such as the Psionic Mantis' Anti-Psychic
Knife.
- add: Some Reagent Slimes can now contain Lotophagoi Oil.

* Automatic Changelog Update (#829)

* Cloning Refactor (#735)

# Description

Since Cloning code is effectively abandonware by it's original
codeowners, and I was the last person in this entire game to update it,
I am technically the codeowner of Cloning. And by extension, it's also
my responsibility to maintain the Cloning code. I've been putting this
off for awhile due to how busy I've been with other projects, but since
I'm now waiting on all my other refactors to be reviewed, I decided to
finally sit down and comprehensively refactor Cloning.

In addition to massive substantial code cleanup(Cloning machines no
longer run on Frametime for one!), here's most of the changes.

- Cloning Pods must be powered for the entire 30 second duration of the
cloning process.
- Said "30 second duration" is no longer hardcoded. Although no methods
currently exist to reduce it. I plan on revisiting this after I bring
back Machine Upgrading.
- Cloning can now FAIL partway through. If the cloning pod is Depowered,
Unanchored, or Emagged, it will automatically swap to the "Gore" state.
- When in a Gore state, Cloning Pods will destroy the entity they were
trying to clone, replacing them with a pool of blood and ammonia that
scales with the mass of the entity that was to be cloned!
- Clones come out of the pod with a significant quantity of Cellular
damage, and are almost always in need of resuscitation. Consider using
Cryogenics to "Finish" your clones. Doxarubixadone is literally named
after this process, and is a perfectly suitable cryo chem for
resuscitating clones.

<details><summary><h1>Media</h1></summary>
<p>

New gore sprites for the Metem machine, because it can now have gore
mode.
![Metem gore
spites](https://github.com/user-attachments/assets/7cc06ce2-c8eb-413c-b996-85e555b67db3)


</p>
</details>

# Changelog

:cl:
- add: Cloning & Metempsychosis Machines have been refactored!
- add: Cloning can now fail at any point during the cloning process,
turning the would-be clone into a soup of blood and ammonia.
- add: "Clone Soup" scales directly with the mass of the entity you're
attempting to clone. Fail to clone a Lamia, and you'll be greeted with
an Olympic swimming pool worth of blood when the machine opens.
- add: Cloning will fail if at any point during the procedure, the
machine is depowered, unanchored, or emagged.
- add: Clones come out of the machine with severe Cellular damage.
Consider using Doxarubixadone in a Cryo tube as an affordable means of
"Finishing" clones.
- tweak: Cloning Time is now increased proportionally if an entity being
cloned is larger than a standard human(smaller entities are unchanged)
- tweak: The cost to clone an entity can now be configured on a
per-server basis via CCVar "cloning.biomass_cost_multiplier"
- tweak: The Biomass Reclaimer can now be toggled to round-remove
ensouled bodies or not via CCVar "cloning.reclaim_souled_bodies"
- add: The effects of Metempsychosis now scale with a Psion's relevant
caster stats. More powerful psychics are more likely to get favorable
results from being forcibly reincarnated.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: Pspritechologist <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Automatic Changelog Update (#7…
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