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Curtains fix #26447
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Curtains fix #26447
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My first PR. Idk what should be written in the changelog part. |
Tayrtahn
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Mar 26, 2024
Resources/Prototypes/Entities/Structures/Decoration/curtains.yml
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Co-authored-by: Tayrtahn <[email protected]>
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Yuoko
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Mar 30, 2024
* Fix store refunds (space-wizards#26173) * Fix anomaly decay logs (space-wizards#26180) Fix anomaly decay logs (space-wizards#26122) * Small species melee weapon change (space-wizards#26183) * inital * Update animals.yml * Update engine to v214.2.0 (space-wizards#26190) * Recolor paper-stamp detective (space-wizards#26194) the old seal of the detective on paper has been changed to a new one * Change collision mask of canisters to allow passing through cargo flaps (space-wizards#26193) Co-authored-by: Jeff <[email protected]> * Fix presetidcard extended access throwing (space-wizards#26195) * Update Credits (space-wizards#26196) Co-authored-by: PJBot <[email protected]> * Add explosion-proof backpack to uplink (space-wizards#26187) * Backpacks * move to wearables * Update Resources/Prototypes/Catalog/uplink_catalog.yml * Update Resources/Prototypes/Entities/Clothing/Back/backpacks.yml --------- Co-authored-by: metalgearsloth <[email protected]> * Gives glue tag to crazy glue (space-wizards#26154) * SlowContactsSystem to SpeedModifierContactsSystem mini rework (space-wizards#26110) * rework * update logic * Add decoy syndicate bomb to uplink (space-wizards#26034) bombening * Obsolete `Logger` cleanup for `EntitySystem`s part 2 (space-wizards#26159) * Kill the static InRangeUnOccluded * Adjusted 4 more EntitySystems that were missed. * Update blood related tips! (space-wizards#25809) * Added 18 new bounties to cargo (space-wizards#26160) * Added 18 new bounties + tags, couple of balance tweaks * Oops, 2 corn tags. * Fixed another duplicate from merge conflict * Fixed all arbitrage issues * Removed metamorphic glass/manly dorf bounty * Removed manly dorf bounty * Removed manly dorf bounty * Removed manly dorf bounty * Changed hiviz tag, removed commented out bounty * Removed extra line * Change HiViz tag * Removed unused tag * Removed LaceupShoes, changed HiViz * Changed flavor text for fruit bounty * Removed live mouse bounty * Unify `Content`'s `EntitySystem` logging (space-wizards#26216) Use Log with generated sawmill name rather than explicitly named one for all non rule-based Content EntitySystems. * New wooden furniture (space-wizards#26182) * ю * Fences * bench, stairs and fence shadow * small gate desc * empty * empty * destructible * price fix * Fix barotrauma calculations The math for our pressure damage (barotrauma) system is directly taken from TG. The constants are the same and the math is almost the same. However there are two errors. 1. Pressure damage started being applied within the WARNING bounds, rather than the HAZARD bounds. This means you started taking low pressure damage at 50 kPa instead of the intended 20 kPa, and also the HUD icon didn't show "danger" like it should even if you were already taking damage. 2. The calculations for high pressure damage were wrong. These are supposed to be linearly scaled, but the function was wrong so the scaling didn't actually work properly (especially when considering the fixed bounds above). This appears to be the case because the function was taken from an incorrect comment in the original source, rather than the real math. Both of these issues are now fixed to match the TG behavior. Note that this somewhat nerfs pressure damage in non-extreme circumstances. e.g. a room at 40 kPa now gives NO pressure damage, whereas previously it would do full space damage. The description of the pressure alerts is wrong for "low" severity, but I can't be arsed to fix that right now. Alerts don't have a way to change the description depending on severity... * Increase air alarm low pressure thresholds. If a room's pressure drops it can become unbreathable long before people start taking pressure damage, and so also long before the air alarm starts reporting a danger state. I've increased the values so that the air alarm should show danger if the pressure becomes so low as to be unbreathable. * Make puddle smoothing better (space-wizards#26171) puddles * Change Syndie Monkey Price 8-6 TC (space-wizards#26214) Price 8-6 TC * Criminal Record Icons below Job Icons (space-wizards#26203) SS13 Criminal Record Icon Location REAL Adds a new Offset DataField to the StatusIcon Prototype. It effects status icon location on a per-pixel level. Not sure what else it could be used for, but hey, nothing wrong with generalizing. Also moves the mindshield icon priority to one, to fix an unreported bug with them covering non-job icons. * Fixed safe filling with WT550 (space-wizards#26208) * Suit slot weapon consistency + visuals (space-wizards#26152) suit slot my beloved Co-authored-by: vanx <#vanxxxx> * make romerol work on the dead (space-wizards#26222) * a * review * g * reach update (space-wizards#26224) * reach update * fixgridatmos * invalid link error * move arrivals to the side * who are we if we just get squashmerged anyway * chocolate machine * Move faction exception and everything it needs to shared (space-wizards#25154) * move faction prototype to shared * move faction exception and member stuff to shared * fix breaking changes for random stuff * move pettable friend stuff to shared * mostly fix * final fixy * dragonops * final fixy II * use querys and fix warpspeed fish (probably) * fixer * Rrrr! --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <[email protected]> * Add reckless replay load button (space-wizards#26212) * Add reckless replay load button * A * More descriptive button * Fix borg charger error (space-wizards#26230) Fix borg chargers not working * Improves Medical Hud interface and functionality (space-wizards#26027) * Improvements to the medical hud interface * Adds an icon for SSD players * Indentation fix * Update sprites, changes direction and adds new status icon. * Adds decomposing icon * Code cleaning * Changes Crit Icon sprite * Simplifies the decision structure * Changes copyright line * Changes Critical Icon sprite * Makes the Critical Icon border darker * Changes sprites to /tg/ station * Updates copyright * Makes Dead Icon animation slight faster * Code cleaning * Remove some unused imports * Code cleaning and rename icon * Minor code cleaning * fix decoy bomb uplink category (space-wizards#26205) move * Increase lone ops TC from 40 to 60 (space-wizards#26130) * Create lone ops outfit and 60 TC radio * Changed lone op entity to use the new loneop outfit prototype * Fix shop --------- Co-authored-by: Plykiya <[email protected]> * Fix barotrauma pressure protection (space-wizards#26236) Oops In space-wizards#26217 I re-organized the logic for the calculation. Part of that was moving the logic for GetFeltLowPressure and GetFeltHighPressure to be done before we actually check the hazard thresholds. What I didn't realize is that, with how our pressure protection is set up, these functions can return values so extreme they rebound into the other category. For example, according to the math, when you're wearing a hardsuit in a low-pressure environment you have "felt" pressure of 1000 kPa. Yeah that's not right. Now these functions clamp their result to OneAtmosphere, in the appropriate direction (101.3 kPa). Fixes space-wizards#26234 * makes closets/lockers better (space-wizards#24942) * hmngm * fix * Manual changelog update * Spray Paint (Review Ready) (space-wizards#23003) * Spray Paint (Draft) * paint colors, paints in maints loot, cargo crate of paints. * fix * remove paint (sort of) * moved paintcleaner into own system * Moved paint to server (had to unfortunately) * doafter now breaks when moving away. * cant paint mobstatecomp * loads of fixes * fixes * fixes * nopaintshadercomp * fixes * fix * use locale for paint remove string * remove nopaintshadercomponent and use blacklist * remove enabled.true from visualizer * paint doafter event. * add verbs for paint and remove paint and icon for paint verb. * fixes * no longer replaces shader when shader exists. * replace forloop with foreach, check shader before adding and removing. * paint doafter now separate so no copy paste code * Entities in sprayed targets item slots are also now correctly sprayed. * fix * fix * fix airlock psray painter now removes painted before painting door. * spray paints now use openablecomponent. * fix * fix damn accesstypes. * fix * fix * Automatic changelog update * Include bans in adminremarks command (space-wizards#26240) Fixes space-wizards#20645 * Automatic changelog update * Updated the TEG page (space-wizards#26170) * Ported from guidebook-cleanup branch on my fork * Missed a skill issue, thanks Tayrtahn * Fixed misinformation * Automatic changelog update * Adds craftable ducky slippers (space-wizards#26138) * Craftable ducky slippers * fix node --------- Co-authored-by: Plykiya <[email protected]> * saltern paramedic slot (space-wizards#26038) add paramedic to prototype Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Bumps LoneOps minimum required players to 20 (space-wizards#26244) done * Automatic changelog update * Zombies can very slowly regen heat and shock damage (space-wizards#25925) Update ZombieComponent.cs * Automatic changelog update * Initial Infected can see each other (space-wizards#25934) initial infected icon * Automatic changelog update * Fix SCRAM implant not working while cuffed. Incidentally fix freedom implant working while dead/crit (space-wizards#25978) * Fix SCRAM implant not being usable while in cuffs. Also fix freedom implant from working while dead/crit as a side effect * Move check up to apply to all actions and do thing I forgor to do before * Change check into an ActionBlocker check that also checks whether the user is sleeping. * Make checking for Consciousness the default for actions Went through and chose what I believe to be sensible defaults for actions that had CheckCanInteract. * Fix typos my beloved I had an unbelievable skill issue * Fix major skill issue * Automatic changelog update * Fix recycled containers deleting items inside them (space-wizards#26045) * Removes items from containers in reclaimers * Made it into an event instead * Sloth review comment * Fix indentation and rename field * Automatic changelog update * Fix artifact report info (space-wizards#26252) * Update ArtifactReports.xml Fix conflicting info * Small tweak to wording * Automatic changelog update * Pulling rework v2 (space-wizards#24936) * Pulling rework Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame. * More pulling cleanup * stats * More cleanup * First draft * More pulling * weh * Fix puller * Pulling working * Fix merge * Dunked * Self-merge time * Fix hotkey * Fix container changes * oop * Fix multi-pulling * Move alerts cleanup. * pulling fixes * Store Refund Fix (space-wizards#26251) Removes else that accidentally enables refunds * Automatic changelog update * Changed current value to unextracted value in artifact report guidebook (space-wizards#26253) * Fix name Forgot the name was also different * Fix Name, wording happened so fast I messed up * Simplify DoAfterArgs behavior for movement and distance checks (space-wizards#25226) * Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement. * Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs. * Make DoAfterArgs only use OnMove to determine whether to check for movement and MoveThreshold to determine the threshold regardless of weightlessness. Gave DistanceThreshold a default value which will always be checked now. * Fix issue introduced by merge. * Use interaction system for determining whether a distance is within range * Fix incorrect doafter args introduced by previous merge. Forgor to commit these. * Exorcise ghost. The execution system should have been deleted when I merged previously. For a reason I cannot comprehend it came back, but only the execution system. * Exorcise ghost Pt. 2 * Allow for movement check to be overriden in zero g and adjust doafter args where needed. You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check. The following doafters were made to ignore the movement check in zero g: - Healing yourself with healing items, - Removing embedded projectiles, - Using tools like welders and crowbars * Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement. * Fix evil incorrect and uneeded comments * Fix build (space-wizards#26258) * Fix build - Fixes a couple paint things that were broken. * wat * Fix Fland's Cargo Shuttle Atmos (space-wizards#26273) * Adds logging for refunds (space-wizards#26274) LGTM * spawn panel rock crab suffix (space-wizards#26264) crab crab crab crab crab its all crabs. * Code cleanup: Dirty(Comp) (space-wizards#26238) * Replaced uses of Dirty(Component) with Dirty(Uid, Component) Modified some systems (notably pulling-related) to use uids. * Missed a few * Revert changes to pulling * No * new book - Tales of a Tired Janitor (space-wizards#24441) * book * Update book-authorbooks.ftl * make traitor syndicate reinforcements get the traitor role (space-wizards#25400) inital * Thrown soap/banana/(etc?) will fail to slip until it lands (space-wizards#24494) * throw miss * event * whoops Co-authored-by: metalgearsloth <[email protected]> * fix popup duplication * Separate cancellable event * no popup, no problem * remove leftover stuff --------- Co-authored-by: metalgearsloth <[email protected]> * Automatic changelog update * Monkey and gorilla melee weapon fix (space-wizards#26288) Update animals.yml * Fix blunt melee weapon hitsound (space-wizards#26286) * ok * Update welders.yml * Fix EFCore obsoletion warnings in Content.Server.Database (space-wizards#26285) * Fix wire layout inheritance. (space-wizards#26289) Wire layouts manually navigate the inheritance hierarchy, but the data fields on the prototypes were also automatically inherited already. This meant that inheriting a wire layout prototype and changing nothing would cause the wires to be duplicated unless they were manually modified on top. Fix is easy: just disable inheritance on the data fields. Also, integration test for it. * Per-department wire layouts (space-wizards#26247) * add per-department wire layouts * fix science/research inconsistency * fix wireLayout inheritance * science is no longer security * Security doors back to normal wire count * implement proper wire inheritance * revert WiresSystem.cs fix * Automatic changelog update * Pizza is not a fruit (space-wizards#26293) * Pizza is not a fruit * Also the slice * Let the lizards still eat pizza * Automatic changelog update * fix legally distinct visor man plush name. (space-wizards#26299) am in vr. approved by real spaniard. * Fix some invalid damage types (space-wizards#26295) Fixed some invalid damage types * Code cleanup: Purge calls to obsolete EntityCoordinates methods (space-wizards#26292) * Purge calls to obsolete EntityCoordinates methods * Pizza defruited; rerun those tests! * Rats eyes glow in dark + reorganize rat textures (space-wizards#26300) * Split mice from rats and made rats eye glow + added red eyes to regal rats (Both king and buff) + normal rats - removed mouse-3 sprites from mice and moved it into a dedicated rat rsi +fixed admin smite wording (you turn players into mice, not rats) * minor formatting fix * removed version numbers float. * Typo fix + removed unneeded layer name * Automatic changelog update * Improve admin message seen/dismiss state. (space-wizards#26223) Fixes space-wizards#26211 Admin messages now have separate "seen" and "dismissed" fields. The idea is that an admin should be able to tell whether a user pressed the "dismiss for now" button. Instead of using "seen" as "show this message to players when they join", "dismissed" is now used for this. Existing notes in the database will automatically be marked as dismissed on migration. A note cannot be dismissed without being seen (enforced via constraint in the database too, aren't I fancy). As part of this, it has become impossible for a player to play without dismissing the message in some form. Instead of a shitty popup window, the popup is now a fullscreen overlay that blocks clicks behind it, making the game unplayable. Also, if a user somehow has multiple messages they will be combined into one popup. Also I had enough respect for the codebase to make it look better and clean up the code somewhat. Yippee. * Automatic changelog update * Fix scram! implant keeping you pulled to someone when teleporting you (space-wizards#26309) * Fix scram! implant keeping you pulled to someone when teleporting you * Exorcise sleep deprivation speak * Automatic changelog update * Door Remote now shows Mode in UI (space-wizards#26162) * Prep for DoorRemote Status * Door Remote Mode Messages * plural opens and closes * never trust webedits --------- Co-authored-by: Plykiya <[email protected]> * remove rped (space-wizards#26316) * remove rped * trol --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * FTL UIScale fixes (space-wizards#26305) - Fix text drawing being offset. - Fix beacon snapping and distance check. - Fix DrawData being offset. - Fix bounds check for map objects not using PixelSize. * Automatic changelog update * Fix puller being improperly unset when pulling stops. (space-wizards#26312) Fix puller not being improperly unset on PullableComponent while being unpulled. When unpulled, the pullableComp has its puller field set to null after the message signifying the pulling has stopped has been sent. Since the component has a field to determine whether its owner is being pulled which is determined by the puller field, systems listening on the event would think that the owner of the component was still being pulled. * Automatic changelog update * bagel update (space-wizards#26326) * Sanitize "ig" (space-wizards#26328) replace ig * Snore is a trait now (space-wizards#26322) * Automatic changelog update * Code Cleanup: Purge obsolete MapManager methods (space-wizards#26279) * GetGrid * GridExists * TryGetGrid * Nerf budget insulated gloves (space-wizards#26318) Insul Chance * Automatic changelog update * Irish Coffee Recipe Tweak (space-wizards#26327) Update drinks.yml Why would this need to be 2+2=4 when 1+1=2 is the more logical reaction? * Automatic changelog update * Added verb action to Glue/Lube system (space-wizards#26002) * Added verb action to Glue/Lube system * Changes based on feedback * Fix TryGlue/Lube to use Entity<> rather than EntityUid, Component * Automatic changelog update * Fix missing semicolon after migration. (space-wizards#26337) Are you kidding me EFCore doesn't sanitize this itself? * The return of the 'long bedhead' haircut as an alternative (space-wizards#26336) * Automatic changelog update * Fix cross-grid spreader behavior (space-wizards#26346) * NPC steering tweaks (space-wizards#26351) - Fix the free node check considering the whole tile and not the poly. - Clear maps on direction resets. - More robust arrival checks for pathfinding nodes. * Automatic changelog update * Make air tanks appear on the back in suitstorage (space-wizards#26353) * g * a * jetpak * Fix crash on load when no slot key assigned (space-wizards#26354) Co-authored-by: wrexbe <[email protected]> * Throwing Knives: Syndicate Kit (space-wizards#26026) * add * rename * change damage type and lower price * 6 tc * fix? * missed listing * Update Resources/Textures/Objects/Storage/boxes.rsi/meta.json * Update Resources/Textures/Objects/Storage/boxes.rsi/meta.json * Update Resources/Textures/Objects/Storage/boxes.rsi/meta.json --------- Co-authored-by: metalgearsloth <[email protected]> * Automatic changelog update * Changed black carpet texture to correctly align itself. (space-wizards#26358) * Partial atmos refactor (space-wizards#22521) * Reduce atmos component queries * Remove method events * Cache airtight data * Make MolesArchived nullable * Fix airtight cache * only get tile def once * Immutable mixtures * firelock queries * misc * misc cleanup * Trim disconnected tiles * Fix merge issues and bugs * Why does the PR keep increasing in scope * debug overlay * Fix bugs * Fix test, remove unused events * Add setmapatmos command * Fix overlays * Add map check * A * Resolve conflicts with space-wizards#26102 * Remove some obsolete methods * Automatic changelog update * 1x2 cable coils (space-wizards#26361) * 1x2 cable coils * sprite edits * Revert "sprite edits" This reverts commit 3c76c55. * coil rotate * Automatic changelog update * Fix bypassing vaulting clumsy check with verb action. (space-wizards#24977) * Fix bypassing bonking with verb * Revert "Fix bypassing bonking with verb" This reverts commit efa0f0f. * Properly refactored BonkSystem. * Oh hey, this is redundant now * Better solution * Reduced default bonk chance from 75% to 50% * Also do a little grammar fix * Moved BonkChance from BonkableComponent to ClumsyComponent. * Revert "Moved BonkChance from BonkableComponent to ClumsyComponent." This reverts commit 0acbd92. * Another little grammar fix * Matched default bonk doAfter length to default climb doAfter length * Fixed duplicate popups * Check CanVault with verb use too. Add granularity to ClimbingComponent and remove Leg/Foot requirement. * Don't show verb if you can't climb * Removed CanForceClimb * byref record struct * Automatic changelog update * Restrict door remotes to only being able to manipulate doors relevant to their type (space-wizards#26371) Restrict door remotes to only being able to manipulate doors relevant to their type. * Automatic changelog update * Update Credits (space-wizards#26373) Co-authored-by: PJBot <[email protected]> * Configuration argument for content packaging (space-wizards#25569) * Configuration argument for content packaging Needed this for something so here we are. I think someone mentioned they wanted this? Welp its here now * Add client, tiny fixes * Update submodule to 215.0.0 (space-wizards#26375) * Admin New Player Notification Sound (space-wizards#24327) play a sound to active admins when a new player joins * Fix playglobalsound autocompletion (space-wizards#26167) * Update submodule to 215.1.0 (space-wizards#26376) pitch * Haunted dungeon template (space-wizards#23768) * haunted dungeon * Initial work Still needs prefab gen work to make it interesting. * ime a worm * weh * Work * Slight tweaks --------- Co-authored-by: metalgearsloth <[email protected]> * Maybe fix rsi truncheon error (space-wizards#26374) Co-authored-by: wrexbe <[email protected]> * Add Prometheus stats for admin count (space-wizards#26284) * Add Prometheus stats for admin count Fixes space-wizards#20828 Reports time series for admin count. Counts are separated by state (active, AFK, or deadminned) and admin rank. * Use static constructor instead of static readonly for the metric Docs recommend this due to inconsistent execution of C# static constructors. * Remove static usage, use IoC IMeterFactory. --------- Co-authored-by: metalgearsloth <[email protected]> * Hide empty marking categories in the markings picker (space-wizards#26377) Hide empty marking categories * Automatic changelog update * Give cap door remote his access (space-wizards#26378) Give cap doorremote his access * Automatic changelog update * Landmine stepoff (space-wizards#22962) * make landmine work on stepping off * update methods naming * made both step modes possible * updated stepoff event raise to not interfere with game physics internals * added comments * figuring out how audiosystem works * added beep sound effect, updated how stepoff trigger works to make it more consistent * updated source in attributions.yml * made stepoff working every time * introduced suggested changes * updated janitor's WetSignMine to have audio * made cleaner events and bashing my head at OnEndCollide event raise * inverted conditional where applicable * review --------- Co-authored-by: Yurii Kis <[email protected]> Co-authored-by: metalgearsloth <[email protected]> * Update submodule to 215.2.0 (space-wizards#26388) * Add stealthmins (space-wizards#26263) * Add stealthmin command. * Update Content.Server/Administration/Commands/AdminWhoCommand.cs As suggested by CE. Co-authored-by: Chief-Engineer <[email protected]> * Add admin notifications for admins toggling stealthmin. * Localize stealthmin command --------- Co-authored-by: Chief-Engineer <[email protected]> * Automatic changelog update * Run `fixgridatmos` for cargo & emergency shuttle (space-wizards#26382) Fix cargo & emergency shuttle * Automatic changelog update * Fix Medical Hud death icon animation and Changes critical icon (space-wizards#26391) Fix Dead Icon animation and changes Critical Icon * Automatic changelog update * Adds "untriaged" labeler workflow (space-wizards#26392) All new opened issues automatically get marked as "untriaged", so a maintainer can go through them properly. * Fixes store purchase events and adds support to raise a directed event (space-wizards#26389) * fixes store event check * raise directed product event * Store keybind priority (space-wizards#26356) * Fix saving keybind priority * Change movestoreditem keybind priority to prevent bug --------- Co-authored-by: wrexbe <[email protected]> * Origin Station Update 12.03.2024 (space-wizards#26055) * Origin Station Update 12.03.2024 * implement PJB requested changes * changed ap magnum rounds for magnum rounds. * added west side maints door per pjb request. * removed laser glass box from captain quarters. * Make fland's mail into wheel-and-spoke distribution. (space-wizards#26404) * Remove CRLF, enforce with workflow (space-wizards#26401) * Check for CRLF in actions workflow Make emisse weep * Copy paste bottom text * I would like to thank StackOverflow for this spite PR. * Mention file name in message because the workflow tab doesn't display it. * dos2unix everything * Removed Cannabis from thief objectives (space-wizards#26412) * Removed Cannabis from thief objectives * Removed the steal group and from cannabis prototypes * Automatic changelog update * Gives borg industrial welder (space-wizards#26332) Update borg_modules.yml Changes basic welder in borg tool module to industrial welder * Automatic changelog update * Immovable Rod visual variations (space-wizards#25932) * Adds variations to immovable rod * slash oopsie * Changed prototypes from being hardcoded to being defined in the rules component * Changed from 10% chance to 5% * Changes based on feedback * Fix nullable error * Moved randomized logic to .yaml. Probabilities of alternate rods add up to 5%. * Fixed some icon rsi warnings (space-wizards#26414) Fixed some icon warnings Co-authored-by: wrexbe <[email protected]> * Update close-master-pr.yml (space-wizards#26416) Fix name of "Close PRs on master" workflow * Accept cloth and ingots in the ammofab (space-wizards#26413) * Automatic changelog update * Fix admin verb to set unspawned ballisic ammo count (space-wizards#26411) Don't crash if an invalid value is given. * Use entity queries in ambient sound & power receiver systems (space-wizards#26410) * Unswap small and tall wodden fence gates (space-wizards#26409) * Holoprojectors crafted at lathes no longer come with a cell (space-wizards#26405) Adds versions of the holoprojectors (janitoral, fan, and field) that start without a battery and changes the lathe recipe to use these instead. This is consistant with flashlights, which when made do not start with a cell. Also it's a bit silly to have cargo printing a bunch of these to sell. * Automatic changelog update * Fix tags on antique laser gun (space-wizards#26398) It's missing the tag that's needed for it to go back in the glass storage box. * Automatic changelog update * Add astro-jungle/mowed grass and astro-snow (space-wizards#26381) * Automatic changelog update * Make parrots talk like parrots (space-wizards#26340) * Automatic changelog update * Create DeviceNetworkJammerComponent & System as a general way for entities to act as jammers (space-wizards#26342) * Add DeviceNetworkJammerComponent & System Allows for entities to "jam" DeviceNetwork packets. Whenever a device attempts to send a packet, the DeviceNetworkJammerSystem listens for the BeforePacketSentEvent. From there if any entity with the jammer component is within range of either the sender or receiver of the packet the event will be cancelled. Additionally jammers can only block packets in certain networks. If a packet is not being transmitted in one of the networks it can block then even if the jammer is in range the event will not be cancelled. The range is stored in the jammer component along with the networks it can jam. Jammable network ids are stored as strings which seems to be how custom networks are stored (E.g. network ids for suit sensors). To allow for all of this, the BeforePacketSentEvent was modified to provide the NetworkId. * Make JammerSystem for the radio jammer use the DeviceNetworkJammer. Remove redundant event. * Replace calls to TryDistance with InRange * nerf rad artifacts (space-wizards#26422) * Code cleanup: Purge obsoleted SharedPhysicsSystem methods (space-wizards#26287) Updated calls to SharedPhysicsSystem methods * Cleaner Grenade (space-wizards#25444) * Cleaner Grenade Added Cleaner Grenade * Sprite update Draw issue moment * Removed from jani closet | added box of cleanades * Automatic changelog update * Wearable Harmonicas (space-wizards#26261) * Wearable Instrument Base + Changed harmonica base Created the BaseWornInstrument base and updated the Harmonica to use it, being equipable in the neck slot. * Update instruments_wind.yml * compositions are cool and awesome * Automatic changelog update * Fix mailing units turning into disposal units while recharging. (space-wizards#26383) * Fix mailing units turning into disposal units while recharging. The states were hardcoded. * Fix error handling * Make default states constants * Automatic changelog update * Church Bells (space-wizards#26030) * Adds Church Bells * I'm dumb. * The bell is no longer haunted. * forgot attributions * change sounds so scary law no hunt * One day I'll stop needing to make an immediate micro-commit. One day. * God damn it. * Re-resprites labcoats (space-wizards#26425) * resprites labcoats again * fix tests * SS14-17313 Chatfactor: Chat Censorship Systems (space-wizards#25908) * SS14-17313 Chat Censorship Systems Adds some systems to manage chat censorship: 1. No-op: does nothing 2. SimpleCensor: a regex-free censor with a variety of rules to use 3. RegexCensor: a censor that uses regex. This exposes a singleton backed by a builder pattern (ChatCensor) that is set up, probably during the code init phase, and then globally available for your censorship needs. * Migrate to Shared * Add a reset function to the builder. * Resolve PJB's feedback; add unit tests * Make all implants unable to be implanted more than once (space-wizards#26250) * Make mind shield implants unable to be implanted more than once * Default AllowMultipleImplants to false and update implanters.yml * Use TryComp instead of TryGetComponent * Deny multiple implants for fun implants too. * Make comment more precise * Automatic changelog update * Nerf ninja research stealing (space-wizards#26421) * nerf ninja steal objective * fubar * Automatic changelog update * Reduces size of smaller cartons and fix size discrepancies with empty containers (space-wizards#26430) * Reduces size of smaller cartons * Fix trash bottles/cartons --------- Co-authored-by: Velcroboy <[email protected]> * Make chest rig purchasable in uplink (space-wizards#26427) a * Automatic changelog update * Fix atmos NaN error (space-wizards#26441) * Fix atmos NAN error * Remove redundant yaml entries * Automatic changelog update * Curtains fix (space-wizards#26447) * Update furniture.yml * Update curtains.yml * Update Resources/Prototypes/Entities/Structures/Decoration/curtains.yml Co-authored-by: Tayrtahn <[email protected]> --------- Co-authored-by: Futuristic-OK <[email protected]> Co-authored-by: Tayrtahn <[email protected]> * Update submodule (space-wizards#26451) * Update submodule (space-wizards#26454) * Minor cleanup of cuffablesystem (space-wizards#26434) * Fix cuffs breaking after they stop being pulled * Do proper interaction check for UncuffAttempt * Minor cleanup Take as much out as possible from _net.IsServer() if blocks. Misc cleanup * Automatic changelog update * Objects such as lighters/welders are now able to be dropped in disposal units. (space-wizards#26463) Don't always mark after interact event as handled for welder tools. Done with a view towards allowing disposal interaction post tool system handling. Co-authored-by: MQuatermain <[email protected]> * Update submodule to 216.0.0 (space-wizards#26467) * Revert "Give cap door remote his access" (space-wizards#26465) Revert "Give cap door remote his access (space-wizards#26378)" This reverts commit ea818ea. * Fix GhostRoleComponent performing randomization on ComponentInit (space-wizards#26466) * Fix ghostrole ComponentInit * A * a * Revert "Re-resprites labcoats (space-wizards#26425)" This reverts commit bd58954. * Remove Rubber Rounds, Give Security Disablers (space-wizards#26470) Remove Rubbers, give sec Disablers * Automatic changelog update * Removed Box of Hugs and Donk Pockets from Bounties (space-wizards#26481) As far as I know, the Box of Hugs only spawns on the clown and is used in the construction of a honkbot such that if the clown decided earlier to craft a honkbot or if the low price of some 3000 spesos is insufficient this bounty is impossible. Similarly, Donk Pockets are not a renewable resource and it has happened that a station has eaten too many for the bounty to be completed only to get it in rotation and esssentially lose a bounty slot forever. I would like it if each bounty was at least theoretically possible on any station it's likely to occur in, and there are too many where there aren't enough of these obtainable to complete the bounty, which is no fun. * Automatic changelog update * Artifact node IDs are now only 3 digits long (space-wizards#26482) * 2-digit nodes * 3-digits instead * Fix exclusive bounds * Automatic changelog update * Body code cleanup (space-wizards#24946) * Fix test * Kill float accumulators * Use entity proxy methods * DataField auto name generation where possible * Kill comp properties * Clean up server comps * Make events record structs * Clean up shared body code * Clean up server body code * Rename organ events to be same names as in med refactor * Add stacktrace to action error logs (space-wizards#26486) Add trace to action error logs * Late Join Menu Properly Retains Position On New Player Joins (space-wizards#26483) * When another player late joins it will correctly update the UI locally * Resolve passengers not displaying the correct message in late join * Improve final boolean comparison of button disabled state to be a bit neater * Automatic changelog update * Remove atmos method events (space-wizards#26402) * Remove HasAtmosphereMethodEvent * Remove GetTileMixturesMethodEvent * Remove GetTileMixtureMethodEvent * Remove GetAdjacentTilesMethodEvent * Add TileMixtureEnumerator * Remove GetAdjacentTileMixturesMethodEvent * Remove IsTileSpaceMethodEvent * Remove HotspotExposeMethodEvent * Remove pipe net method events * Remove device method events * Use Entity<T> * Misc fixes * A * Theres probably a few more of these * Fix other resolve errors * Misc ItemToggleSystem changes (space-wizards#26489) * Minor ItemToggleSystem tweaks * Update visuals on startup * Remove SetIgnited * Misc toggle fixes * Update ItemToggleHotComponent.cs * Allow cargo bounties to be sold off-station (space-wizards#26469) * Ported over code for delta-v to fix bounties * Added requested changes * Removed the station arg from "IsBountyComplete". It is unneeded and all calls just use a null value for it anyways * Automatic changelog update * Remove broadcast cooldown (space-wizards#26492) * Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal. * Revert "Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal." This reverts commit c730d64. * Reapply "Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal." This reverts commit 3c2d66a. * -Removed cooldown entirely * Add DoorBumpOpener to space dragon (space-wizards#26490) Add DoorBumpOpener to space dragon.yml * Automatic changelog update * Use nav beacon locations for announcements (space-wizards#26437) * use nav beacon locations for announcements * :thumbs_up: * Automatic changelog update * Arcade machine improvements (space-wizards#24200) * Give 'em something to talk about * Wire panel visuals * Wire graphics tweak * More ads and thanks * More ads for a noisy arcade * New screen for space villain machines * Implement EmitSoundIntervalComponent and a bunch of arcade noises * Require power for sounds * Allow earlier startup intervals * Orange glow * Audio attributions * Include the PR link * Replace EmitSoundInterval with expanded SpamEmitSound * Remove pacman-themed arcade sounds * Documentation good. * Updated methods to use Entity<T> * Refactored SpamEmitSound to get rid of accumulator and chance. * Fixed prewarm logic * Moved stuff to Shared * Fix outdated YAML * Better prediction, auto pause handling * Make enable/disable reset the timer instead of trying to save it. * Automatic changelog update * biggest gridinv update OF ALL TIME (space-wizards#25834) * add SaveItemLocation keybind * make item direction public to avoid having to change between Angle for no reason * add item location saving * show * Added a better save keybind, made it draw saved positions, and trying to save in a position it has already been saved in removes that position. * w * code style * Make taken spots appear blue * style * ! --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: notquitehadouken <[email protected]> Co-authored-by: I.K <[email protected]> * dynamic alert sprites (space-wizards#25452) * dynamic alert sprite * fix fat cooldowns * Automatic changelog update * voicemask can select speech verb (space-wizards#25768) * add Name field to SpeechVerbPrototype * extra locale for voice mask ui * SpeechVerb ui and handling * raaaaaaaaa * reeeeeeeeal Co-authored-by: Tayrtahn <[email protected]> * fix sort * did you hear john syndicate died of ligma * Update Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: Tayrtahn <[email protected]> Co-authored-by: metalgearsloth <[email protected]> * Automatic changelog update * Separate "thank you" messages from general ads (space-wizards#25867) * Separated "thank you" messages from general ads * Moved MessagePackPrototype to shared, cleaned up AdvertiseComponent, and actually killed AdvertisementsPackPrototype. +More suggests changes. * Rename PackPrototypeID to Pack in both components. * Фиксы * Fix master (space-wizards#26501) * Fix master * this * messages * Fix missing verb name parrot * Fix messagePack for blockgame and spacevillain --------- Co-authored-by: ShadowCommander <[email protected]> * Фикс * Фикс * Фикс лобби * очередной фикс апстрима * Фиксы юмлок * Фикс запуска сервера * Фикс клиента * фикс * Фикс подключения клиента к серверу * Фикс лобби * Некоторые переводы * Переводы и фикс РНД * Пул карт --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: LordCarve <[email protected]> Co-authored-by: Mr. 27 <[email protected]> Co-authored-by: Leon Friedrich <[email protected]> Co-authored-by: Awlod <[email protected]> Co-authored-by: Velcroboy <[email protected]> Co-authored-by: Jeff <[email protected]> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: PJBot <[email protected]> Co-authored-by: 21Melkuu <[email protected]> Co-authored-by: Adrian16199 <[email protected]> Co-authored-by: Ed <[email protected]> Co-authored-by: Ilya246 <[email protected]> Co-authored-by: Whisper <[email protected]> Co-authored-by: wafehling <[email protected]> Co-authored-by: Ko4ergaPunk <[email protected]> Co-authored-by: Pieter-Jan Briers <[email protected]> Co-authored-by: potato1234_x <[email protected]> Co-authored-by: FungiFellow <[email protected]> Co-authored-by: Golinth <[email protected]> Co-authored-by: Kevin Zheng <[email protected]> Co-authored-by: HappyRoach <[email protected]> Co-authored-by: vanx <[email protected]> Co-authored-by: Emisse <[email protected]> Co-authored-by: deltanedas <[email protected]> Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: Tayrtahn <[email protected]> Co-authored-by: DoutorWhite <[email protected]> Co-authored-by: Plykiya <[email protected]> Co-authored-by: Plykiya <[email protected]> Co-authored-by: brainfood1183 <[email protected]> Co-authored-by: Terraspark4941 <[email protected]> Co-authored-by: Boaz1111 <[email protected]> Co-authored-by: shamp <[email protected]> Co-authored-by: Killerqu00 <[email protected]> Co-authored-by: nikthechampiongr <[email protected]> Co-authored-by: SlamBamActionman <[email protected]> Co-authored-by: Verm <[email protected]> Co-authored-by: keronshb <[email protected]> Co-authored-by: Nairod <[email protected]> Co-authored-by: IProduceWidgets <[email protected]> Co-authored-by: Errant <[email protected]> Co-authored-by: James Simonson <[email protected]> Co-authored-by: Doctor-Cpu <[email protected]> Co-authored-by: lzk <[email protected]> Co-authored-by: liltenhead <[email protected]> Co-authored-by: BlitzTheSquishy <[email protected]> Co-authored-by: RenQ <[email protected]> Co-authored-by: Wrexbe (Josh) <[email protected]> Co-authored-by: wrexbe <[email protected]> Co-authored-by: Ubaser <[email protected]> Co-authored-by: OnyxTheBrave <[email protected]> Co-authored-by: Vasilis <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: DrSmugleaf <[email protected]> Co-authored-by: Baptr0b0t <[email protected]> Co-authored-by: KISS <[email protected]> Co-authored-by: Yurii Kis <[email protected]> Co-authored-by: Chief-Engineer <[email protected]> Co-authored-by: ChaseFlorom <[email protected]> Co-authored-by: SoulFN <[email protected]> Co-authored-by: Luminight <[email protected]> Co-authored-by: Callmore <[email protected]> Co-authored-by: Nemanja <[email protected]> Co-authored-by: DenisShvalov <[email protected]> Co-authored-by: Weax <[email protected]> Co-authored-by: Sphiral <[email protected]> Co-authored-by: Flareguy <[email protected]> Co-authored-by: Hannah Giovanna Dawson <[email protected]> Co-authored-by: Simon <[email protected]> Co-authored-by: Futuristic-OK <[email protected]> Co-authored-by: Futuristic-OK <[email protected]> Co-authored-by: Jake Huxell <[email protected]> Co-authored-by: MQuatermain <[email protected]> Co-authored-by: Ghagliiarghii <[email protected]> Co-authored-by: 0x6273 <[email protected]> Co-authored-by: blueDev2 <[email protected]> Co-authored-by: superjj18 <[email protected]> Co-authored-by: notquitehadouken <[email protected]> Co-authored-by: I.K <[email protected]> Co-authored-by: ShadowCommander <[email protected]>
DangerRevolution
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Jun 14, 2024
## Mirror of PR #26447: [Curtains fix](space-wizards/space-station-14#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. > 🆑 > - tweak: Сurtains can be built and opened inside full tiles > --> > </details> Co-authored-by: SimpleStation14 <Unknown>
Peptide90
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Jul 5, 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>    </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>  </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: >  > > - [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 >  >  >  >  >  > > > - [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  ## Overlay  </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>  --- </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   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.  :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]): > --> >  > > - [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  ### Something to note:    </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.  --------- 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.** >  > > **Item description.** >  > > **4 knives.** >  > > **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  (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. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- --> # Changelog :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. --- <!-- 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>  (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]>
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About the 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 not?
Technical details
A few lines of code
Media
Breaking changes
Erm... Nothing?
Changelog