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Master #1045

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Master #1045

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VMSolidus
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Description

This PR catches up Stable with Master, I'll be merging this tonight assuming the playtest of Master goes well on DS14. This is the final PR before I full send it with the Wizmerge.

TODO

  • Complete playtesting on DS14

Peptide90 and others added 30 commits September 14, 2024 16:06
Ported from Nuclear14 by request of @OldDanceJacket as they wanted the
weather blocking markers. Tought you may as well get the rest of the
stuff for rad markers and invisible walls too. Useful for planets.

---------

Signed-off-by: Peptide90 <[email protected]>
Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description

This PR adds a generic system which gives an entity the ability to fly.
Optionally increasing their speed in exchange for a continuous stamina
drain, which can, and **will** stamcrit them if left unchecked.

---

# Technical Details?

We normally dont have this section but I'd like to outline the changes
since I messed with quite a few systems:

- Introduces a `FlightComponent` which can be added to any entity in
YML, needs to be tied to an action with an event of type
`ToggleFlightEvent` This component holds properties for:
- Toggling animations on and off, either at the entity level or the
layer level.
    - Altering shader animation properties
- Altering speed, stamina drain, sounds played, delay between sounds,
etc etc.
- Adds a `FlyingVisualizerSystem` that can take a given `AnimationKey`
which points to a shader, and optionally can apply it to either the
entire sprite, or a given layer.
- Adds a check in `SharedGravitySystem` for making the entity weightless
when it has the `FlightComponent` and is flying.
- Adds a check in `SharedCuffableSystem` to disable cuffing when the
target has the `FlightComponent` and is flying.
- Introduces a new field in the `StaminaComponent` which serves as a
dictionary for persistent drains, with the key being the source (UID) of
where it came from. The drains can also indicate if they should apply
the stamina slowdown or not (relevant for both this PR, and for an
eventual sprinting PR)

---


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

[![Flight
Demo](https://i.ytimg.com/vi/Wndv9hYaZ_s/maxresdefault.jpg)](https://youtu.be/Wndv9hYaZ_s
"Flight Demo")
</p>
</details>

---

# Changelog

:cl: Mocho
- add: Harpies are now able to fly on station for limited periods of
time, moving faster at the cost of stamina.

---------

Signed-off-by: gluesniffler <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
# Description
Fixes pulling being obnoxiously unphysical. Entities now exert a
specific amount of force defined as the product of their mass and the
SpecificForce set in their PullerComponent. Doing a ctrl-right click now
sets a target position where your entity begins to continuously push the
pulled entity towards, instead of throwing it or pushing it once
(however, it should still be possible to drag people and disposals and
the like). Additionally, your entity will properly experience recoil
from dragging someone around.

# TODO
- [X] Do stuff
- [X] Fix stuff
- [X] Fix aghosts not being able to push (?)
- [X] Fix pulling giving you free kinetic energy while in spess (how?)
- [ ] Test if throwing felinids into disposals via pulling still works
:trollface:

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



https://github.com/user-attachments/assets/2498ef8c-f743-4702-b73c-b2da0c16e9aa


</p>
</details>

# Changelog
:cl:
- add: Pulling has been reworked. Your character will now try to
continuously push the pulled entity when you use the push keybind.
- remove: You can no longer push the pulled entity while walking, and
pushing now follows the momentum conservation laws.
# Description

By request. A typical engineering team takes as much as 40 minutes to
setup a Supermatter engine with no experience. Core is designed to
**FORCE** players to setup a Singulo, which takes 15 minutes, therefore
Core loses power in 20 minutes with its comically undersized and
underpowered AME.

I increased the size of Core's AME so that engineers have more time to
setup Supermatter. A lot more time actually.

# Changelog

:cl:
- tweak: Core now has a 6-Core AME, which is supplied with two jars of
fuel. This should give Engineers significantly more than 20 minutes of
time to setup the Supermatter engine.
# Description

Changed the textures of wooden and metal benches. Now wooden benches are
turned correctly, and metal ones have the correct texture of the left
and right halves

---

# TODO

- [x] Task
- [x] Completed Task

---


![Screenshot_80](https://github.com/user-attachments/assets/ff51a698-5387-4b4e-8d2e-4408c2893577)

![Screenshot_81](https://github.com/user-attachments/assets/235f4dbd-c379-45cd-86ea-821a145f0862)

![Screenshot_82](https://github.com/user-attachments/assets/04757bd0-c317-4f3f-91eb-91c1c2d52dec)

![Screenshot_83](https://github.com/user-attachments/assets/dcf006e9-50d6-443f-80b1-c2cce22b1b9a)


---

# Changelog

:cl: JayJacobs
- tweak: Changed the sprite of the barber chair.
- fix: Fixed bench textures.

Co-authored-by: Flybik <[email protected]>
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# Description

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- Makes the fireaxe once again able to perform its primary function.
- There is now a way to emergency space a room without using an RCD.
- Viva Atmosia.

---

# TODO

<!--
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[x] Return Fireaxe Prying

---

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

</p>
</details>

---

# Changelog

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:cl: zelezniciar
- tweak: The fireaxe once again can pry subfloors

Co-authored-by: SsalamethVersaach <[email protected]>
# Description

This "ZERO C#" Pr adds 10 additional traits to the game, which only make
use of pre-existing components, along with some of the new TraitSystem
functionality. These are the following new traits:

- **Photophobia**: Functions as per Vulpkanin Light Sensitivity
- **Clumsy**: Functions as per Clown clumsiness
- **Small**: Functions as per Felinid PseudoItem, requires a character
be Felinid sized
- **Temperature Tolerance**: Functions as per Vulpkanin low temperature
resistance
- **Spinarette**: Functions as per the same ability from Arachnids.
- **Talons**: Replaces your melee natural attacks with Piercing talons
- **Claws**: Replaces your melee natural attacks with Slashing claws
- **Striking Calluses**: [Human only, requires Martial Artist or Boxer
job], increases your base unarmed attack to 6 damage, from 5.
- **Natural Weapon Removal**: For species with melee attacks other than
blunt, replaces Talons or Claws with Fist.

## TODO:

- [ ] Adjust the points costs/additions for these traits to ensure
balance. Although I can't imagine most of them being changed. I do still
wish for a decent number of traits to be within the 1 to 3 point range.

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


![image](https://github.com/user-attachments/assets/c2e7a42b-2b1f-43ea-8f0d-5275c06c51ae)


![image](https://github.com/user-attachments/assets/bb60ffbe-0755-483b-b3a4-028764b465a7)

</p>
</details>

# Changelog

:cl:
- add: 10 new Traits have been added to the game. Photophobia, Clumsy,
Small, Temperature Tolerance, Claws, Talons, Natural Weapon Removal,
Striking Calluses, and Spinarette.

---------

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

I've spoken with this subject with quite a few people so far, that
there's some inherent issues with the game's setting as regards to
corporations, and people readily identifying certain companies as being
"Syndicate Companies". It makes absolutely no sense for things like that
to be completely public knowledge that X-Company is explicitly
antagonistic, when publicly they would just be companies that sell
products to an open market-- an open market that NanoTrasen buys from.
And while we've been doing this lately with adding non-NT company names
to the names and descriptions of hardsuits, one thing has been bugging
me and other people for awhile.

"If the Cybersun tacsuits are meant to be something that the Nukies
literally bought on the open market and painted red. Why can't the
station also purchase these suits from the same market? If a
manufacturer of these suits notably declined to sell its products to
another company, it would be an extremely obvious tell that they were
overtly hostile to that corporation. It makes more sense if they openly
sell said products at an inflated cost, so that they can put up public
appearances of neutrality".

This also brings to mind that the Reverse Engineering Machine, in it's
current rendition, is extremely problematic for establishing the game as
a serious setting, given that it currently functions as what is
essentially "Press button to commit industrial espionage". Having talked
with its original creator, Rane also agreed that- especially in the
context of the "Blukie Suits", this presents an issue for the game's
setting presentation. It's a plot hole that makes very little sense.

So, what this PR does, is make it so that station Logistics can purchase
crates containing CSA branded Tacsuits, painted in the blue, at a
massively overinflated cost. These crates come with Security locks,
meaning that they would be bought for use solely by the station's
security. Additionally, this removes the ability for the Reverse
Engineering machine to violate the intellectual property of other
corporations, which in-universe would be something highly illegal under
a truly neutral space law.

I actually also believe that other hardsuits and tacsuits, including
ones purchased from Five-Points-Armory, Hephaeustus, etc, should all be
purchasable from cargo. Technically, any weapon, hardsuit, or armor,
should also be purchasable, but making it so that cargo can order a
Sec-Crate with a C-20r in it would be extremely controversial, and is
best left to a separate PR.

# Changelog

:cl:
- add: CSA-51a "Shanlin" and CSA-80UA "Guan-Yu" Tacsuits can now be
purchased from Logistics for use by station security personnel, at an
extremely overinflated price. These suits come prepainted in blue.
- remove: Reverse Engineering machines can no longer violate the
intellectual property rights of publicly traded corporations. This means
that Cybersun Tacsuits; regardless of where they were obtained from or
what color they were painted, can no longer be reverse engineered.

---------

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

This PR implements a long overdue rework of the underlying system for
actually giving Psions their powers, by making it a semi-deterministic
system that favors people having a small handful of powers, unless said
person has inherent modifiers that let them generate them more
consistently. A common complaint I received from the new Psionic System
is that stations tended to become "Space Hogwarts" given enough time,
since people could very easily game the system to consistently get new
powers every 20 minutes, until a majority of the station was throwing
fireballs at each other.

Now, obtaining new powers gets more difficult the more powers you have,
exponentially so. Powers can also declare in their prototype how many
"Slots" they occupy, meaning that certain powers can make this even more
difficult, or not at all, as desired.

# Changelog

:cl: VMSolidus & Rane
- add: Psionic Power "Rerolls" have been reworked. Psions now have a
stat called Potentia, which is increased by sources of Psionic Rerolls
such as Space Drugs, Loto Oil, and Random Events. Instead of being an
all-or-nothing "D100 with modifiers" roll, whatever you roll is added to
your Potentia stat, and when Potentia reaches a certain threshold, it is
automatically "Spent" to buy a random new power. Your first power costs
100 Potentia, your 2nd power costs 200, 3rd costs 400, and so on. The
more powers you have, the more difficult it is to obtain new ones.
- tweak: Some powers, such as Telepathy and Xenoglossy, do not count as
a power for the purpose of Potentia Cost

---------

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

IPCs were ported from a codebase that didn't necessarily follow all of
our repo's coding standards. And while I had done my part to cleanup as
much of the system as was practical within the bounds of a Maintainer
Review, there were a lot of things that I felt were inappropriate to
leave to review, and wished to go over with a fine lense. Thus, here is
my Refactor of IPC code.

Do not merge this without first testing that nothing was broken. Because
I haven't tested it myself yet.
# Description

I CAN'T BELIEVE I MISSED THIS.
# Description

Clone Pod isn't the one that has the ability to say the message, the
cloning console does. This fixes a bug where Uncloneable messages aren't
being played.

# Changelog

:cl:
- fix: Cloning Consoles will now correctly state when a body has the
Uncloneable trait.
# Description

Port of WWhiteDreamProject/wwdpublic#2
And now also WWhiteDreamProject/wwdpublic#8
Because Lying Down System is dependent on the Telescope System.

# TODO

- [x] Reconcile the code with core code, do code cleanup. I'll undraft
this when I'm done. Probably not going to be tonight, because I will
have to get some sleep soon to get up early for my calculus classes.

# Changelog

:cl: Spatison (White Dream)
- add: Added lying down system / Добавлена система лежания
- tweak: Lying down now uses do-afters that are visible to other people
to indicate what is going on.
- add: Added telescope system / Добавлена система прицеливания
- tweak: Now you can aim from Hristov / Теперь можно прицеливаться из
Христова

---------

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

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This PR Remove and the DeltaV Option Tab while moving the specie filter
to the general accessibility tab.
View Media for images.

This PR also Rebase the option and removed useless duplicated, CVars are
moved, .ftl files.
Tho cvar name is unchanged so the option will still be enable if you
enabled it before.

This PR fixes #481 and put PR #630 stale.

---

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


![image](https://github.com/user-attachments/assets/55fdf75d-2c02-4c25-b0df-e76cce564a33)

![image](https://github.com/user-attachments/assets/88a170fb-ba32-467c-b432-b0a8c554a489)

</p>
</details>

---

# Changelog

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:cl:
- remove: DeltaV Option Tab (Options moved)
# Description

After doing an archaological exploration of the fucking
SpawnAndDeleteAllEntities test fail, I eventually tracked down the bug
to an issue where InternalEncryptionKeySpawner is randomly being handed
a Null EntityUid which was Null Forgiven to make the compiler shut up.
The actual EntityUid factually cannot be null during ordinary operation,
except for the dumbass race condition provided by
TestSpawnAndDeleteAllEntities.
# Description

This is a port of
WWhiteDreamProject/wwdpublic#53 from White
Dream. This PR improves the StepTriggerImmune component by making it
operate on a more granular Blacklist system, such that StepTriggerImmune
entities can further clarify via prototypes which kinds of floor traps
they are immune to, such as landmines/mousetraps, and not have blanket
immunity to everything. Because it turns out things like Lava and Soap
also were caught by the immunity, when really we just wanted Harpies &
Felinids to not trigger landmines.



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

> # Описание
> Необходимо настроить модификатор урона, чтобы IPC не получали урон от
осколков стекла.
> 
> Иммунитет StepTriggerImmuneComponent доработан. Теперь имеются
несколько типов (types): Lava - тип тайла, наступив на который
появляется урон. Это собственно лава и LiquidPlasma Landmine - мины.
Chasm - дырка в карте, куда можно провалиться Mousetrap - Мышеловка
SlipTile - Все, что должно подскальзывать игроков, имеющее размер тайла
SlipEntity - Все, что должно подскальзывать игроков, имеющее развер
энтити. Разделено для баланса. Самые ловки могут игнорировать мелкие
предметы (энтити), т.е. уворачиваться от них. Но большие по площади вещи
(тайлы по типу разлитой воды, бананиума) просчитываются отдельно.
> 
> # Изменения
> * [x]  Улучшить StepTriggerSystem (Immune)
> * [x] Добавлены типы триггера. - Lava Landmine Shard Chasm Mousetrap
SlipTile SlipEntity
> * [x]  Исправить осколки у IPC
> * [x] Исправить отсутствие урона от лавы и падение в дыры у фелинидов
и гарпий.
> 
> 🆑 Hell_Cat
> 
> * Feature: StepTriggerSystem is improved | Улучшена StepTriggerSystem
> * fix: IPC: Immunity for shards and SpiderWeb | Иммунитет осколкам.
> * fix: Felinid | Фелиниды : Immunity for Shard Landmine Mousetrap
SlipEntities | Иммунитет для осколков, жидкости, мин, мышеловок, мыла и
бананов.
> * fix: Harpy | Гарпия : Immunity for Shards Landmine Mousetrap |
Иммунитет для осколков, жидкости, мин и мышеловок.
> * fix: Mice | Мыши : Don't blow up on landmines | Мыши не подрываются
на минах.

</p>
</details>

# Changelog

:cl: Hell_Cat
Feature: StepTriggerSystem has been improved with new StepTriggerGroups.
Additionally, the StepTriggerImmune component now allows declaring for
specific StepTriggerGroups for a given entity to be immune to. Some
examples may be, Felinids, Mice, and Harpies being unable to set off
Landmines.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: Ivan <[email protected]>
Co-authored-by: FoxxoTrystan <[email protected]>
# Description

This fixes prediction issues, both where pressing the Lay down key
causes all entities on your screen to glitch and lay down, as well as
the bug where upon receiving ANY movement input, a player would be
visually changed on their screen to be laying down.

# Changelog

:cl:
- fix: Fixed issues with the LayingDownSystem. Laying down no longer
causes all entities on your screen to lay down at once. Using any
movement input no longer causes the character to appear to the player as
to be laying down.
# Description

UniversalLanguageSpeakerComponent has NUMEROUS issues, which previously
were easy to ignore since it was a language only obtainable by Admins.
But now that it's both a Psionic Power(And a trait that adds said
power), the issues with it have been highlighted. Here's just a FEW

1. UniversalLanguageSpeaker overwrites all known languages, preventing
you from speaking anything else
2. It overwrites the ability to use sign language.
3. It also overwrites the Mute trait.

To fix that, I've made it follow *MOSTLY* the logic all the other
languages use, so that it's less of a special snowflake case. Now if you
have access to it, it will appear in your language list alongside other
languages, rather than fully replacing the entire list. That way you can
intentionally choose not to speak in a language understood by all.

Fuck it, I also added the ability for the TraitSystem to just call
LanguageSystem and directly add arbitrarily any desired language, rather
than needing a component to do so.

# Changelog

:cl:
- fix: UniversalLanguageSpeaker(And Xenoglossy by extension) will now
appear in your language menu alongside other known languages, rather
than replace all known languages. You can effectively now choose whether
or not to speak it, or to use a normal language.
- add: Traits can now add Languages directly.
- add: Traits can now remove Languages directly.

---------

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

# Description

Surprise motherfucker, here's a massive fucking refactor of
SharedMeleeWeaponSystem.
The MeleeWeaponComponent now allows for melee weapons to directly
configure how and what members of the ContestsSystem they wish to
utilize for influencing damage. Additionally, the damage of a melee
weapon modified by Contests is now also visible when examined(Although
this only reflects damage as per the current condition of the user).

# Changelog

:cl:
- add: Melee Weapons can now individually define their interactions with
the ContestsSystem.
- add: Added the ContestArgs type, allowing arbitrarily any component to
contain a list of arguments for ContestSystems.
- add: Added the ContestConstructor, a new type of meta-Contest that
enables other systems to use components to define all possible contest
behaviors, rather than needing to hardcode specific interactions.
VMSolidus and others added 21 commits October 12, 2024 16:49
# Description

This PR adds new ores in the form of Bluespace and Normality ores, the
former being just as rare as artifact fragments, and the latter being
even rarer still. These ores can be mined by salvage, will generate on
asteroids or expeditions, and can be processed in an ore processor into
bluespace or normality crystals, which Epistemics can use to create
psionic related objects. Note that the two are currently
indistinguishable from the other until you actually mine them.

Yes this DOES infact make it easier to make glimmer drains and probers.
I need this as an excuse to make psionics even more dangerous.

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


![image](https://github.com/user-attachments/assets/2c7b38a4-d700-43d6-ad47-a063839f0540)


![image](https://github.com/user-attachments/assets/5da73dff-acca-4395-855d-75a04f369ead)


![image](https://github.com/user-attachments/assets/269e231d-d702-4387-9c89-f8aec7854fb3)

</p>
</details>

# Changelog

:cl:
- add: Added Bluespace and Normality ore as very rare ore types. Salvage
can occasionally find these ores on Asteroids or on Expedition planets.
Bluespace and Normality Ore can be smelted in an Ore Processor into
Bluespace and Normality Crystals. Make sure to bring these to Epistemics
so that they can do their job.

---------

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

Fixes the arrivals shuttle choosing to correct docking port.
---

- [ ] Fix all maps and place the correct airlock (yeah not gonna do that
in this PR)
- [x] Fixed arrivals shuttle logic

---

# Changelog

:cl:
- fix: Fixes the arrivals shuttle choosing to correct docking port.
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# Description

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This is an emercency fix regarding Custom Name, apprently this is
fucked... wow...
Regarding DB issues please @DEATHB4DEFEAT review or check if you can
assist or anyone.

Thank you.

---

# Changelog

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:cl:
- fix: Custom Specie Name!

---------

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

meow. 
Project compiles and starts. Is the bug gone? I hope so.

---

# Changelog

:cl:
- fix: Latejoin antag selection should respect player's antag
preferences.

---------

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

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This add the missing tags for webs for Oneirophage to hide in webs
(works tested on floof)

Overall Oneirophage need more changes, languages, psionic, ect but so
far this is needed.

---

# Changelog

<!--
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:cl:
- fix: Oneirophage is once more psionic invisible in webs.

Signed-off-by: FoxxoTrystan <[email protected]>
# Description
This reverts most code changes done by
#939 and
re-implements them in a better way:
- Players can now toggle under-furniture crawling with a keybind
(shift-R by default)
- Crawling that way is 50% slower for obvious balancing reasons
- The respective cvar for it is now true by default and prevents players
from beginning the "crawl under furniture" thing

Also cleaned up a few methods I was seriously pissed off by. There is
still a lot to clean up and fix, but I will leave it for a dedicated PR
in the future.

# Why (balancing)
Let me lie on the bed instead of under it!!!!!!!

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


https://github.com/user-attachments/assets/5f04c82a-b88b-4005-8052-a1a6f011bcc9

</p>
</details>

# Changelog
:cl:
- add: You can now toggle crawling under furniture! The default keybind
is Shift-R, you can change it in settings.
They also didn't have `:`s like everything else.

# Changelog

:cl:
- tweak: Made the show clothing/loadouts button labels more clear

Signed-off-by: DEATHB4DEFEAT <[email protected]>
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

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

This is a fucking stupid method of irreversible round removal. Gib
someone and then eat their brain instantly. This PR makes brains not
food, so that they can't be eaten instantly.

# Changelog

:cl:
- tweak: Brains now can no longer be eaten.
# Description

This PR adds several new "High Cost Physical Traits", that each follows
a theme of Transhumanism. Bionic augmentations that provide the user
some benefit, typically at a very high cost.

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


![image](https://github.com/user-attachments/assets/f2d0b007-5632-45a6-87a5-c4a677742fd6)


![image](https://github.com/user-attachments/assets/ebd336f5-df98-4ef4-a4f1-edbdfdfda27d)


![image](https://github.com/user-attachments/assets/e9ff5d13-099e-4004-b2cd-162601bddfc3)


![image](https://github.com/user-attachments/assets/cb3dfc03-72f9-4d9a-9897-22d14a579787)

</p>
</details>

# Changelog

:cl:
- add: Added 8 new Physical Traits. These are, Cyber-Eyes Basic
System(Plus 4 different modular options), Bionic Arm, Dermal Armor, and
Platelet Factories.

---------

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

This PR adds several new "Contractor" uniforms to service roles, as well
as several job specific loadout categories. These make use of sprites
taken from Aurora, as well as corporations from Aurora. Currently no
jumpskirts are available for these.

# TODO

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


![image](https://github.com/user-attachments/assets/f6ce6471-6da5-4881-b730-8fe08c2d630b)


![image](https://github.com/user-attachments/assets/89e30b8c-5a86-489e-8c22-13459aa2b08e)

</p>
</details>

# Changelog

:cl:
- add: NT has started hiring contractors from other corporations to fill
out station staff. New loadout items for corporate contractors are now
available for Bartender, Botanist, Cataloguer, Chef, and Janitor.
Currently there are no jumpskirt versions of these uniforms. We are
looking for people willing to make skirt variations of each of these.
# Description
Showing some love to our hard-working couriers.

This cherry-picks the following PRs from delta-v:
- DeltaV-Station/Delta-v#1472 - Adds a
MailMetrics PDA cartridge for couriers and the LO
- DeltaV-Station/Delta-v#1652 - Ports mail
tweaks from frontier to delta-v, adding large packages, RPDs (mail
cannons), and more mail
- DeltaV-Station/Delta-v#1788 - Adding a couple
more packages
- DeltaV-Station/Delta-v#1925 - Fixing the
non-functional "last known location" part of mail descriptions

Some mail items, such as the opporozidone syringe and rainbow
joints/blunts, had to be disabled because we don't have them (yet?)

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


![image](https://github.com/user-attachments/assets/2299ffc3-17ce-4743-886c-7705e8789e96)


![image](https://github.com/user-attachments/assets/a2ee1a07-d765-41e7-8f70-f94a50412398)


![image](https://github.com/user-attachments/assets/03b16b8e-0eff-4332-99ad-d4a201ee8f2b)


![image](https://github.com/user-attachments/assets/44d2e5c2-db79-4d8d-8877-693648edd35d)


![image](https://github.com/user-attachments/assets/f3d7bdbb-fc14-4f2f-bf30-aa54fdf49099)


![image](https://github.com/user-attachments/assets/b1e4c53f-c9d8-496b-a72e-f4f4b702e368)

</p>
</details>

---

# Changelog
:cl:
- add: The Courier and Logistics Officer now have a new program in their
PDA for tracking mail delivery performance, including earnings and
percent of packages opened, damaged, or expired.
- add: The list of possible mail packages has been greately expanded,
and now includes large parcels.
- add: The CourierDrobe now offers a rapid mail delivery device, along
with capsules for it.

---------

Signed-off-by: Adeinitas <[email protected]>
Co-authored-by: portfiend <[email protected]>
Co-authored-by: byte <[email protected]>
Co-authored-by: deltanedas <[email protected]>
Co-authored-by: Adeinitas <[email protected]>
Co-authored-by: ErhardSteinhauer <[email protected]>
Co-authored-by: Dvir <[email protected]>
Co-authored-by: Dvir <[email protected]>
Co-authored-by: Whatstone <[email protected]>
Co-authored-by: Whatstone <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>
Co-authored-by: Milon <[email protected]>
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@github-actions github-actions bot closed this Oct 13, 2024
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