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Upstream Merge 11/15/2024 #693
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Upstream Merge 11/15/2024 #693
VMSolidus
wants to merge
1,238
commits into
Vault-Overseers:master
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VMSolidus:Attempting-to-Merge
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# Description This PR extends the system originally created for Shadeskip, into a system that allows any (currently existing) anomaly effect to be replicated as an Instant Action psionic power. This will be needed for Wizard/Rogue Psion antagonists. I'll be making a metric shitton of new powers using this in separate PRs. This is extremely blatantly re-using code as-is from the various Anomaly Systems, because it unfortunately turns out that it's simply not possible to build a constructor to interface between Psionics and Anomalies. # Changelog No changelog because this isn't player facing. --------- Signed-off-by: VMSolidus <[email protected]>
# Description Adds a new Type for Prototypes to inherit instead of IPrototype with standard localization formats and lambda shortcuts to them. ---
# Description This PR adds a new psionic power, that of Telekinetic Pulse. This also fixes a crash related to the Anomaly Power System. # TODO - [x] Finish localizations. <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> # Changelog :cl: - add: Added Telekinetic Pulse power. - fix: Fixed a crash related to Shadeskip
<!-- 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]? --> Changes Windows, Tables Sprites, and fixes the state for the airalarm. Directional windows needed to be updated as we updated the previous ones, tables looked ugly and needed an update, its was provided. Airalarm has its danger state set to warning, and the other inverted, this fixes it too. --- # 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] AirAlarm State Fix - [x] Window/Windoor Sprite - [x] Tables --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/aa05ca6e-5d1c-4ade-9158-78cfb7ced31d) </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: Directional Windows and Tables has gotten new sprites! - fix: AirAlarm Inverted Alert States has been fixed!
# Description This ports WWhiteDreamProject/wwdpublic#56 The new Respawn System is one that allows players to return themselves to the lobby after a configurable delay, while also requiring that they respawn as a different character upon returning. # TODO - [x] Finish the usual cleanup # Changelog :cl: - add: Ported a Respawn System. This system allows players to return themselves to the lobby, while also requiring that if they re-enter the round, that they must do so on a different character. --------- Co-authored-by: Spatison <[email protected]>
# Description Who the fuck gave them 80% temp resistance? TODO: actually test this # Changelog :cl: - fix: Winter boots are no longer able to protect you from insane temperatures. Signed-off-by: Mnemotechnican <[email protected]>
# Description How did this pass code review? # Media <details> ![image](https://github.com/user-attachments/assets/1161cc1e-3f61-4b2d-95e1-ab120fd3a1e1) ![image](https://github.com/user-attachments/assets/3bc1c945-98db-403e-94b1-351d13574aaf) </details> # Changelog N/A --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: stellar-novas <[email protected]>
# Description Makes natural blood regeneration use up some hunger and thirst, and halt completely when you are starving/dying of thirst. This is necessary to fix two issues: 1. It being possible to feed off of your own blood, by repeatedly drawing your blood and injecting it back with a syringe. (I actually know a few people on floof who do that on a daily basis) 2. Hunger and thirst having no real impact on gameplay, besides giving you a mildly annoying depression overlay when low. This PR also slightly refactors the blood deficiency trait so that it's no longer completely hardcoded in the bloodstream system. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/f8634de5-19bd-44a5-ada2-62f4504bf3d4 </p> </details> # Changelog :cl: - add: Blood regeneration now uses up hunger and thirst, and comes to a halt when you are very hungry or thirst. - fix: It is no longer feasible to drink your own blood to satiate your own hunger.
# Description This PR updates the Localizations relevant to the Reptilian species by significantly expanding upon them as Unathi, which is how they are typically referred to as in both /tg/station and Baystation12 derived codebases in SS13. I have added a new "Rare" language taken from Aurora, called Azaziba, which can only be taken by Unathi as a bonus language trait. Translators for this new language Azaziba are intentionally not obtainable ingame except as spawned by Admins. This is a "Rare" language, and shouldn't be accessible to players outside of Unathi obtaining the trait. The biggest change in this update however is a massive expansion upon the Unathi Guidebook entry, providing a significant volume of Lore, which is largely taken(with slight modifications) from https://wiki.aurorastation.org/index.php?title=Unathi (Which, I can do this since their wiki has a Creative Commons license). This is probably the best way to get good quality lore for them, other than by writing it myself. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/842d9c40-3cf3-41ab-a9fe-f0aac81c1bce) ![image](https://github.com/user-attachments/assets/f1ef8090-97a4-46f9-8548-9389606d4e3b) ![image](https://github.com/user-attachments/assets/870ab41c-fe00-45cf-8440-51cfe3f0b164) ![image](https://github.com/user-attachments/assets/09a8548a-cb98-4158-b0a8-e641078ecf80) </p> </details> # Changelog :cl: - add: Localizations for Reptilians that acknowledge them now as Unathi. - add: Azaziba has been added as a new "Rare" language that can only be taken by Unathi. Translators between Azaziba and Tau-Ceti Basic do not exist, please do not make them. - add: SIGNIFICANTLY expanded upon the Guidebook for Unathi by including a large volume of lore taken from the Aurora Station Wiki.
# Description Fixes a bug with CloningSystem. It now correctly spills blood upon cloning fail. # Changelog :cl: - fix: Fixed a bug with CloningSystem. It now correctly spills blood upon cloning fail.
# Description This PR adds a CVar that allows server hosts (such as N14 who need it) to optionally disable the Crit Threshold modification part of the MoodSystem. This is useful if a server has some other system that frequently messes with Thresholds, and that a server host wishes their system to not have to fight with Mood for it. # Changelog No changelog because this isn't playerfacing.
# Description Fixed some logic issues on downed entities, as beds and being carried would change their draw depth to a SmallMobs without setting it back appropriately. --- # Changelog :cl: Mocho - fix: Fixed downed entities having their draw depth set incorrectly after being picked up, or laying on a bed.
# Description This PR adds a CVar to the Respawn System that optionally allows players to respawn as the same character. # Changelog This isn't player facing, so none.
# Description This PR adds two more drug related moodlets, neither of which are addictions. This would be Space Drugs and Ethanol. # Changelog :cl: - add: Added positive moodlets for drinking Space Drugs and Alcohol.
# Description This PR nerfs the Lotophagoi Oil addiction so that the bonus only lasts 10 minutes, and the withdrawl only 10 minutes as well. # Changelog :cl: - tweak: Nerfed Lotophagoi Moodlets so that both the positive and negative moodlets only last for 10 minutes. The total mood modification has been left untouched.
# Description This PR removes the Supercrit mechanic from the standard Shadeskip. The Supercrit version will return as a WIZARD POWER. # Changelog :cl: - add: Shadeskip no longer creates Stationwide Shadow Kudzu when casting at high glimmer.
# Description Part 3 of my evil plan to make salvage not suck: Give them a fancy goody, but with a twist. This PR adds the Pathfinder Expedition Vessel from Frontier, which replaces the Shittle as the default salvage shuttle to spawn on each map. I have my own funky reasoning for this. The primary one being, "The Pathfinder is powered by an AME. This means salvage are REQUIRED to periodically return to the station to get fuel. It is impossible for them to refuel themselves away from the station." It also, notably, spawns with an Expedition Console. More on that in a follow-up PR where I rework expeditions to work "More like Frontier". # TODO <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/f516ffdc-585b-4e00-83b3-f1fd78b3ffd1) ![image](https://github.com/user-attachments/assets/8c6bffcb-f6a7-4963-93a8-8f6d90957eb8) </p> </details> # Changelog :cl: - add: The Salvage Shittle has been replaced with the Pathfinder Expedition Vessel from Frontier.
# Description I apparently accidentally removed the Crusher weapons from their spawner. This PR corrects that. Additionally in case this ever happens again, I've also decided to add the Crusher Dagger as a loadout option for salvage techs. # Changelog :cl: - add: Salvage techs can now buy a Crusher Dagger in their loadout. - fix: Re-Added the Crusher weapons to salvage spawners.
<!-- 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 ports the "Gax" map directly from Estação Pirata, making some changes and corrections. This PR ports rbertoche/space-station-14#80 Gax is a recreated ss13 map, originally from YogStation (SS13) --- # 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 --> --- <!-- 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> ![Gax-0](https://github.com/user-attachments/assets/88e4daa5-0de1-4a68-b6ae-d957056a1b29) </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: - add: A new map called NCS Gax has been added to rotation. --------- Signed-off-by: Ichaie <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: VMSolidus <[email protected]>
<!-- 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]? --> No merge this time, quite literally just basic changes. Should solve all issues, as this is how I did it on my fork. Changes carp rifts and nuke arming to use readable locations. --- <!-- 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> ![Beacons example](https://github.com/user-attachments/assets/9272b442-9b11-41b3-a0d1-d7954a645b1d) </p> </details> --- # Changelog nah
# Description Cherry-picks space-wizards/space-station-14#28375 to fix an issue with BUIs closing themselves. Co-authored-by: metalgearsloth <[email protected]>
<!-- 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]? --> Fixes the call shuttle button.
# Description Maintainer suggested changes broke the AddTrait and ReplaceTrait functionality of the Version 2 Trait Functions. This restores their functionality. # Changelog :cl: - fix: Fixed AddTrait and ReplaceTrait functions giving players an unmodified, completely default component.
This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]>
# Description Added missing environment variable for nix-shell. I don't like everytime write `export DOTNET_ROOT="/path/to/folder"`, so it should be done by post script in `shell.nix`
…. This will break special.
This significantly improves the quality of the language system by fixing the mistakes I've made almost a year ago while developing it. Mainly, this throws away the old half-broken way of networking in favor of the component state system provided by RT. Language speaker comp is now shared with SendOnlyToOwner = true, and its state is handled manually. In addition to that, this brings the following changes: - UniversalLanguageSpeaker and LanguageKnowledge are now server-side - DetermineLanguagesEvent and LanguagesUpdateEvent are now shared (so that future systems can be built in shared, if needed) - Everything now uses the ProtoId<LanguagePrototype> type instead of raw strings (god, I hated those so much) - The server-side language system now accepts Entity<T?> arguments instead of EntityUid + T - UniversalLanguageSpeaker is now based on DetermineEntityLanguagesEvent and gets an Enabled field, which allows to turn it off. This may have some use in the future. - Some minor cleanup <!-- TODO MEDIA <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> --> No cl --------- Co-authored-by: VMSolidus <[email protected]> (cherry picked from commit 8c5faf3)
Nope, I need to do this completely from scratch. |
Whelp |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Basing this off of #692