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Upstream Merge #13
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Upstream Merge #13
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# Description - Generalizes cocooning - Allows any mob to be cocooned - Cocoon bloodsucking moved to vampirism system - Any blood sucker can drink from cocoons - Vampirism no longer fails if bloodstream isn't normal blood, but gives a pop up - Vampirism `WebRequired` actually works in a way that makes sense - Adds cocooning and bloodsucker to all spider mobs + Arachnids resolves #978 --- # Changelog :cl: - tweak: All spiders, arachne, and arachnids can cocoon mobs, and drink their blood. --------- Co-authored-by: VMSolidus <[email protected]>
* fix orphaned storage grid pieces getting stuck to the cursor * instead of denying it, update it smartly # Description This cherry-picks space-wizards/space-station-14#27960 Which should fix our storage UI bugs. Co-authored-by: Nemanja <[email protected]>
# Description - Adjusts the "danger" status threshold in Air Alarms to 20 kPa, resulting in "warning" status at the expected 90 kPa. - Fixes the issue where air alarms had "danger" status at 20 kPa and "warning" status at 21 kPa --- # Changelog :cl: zelezniciar - fix: Fixes Air Alarms not entering danger/warning state when pressure is low --------- Co-authored-by: VMSolidus <[email protected]>
# Description This PR adds Languages to Personal Ai devices, allowing them to act as an interpreter for their owner. PAIs carry knowledge of all "Common" languages(Not including anything species specific, or Rare), plus the ability to understand(but not speak) Sign language. # Changelog :cl: - add: Personal Ai devices now come loaded with knowledge of all "Common" languages, including Sign language, allowing them to interpret for their owner.
# Description Default values for melee weapon contests were causing balance issues with Mobs that interacted with it, such as Carps being able to defeat the damage threshold of reinforced walls when the intention is that they shouldn't be able to. Also the logic on ContestDisadvantages was inverted, so this fixes that. # Changelog :cl: - fix: Fixed issues with Contests System that allowed mobs such as Space Carps to smash through barriers that were not intended to be breakable by said mobs.
make it so you cant build disposal pipes in impassable objects (like walls) <!-- 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 This Fixes #1072 By cherry-picking space-wizards/space-station-14#28447 Co-authored-by: NazrinNya <[email protected]>
# Description Closes #1080 This PR fixes Cryptobiolin so that it correctly adds a temporary "PsionicsDisabled" and "PsionicallyInsulated" status effect to the consumer. This effect lasts for 15 minutes, and is intended to be a highly effective means of providing protection from psionics, especially in the case of a Code White call. # Changelog :cl: - fix: Fixed Cryptobiolin not providing temporary Psionic Insulation. It now provides protection from psionic abilities and events for 15 minutes.
# Description It takes 10 minutes to smoke a cigarette, and by the time the cigarette is done smoking, the nicotine addiction benefit wears off, meaning that the instant you stopped smoking, you would immediately suffer the need to smoke again. A better fix would be a more comprehensive refactor of addictions into its own special system, but we're currently in a state of "Rapid fire fixes" so this will do for now by bumping the benefit time up to 17 minutes. I've also done the same for Loto Enthrallment. # Changelog :cl: - tweak: The mood benefit from Nicotine and Lotophagoi Oil has had its duration increased from 10 minutes to 17 minutes. You should no longer IMMEDIATELY feel a need to smoke as soon as the first cigarette is done.
# Description Closes #1075 It was basically impossible to eat or drink without triggering the negative moodlet, and this feels entirely the wrong direction for players to be penalized for these actions. So I've simply inverted the penalty into a bonus. # Changelog :cl: - tweak: Completely satiating all hunger or thirst now provides a mood bonus instead of a penalty.
# Description For #1070 This PR adds a proper arrivals dock to the Arena map, with actual Arrivals airlocks. This allows the map to function properly with servers having the Arrivals shuttle enabled. # TODO <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/58976cdf-9869-487c-8b38-de0a3eca2307) </p> </details> # Changelog :cl: - add: Arena now has a properly functional Arrivals Dock.
# Description Need someone to test this change first. Resolves #863 Closes #149 # Changelog :cl: - fix: Sechud should no longer stop working when someone in your PVS is set to "wanted".
# Description Mechs have a more realistic weight now. :) Fixes #666 # Changelog :cl: - add: Ripley now weighs a few tonnes. Good luck ever pulling it.
# Description All pistols were lacking the AmmoCounterComponent, needed to display their ammo in the UI like all the rest of the guns. # Changelog :cl: - fix: Handguns(Such as Mk58, Viper, Cobra, etc.) now display their ammo counter in the UI.
# Description This fixes a bug reported by @DURK over discord, whereby if a Harpy's player disconnects, their midi player does not correctly close, causing the song to perpetually play. # Changelog :cl: - fix: Fixed Harpies not ceasing with their singing when a player disconnects.
# Description Someone came up with the fix for this 3 days ago, and then never PR'ed it here. So I guess I'm PR'ing it now while I'm still on a bugfixing binge. # Changelog :cl: - fix: addpsionicpower command now works.
# Description Since you get your Backpack from your Loadout, Chaplain no longer gets his bible from his backpack. Actually NOBODY gets their Filled backpacks anymore. Every job that previously had a Filled backpack needs to have their shit added to Loadouts. This PR adds loadout categories for the Chaplain to get his Bible and Stamp back. I spent literally 2 fucking hours trying to figure out why I can't add job specific categories to Science, and have nothing to show for it. So Uhh.. Fuck. I don't know why I can add job specific categories for service, but can't for Science. # Changelog :cl: - add: Chaplain's Bible and Stamp is now found in Loadouts.
# Description For #1070 This PR adds a dedicated Arrivals docking area, notably dropping people off at the "Village" rather than the Evac site. I felt it was more appropriate to drop people off at the village than near any industrial area, as it helps add to some of the map's charm that the first thing people see is a wintery wonderland village area. # TODO <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/2d672116-95ea-4c36-91fc-1e6c66de7506) </p> </details> # Changelog :cl: - add: Glacier now has a dedicated Arrivals dock that leads into the Village.
# Description This PR does two things. First it updates the code behind the Syndicate Listening Outpost event so that it isn't completely dogshit anymore. Thanks to my college for teaching me Trigonometry, I now actually know how to write a system like this from scratch. A key note is that the new system for spawning the outpost actually accepts a List of shuttle paths, and will randomly select a shuttle from said list to be spawned. This allows people to potentially make "Variant" listening outposts, such as a much larger 8-person outpost. It also now has support for Multi-grid or map stations, via the GetSpawnableStations function, which it uses to select a random station to spawn in reference to. This PR also makes significant updates to the ListeningPost, extending the outpost bridge to include new consoles, such as the Syndicate Communications Console, which allows the LP operators to troll the station even harder. As well as camera consoles, assuming we ever get cross-grid cameras working... The listening post also gets a new cargo dock, with concealed turret shutters inside the dock, and a window facing into the cavern entrance. The cargo dock can be docked by ships, presumably for directly exchanging supplies and equipment with the listening post. To make use of this dock, the Listening Post now has actual syndicate supplies, in the form of their surplus crates, which will serve either as loot for salvage, or supplies to be given to syndicate agents should they have some way of getting to the outpost. Woe upon a station should they ever team up with Nukies. The asteroid has also had its defenses beefed up, with turrets in various positions to guard it from spaceborne attackers. Salvage players are REALLY going to have to work to crack the outposts open and get to their goodies. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/67e1048a-1b5a-4495-a2f2-b0fcac90badb) </p> </details> # Changelog :cl: - add: The Syndicate has significantly expanded their Listening Outpost operations, featuring larger, better defended outposts. These new outposts also serve as supply depots for Syndicate agents in the field.
# Description Closes #1076 This fixes the "Steal The HoS's weapon" objective by first making it a SINGLE objective that allows to stealing any of the HoS Weapons, regardless of which one was selected. It also toggles on the "VerifyMapExistence" setting for this objective, so that it will correctly not generate if the station's Head of Security either isn't present, or simply chose not to take an antique weapon to the station(I don't know why they would do this, but it's an option). # Changelog :cl: - fix: Fixed the "Steal The Head of Security's Weapon" so that it is now a single objective that counts for any anique weapon chosen by the Head of Security. The objective will also once again correctly not generate if there are no valid items for it on the station.
# Description Spiritual successor to an old unintended interaction in Delta V, where LP ops would spawn with uplinks. Except instead of having objectives its just an uplink with 20TC. Why? Because it turns LP Ops from a simple nuisance into a potential threat that can send support on station for you, and makes taking a trip to the outpost to cash in some TC a very viable strategy. Salvage might be more inclined to raid them too, so thats gonna be fun. # Changelog :cl: Mocho - add: Added an uplink with 20TC for all Listening Post Operatives
# Description Some of the icons consist of multiple layers so they were incorrectly displayed in radial selector menus. Now this system uses the same method PrototypeSelectorMenu uses. ![image](https://github.com/user-attachments/assets/49de1798-e909-4e0a-8495-ca52c227b121) --- # Changelog :cl: - fix: Layered icons are now properly displayed in radial menus. Signed-off-by: Remuchi <[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 I don't understand why it hasn't been done before tbf. https://github.com/user-attachments/assets/6ea2a3eb-80ce-4905-b546-7b8902308533 --- # Changelog :cl: - add: Clicking on health alert now will print message in chat, displaying your health state. --------- Signed-off-by: Remuchi <[email protected]>
# Description Made by request from Nuclear14, while also adding a trait that was present both in Parkstation, as well as something N14 would like to have. This PR extends the TraitSystem so that it can now also add or remove Factions from a character. It also adds in the Animal Friend trait from Parkstation/Fallout: New Vegas. # Changelog :cl: - add: The Animal Friend trait has been added to the game. Characters with this trait are not attacked by animals. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[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 Introduces a telescopic baton - a new self-defense weapon for command staff DEVELOPERS: * Adds a way to apply status effects with pre-made component. AWAITING DISCUSSION: * Currently, the system works that players are rewarded for their skill and ability to click precisely. The batton will knockdown someone only in first 1.5 seconds after extending it. If you fail to do so, you'll have to retract it and extend once again, which takes about 4 seconds total. --- <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/cc19bf44-391e-4d27-9be9-96d3d77bebc8 </p> </details> --- # Changelog :cl: - add: Added telescopic baton - a self-defense weapon for Command staff. --------- Signed-off-by: Remuchi <[email protected]> Signed-off-by: VMSolidus <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description This PR Implements a new dedicated "Psionic Familiar System", allowing a new class of powers for summoning Familiars directly. Familiars are Psionic entities called from other planes of existence, who will follow and protect the caster, with their life if necessary. Familiars can never hurt their summoner, and inherit all of the faction tags of their summoner. When the summoner dies or is mindbroken, his Familiars are "sent back from whence they came". Notably, Psionic Familiars are not like Remilia or the Ifrit, they do not **depend** on being player controlled ghostroles, although they can be! If not player controlled, they instead function as an NPC, similarly to a Rat King's Servants. # TODO - [X] Implement new familiars for this system to use - [X] Get sprites ready for the summon familiar spells. - [x] Move Remilia and the Ifrit out of their Bible, and into the new Psionic Familiar System. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/8e89021b-3529-4b48-9909-7e8bfd72d587 ![image](https://github.com/user-attachments/assets/f89cbcc5-fb43-423a-a571-8aed9a5cfbba) </p> </details> # Changelog :cl: - add: A new class of Psionic powers has been added, "Summon Familiar". Familiars are a new kind of Psionic creature that can be summoned by Psions with the right power. Familiars will automatically follow their Master, attack anyone who attacks their Master, fight back when attacked, and attack anyone their Master attacks. Additionally, Familiars are also ghostroles, so that they can be taken over by a player, but otherwise do not require player control to function. Familiars disappear when they die, and will also disappear if their Master is either killed, or mindbroken. Psions can have a maximum of one(1) familiar at a time. - add: New psi-power "Summon Imp", as the first new Psi Familiar. Imps are small motes of living flame that follow and protect their summoner. Imps also emit an incredibly bright light, and can natively cast Pyrokinetic Flare. - add: Remilia has been updated to be a Psi Familiar, and no longer requires the Bible to summon. Chaplains now start with a Power that lets them summon Remilia once every 2 minutes. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Remuchi <[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 Default following distance for Psi Familiars was apparently >10 meters, making them have an extremely hard time following their Master in actual live servers. This PR tweaks them to have a maximum 3 meter following distance, the same as Rat Servants actually, so that they can more consistently follow their Master. # Changelog :cl: - tweak: Changed the default "Following distance" of Psionic Familiars from 10 meters to 3 meters, so that they don't have an ungodly hard time keeping up with their Master.
Fix Issue #1124 - The previous description was a butchering of the English language. Third attempt. At least you are better at English than I am at GitHub. I won't screw it up this time.
# Description A shorter/reorganized/generic version of Parkstation's rules. --- <details><summary><h1>Media</h1></summary> <p> https://zerodaydaemon.github.io/drawdown-ss14/ ![image](https://github.com/user-attachments/assets/2410543f-cae8-40e9-9b75-34e29d50544b) </p> </details>
…ngines into upstreammerge
…ion-MRP into upstreammerge
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