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Upstream merge 28 jan #794
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# Description Fixes the attack values of mining weapons which were messed up in the Wizmerge. For the pickaxe, I reverted all damage values to be the same as before. For the mining drill however, I opted to keep the rapid fire rate because it was an interesting effect and just added the extra range from pre-wizmerge and the throwing damage back. I also **greatly reduced the mining drill's stamina cost** because it was a common complaint among players. Before the wizmerge, the mining weapons (pickaxe and drill) were in `Resources/Prototypes/Entities/Objects/Weapons/Melee/pickaxe.yml` but they got moved to `Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml` and thus the EE-specific changes got wiped. Also fixes a subtle bug in `SharedMeleeWeaponSystem.OnMeleeSelected`, responsible for resetting the cooldown of a melee weapon upon selecting it, that treated attack rate as attacks per second as opposed to seconds per attack : ```diff private void OnMeleeSelected(EntityUid uid, MeleeWeaponComponent component, HandSelectedEvent args) { ... - var minimum = curTime + TimeSpan.FromSeconds(1 / attackRate); + var minimum = curTime + TimeSpan.FromSeconds(GetAttackRate(uid, args.User, component)); if (minimum < component.NextAttack) return; component.NextAttack = minimum; DirtyField(uid, component, nameof(MeleeWeaponComponent.NextAttack)); } ``` Bug above was particularly noticeable for weapons with a very fast attack rate like the mining drill and north stars, which caused the `NextAttack` delay on select to be 4 seconds instead of 0.25 seconds. Another subtle issue, the Goliath's attack rate field was `0.75` but the field was set from Wizden and means attacks per second, not seconds per attack so I changed it `1.33`. ## Media **Pickaxe** <img width=300px src="https://github.com/user-attachments/assets/8bf1290e-6506-4ac8-9b8b-2bb23a2013b6"> **Mining Drill** <img width=300px src="https://github.com/user-attachments/assets/2f852a29-7b58-4e33-8264-67bab87254fd"> **Diamond Tipped Mining Drill** <img width=300px src="https://github.com/user-attachments/assets/750fa019-17dc-4d21-900c-88526c873771"> **Mining with Mining Drill** https://github.com/user-attachments/assets/a9822ccb-c991-4341-a076-fd89a8689e0c ## Changelog :cl: Skubman - fix: The mining drill now has a fast fire rate and extra range again. - fix: The pickaxe and the mining drill can now be used as throwing weapons again. - fix: Fixed a bug where selecting weapons with a fast attack rate took a few seconds before you could attack with them. - fix: Fixed the Goliath attacking too fast. - tweak: The power attack stamina cost of mining drills has been reduced to 0.7 stamina. - tweak: Re-adjusted the damage of the pickaxe.
# Description This adds the Magistrate to the role list of Central Command VIPs. This also splits up the Central Command VIPs into their own department named "Dignitary" for the purpose of making it clear that Central Command VIPs are above Command and should be responding to orders from Central Command. --- # TODO Lots of stuff to do here, mostly just transferring Chief Justice's loadout to also work for Magistrate (most of it). I'll also list the basics I've done as well. ### Magistrate-Specific - [x] Add Magistrate-only Access (for locker). - [x] Add Magistrate Job, Job Icon, and PlayTimeTracker - [x] Add Magistrate clothes (ported from PS13) - [x] Add Magistrate job spawner. - [x] Add Magistrate Locker Teleporter and Locker. - [x] Add Magistrate Contents to Locker. - [x] Add Magistrate loadout (Chief Justice included). - [x] Add Magistrate stamp and stamped icon. ### Dignitary Department - [x] Add Dignitary Department. - [x] Put Magistrate, Blueshield Officer, and Nanotrasen Representative in Dignitary. - [x] Add FTL for Dignitary. - [x] Put Dignitary above Command. ### Map Stuff - [x] Add Magistrate job spawners to maps. - [x] Add a Centcom Wintercoat to NTR and Magistrate on the Glacier map.\ ### Extras/Fixes - [x] Add winter coats for Magistrate and NanoRep on Glacier. - [x] Fix the category grouping FTL for NTR and BSO. --- # Media <details><summary><h3>Lobby/Customization Screenshots</h3></summary> <p> Jobs Listing  Category Grouping  </p> </details> <details><summary><h3>Items/Clothes/Entities</h3></summary> <p> Stamps (Stamp shows the same in the spawn menu)  Magistrate Robes  Spawner & Magistrate Robes  Access List  PDA Crew Manifest  Lockers with Teleporter  Locker with Contents (from Teleported Locker)  </p> </details> <details><summary><h3>Map Spawners</h3></summary> <p> Arena  Asterisk  Core  Edge  Europa  Gaxstation  Glacier (Winter Coats for NTR and Magistrate as well.)  Hammurabi  Hive  Lighthouse  Meta  Pebble  Radstation  Saltern  Shoukou  Submarine  Tortuga  </p> </details> <details><summary><h3>Misc. Minor Fixes</h3></summary> <p> Chief Justice Access  Category Groupings (BSO AND NTR)   </p> </details> --- # Changelog :cl: - add: Added Magistrate role. - add: Added Dignitary Department. - add: Added winter coats for NTR and Magistrate on Glacier Spawn. - tweak: Moved Blueshield Officer and Nanotrasen Representative to Dignitary Department. - fix: Fixed the category groups identifier for BSO and NTR in Loadouts. - fix: Fixed Chief Justice tag in ID Card Computer. --------- Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
# Description Adds new attributes to Vigor and Lethargy to catch up with the recent traits: Vigor: - Still has +10 stamina - Now increases stamina regen per second from 3 to 3.6 - Time to regenerate 50 stamina: ~13.8 seconds - (As a reference, the base time to regenerate 50 stamina with 3 regen is ~16.6 seconds) - Now reduces the delay of stamina regen after stamina damage from 3 seconds to 2.25 seconds Lethargy: - Still has -15 stamina - Now decreases stamina regen per second from 3 to 2.4 - Time to regenerate 50 stamina: ~20.8 seconds - Now increases the delay of stamina regen after stamina damage from 3 seconds to 3.75 seconds As a bonus change to be consistent with the traits, Onis and Felinids now have their stamina regen scaled precisely with their non-standard stamina points, such that the time where they regenerate all their stamina is the exact same. Onis have (3 * 1.15) 3.45 stamina regen, and Felinids have (3 * 0.85) 2.55 stamina regen. ## Why / Balance Vigor/Lethargy was one of the traits designed early in Einstein Engines' lifetime. For better or for worse, Vigor has been powercreeped by several traits in the same cost bracket:  Why get a +10 stamina stat increase when for the same points you can either have a constant source of power attacks (Martial Artist), traverse difficult terrain faster (Parkour Training), or have a constant 10% armor (Dermal Armor)? Adding faster stamina regen could mean more stamina for Power Attacks in prolonged fights, and being able to recover from stamina slowdowns faster, escaping bad situations more efficiently. This makes Vigor more or less up to par with the new traits. ## Media **New Vigor Description**  **New Lethargy Description**  ## Changelog :cl: Skubman - add: The Vigor trait now has additional effects! Aside from increasing stamina, Vigor now increases stamina regen per second, and reduces the delay of stamina regen after taking stamina damage. The opposite effects have been added to the Lethargy trait. - tweak: The Oni species now has slightly increased stamina regen, and Felinids decreased stamina regen.
 # 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 full glimmer float being displayed to chat by Sophia.
<!-- 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 Fixed not having enough space for longer chemicals on the ChemMaster UI. --- # 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 not having enough space for longer chemicals on the ChemMaster UI.
<!-- 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]? --> My bad --- # 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 IPCs being unable to cryo.
# Description This PR splits all the CVars into separate files. Unfortunately I need to hella clean this up by restoring all the CVars that are different on EE, because cherrypicking it reset everything to Wizden's Defaults (Including CVars that no longer exist on EE, and removing CVars from systems I codeown now, such as Atmos, Guns, and Melee). # Changelog No changelog because this isn't player facing. :) --------- Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
# Description This PR adds in the classic Asimov's Three Laws of Robotics as a standard lawset for Synthetics. The laws are given thus. Law 1: A robot may not injure a human being or, through inaction, allow a human being to come to harm. Law 2: A robot must obey the orders given it by human beings except where such orders would conflict with the First Law. Law 3: A robot must protect its own existence as long as such protection does not conflict with the First or Second Law. The localizations for them are intentionally left exactly-as-is from the original 3 laws written by Isaac Asimov. Yes this is totally different from "Crewsimov", yes this does actually mean an Asimov AI isn't required to obey orders given to it by a Moth. Yes this does actually mean that the AI isn't allowed to "Harm" nukies so long as it can verify that the Nukie in question is a human. Also includes this cherry-pick space-wizards/space-station-14#31040 Because this is a fix for a crash that was happening in my dev environment... # TODO <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog :cl: - add: Added the classic Asimov's Three Laws of Robotics to the game. - add: AI now starts with Asimov laws by default, instead of "Crewsimov". --------- Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
<!-- 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 how the ChemMaster works: 1. Removes the amount buttons and instead uses a textbox that resets whenever a value is entered or focus ends. 2. Shrinks the ChemMaster again. 3. Adds sorting options, including for quantity, last added, and a sort option for the (default) alphabetical order. 4. Sorting options save via the ChemMaster itself, not per-user. Video showcase: https://discord.com/channels/1218698320155906090/1218698321053356060/1330129166384894046 --- # 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: Added sorting options to the ChemMaster. - add: Added the ability to input custom amounts into the ChemMaster via a textbox that resets on change. - tweak: The width of the ChemMaster UI has been lowered. - remove: Removed quantity buttons from the ChemMaster. --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com>
# Description This PR adds a new server configuration that disables the special Scream Action that all players spawn with. It's stupid, it's NRP. And you can still scream with the emote or emote wheel. If the config is set to false at roundstart, the Scream action simply won't spawn. # Changelog :cl: - tweak: The "Scream Action" no longer appears by default. It may be set in your server's configuration to spawn or not.
# Description Apparently a lot of people were extremely angry that this was defaulted false. # Changelog :cl: - tweak: Scream is once again by default on the action bar. The server configuration for removing it still exists however.
…us/Einstein-Engines into Ignore-Warnings-In-Tests
I'm running the tests on this, and enabling the Build & Test Debug. I need to see what's actually going on. |
Diff RSI's is such a stupid and pointless test, wheeee. We had it disabled upstream because it serves literally no purpose other than to be annoying and pointless. |
…rely upstream in a more maintained way.
Peptide: Some fixes from me.
This adds the wonderful `Psionics Registry Computer` which allows you to, just like Criminal Records, mark people that will show their icons to other individuals wearing the appropriate gear, and will allow you to keep track of such individuals in a similar way by making a `PsiWatch` app that will show the reasons. For the purposes of easement, I've left the fingerprints and DNA in there, but individuals will not show up with it in the actual file. The game would just crash when I removed the filters, so I left them in. The dropdown also just looked cleaner when it was there instead of removing it and replacing it with a label. I've recolored the sprites for the sec-glasses and sec-HUD to make the epi-glasses and epi-HUD using Epistemics colors. I've recolored the sprite for the CriminalRecords computer to look different and be cool. --- A list of things I've done split into categories. - [x] (Recolor) Sprite the epi-glasses and epi-HUD. - [x] Sprite the PsionicsRecords computer screen. - [x] Sprite the Psionics Status icons. - [x] Change the sprite for the Psionics Abusing (it is hard to tell any difference from suspected right now). - [x] Set up records XAML that basically duplicates the Criminal Records. - [x] Remove History (not necessary). - [x] Change all the naming schema to match. - [x] Change the categories and setup reason-requirement for each submission type. - [x] Change the "reason" to "psionics" so it is more intuitive. - [x] Setup computer to show UI. - [x] Setup system to report to report to Epistemics (Science) radio when anything is changed. - [x] Setup the system to only accept Epistemics (Research) access. - [x] Setup the computer board. - [x] Setup the sprites for the computers. - [x] Create the icons and ensure the ShowPsionicsRecordIcons prototype works. - [x] Create the entity prototypes for the glasses and HUD in the game to show textures. - [x] Set it up so the glasses and HUD show the user the icons when they're wearing them (having hard time fixing this at 06:00 in the morning). - [x] Setup the PDA app to mimic the SecWatch app as its own (PsiWatch). - [x] Add the PDA app cartridge to Chaplain, Mantis, Cataloguer, and Mystagogue. - [x] Add cartridge to the Mystagogue locker (so they can give others it). - [x] Add the epi-HUD to the Chaplain, Mantis, Cataloguer and Mystagogue. - [x] Add the epi-glasses to the Mystagogue. - [x] Add the epi-glasses to Chaplain, Mantis, and Cataloguer (for 3 points). - [x] Add the Psionics Registry Computer to every map. - [x] Make the computer only work for Chaplain (Chapel), Cataloguer (Library), Mantis (Mantis), and Mystagogue (ResearchDirector). - [x] Fix Chaplain PDA (did not have any programs installed automatically, now it does). --- I will add more media when I finish the rest. For now, it's just us. <details><summary><h3>Registry Working</h3></summary> <p> https://github.com/user-attachments/assets/f534a1b6-6873-4bcd-9fe5-c7138069ecc0 </p> </details> <details><summary><h3>Loadouts and PsiWatch</h3></summary> <p> Cataloguer  Chaplain  Mantis  Mystagogue  --- No Users in PsiWatch  Suspected in PsiWatch  Registered in PsiWatch  Abusing in PsiWatch  PsiWatch in PDA  Picture of the PDAs and PsiWatch Cartridge  --- Mystagogue Lockers with PsiWatch Cartridge  </p> </details> <details><summary><h3>Mapping Locations</h3></summary> <p> Arena  Asterisk  Core  Edge  Europa  Gaxstation  Glacier  Hive  Lighthouse  Meta  Pebble  Radstation  Saltern  Shoukou  Submarine  Tortuga  </p> </details> --- :cl: - add: Added Psionics Registry Computer. Now you can record Psionics users in Epistemics. - add: Added epi-glasses and epi-HUD to see Psionics Users icons. (Chaplain, Cataloguer, Mantis, and Mystagogue have access in loadout). - add: Added PsiWatch. Now you can see the Psionics Records data on your PDA! - fix: Fixed Chaplain not having any programs in their PDA on spawn. --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit fc7ecc4)
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DO NOT SQUASH MERGE
Fixes bugs with audio and menu