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[Upstream] Upstream. Yappie #50

Merged
merged 62 commits into from
Sep 9, 2024
Merged

[Upstream] Upstream. Yappie #50

merged 62 commits into from
Sep 9, 2024

Commits on Sep 9, 2024

  1. Fix Prize Balls' Pet Rock (#831)

    # Description
    
    
    This PR fixes an undetected bug in Prize Balls where an error would
    occur if a prize ball tried to give out a BasePetRock.
    
    ---
    
    No CL No Fun
    
    Signed-off-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    2 people authored and Remuchi committed Sep 9, 2024
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  2. More/Better Tips (#844)

    # Description
    
    This PR adds several new Tips that are specific to Einstein-Engines. I
    also removed some tips that are completely irrelevant to the game. These
    should be as a whole, relevant only to SS14 and Einstein Engines. While
    some joke tips are probably fine, they should still be game relevant.
    
    # Changelog
    
    :cl:
    - add: Several new tips have been added to the game, many of which
    reference new content available on Einstein-Engines.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    2 people authored and Remuchi committed Sep 9, 2024
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  3. Automatic Changelog Update (#844)

    # Conflicts:
    #	Resources/Changelog/Changelog.yml
    SimpleStation14 authored and Remuchi committed Sep 9, 2024
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  4. Fix some Things with Interaction Verbs (#854)

    # Description
    Fixes:
    - Interaction verbs being usable regardless of whether the user can
    access the target (I checked for CanInteract but not CanAccess 😭), which
    fixes #836
    - Certain close-range verbs having a ridiculous 2-tile range (now it's
    1.2, similarly to hugging and other things)
    - Certain locale strings missing
    
    This also separates verb checks into its own method in the interaction
    verb system and adds more error messages instead of one generic "some
    requirements are not met".
    
    # Changelog
    :cl:
    - fix: Fixed a couple issues with the new interaction verb system.
    Mnemotechnician authored and Remuchi committed Sep 9, 2024
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  6. Fix Colored Jumpskirts Actually Being Skirts (#848)

    # Description
    
    This matters for Birbs. All Colored Jumpskirts were incorrectly parented
    to Jumpsuit and not Jumpskirt, meaning that Harpies couldn't wear them.
    This fixes that issue.
    
    # Changelog
    
    :cl:
    - add: Due to NUMEROUS complaints, NanoTrasen has swapped the sticker
    labels on all colored jumpskirts to correctly state that they are
    infact, "Skirts", so now they can legally be worn by Harpies, Lamia, and
    Arachne.
    VMSolidus authored and Remuchi committed Sep 9, 2024
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  8. Ports Trait Rebalance From Floof (#842)

    # Description
    
    
    This PR ports my trait balance changes from Floof. You can find the PR
    for that repo at Fansana/floofstation1#170.
    
    ---
    
    
    # Changelog
    
    :cl:
    - tweak: The cost of many traits have been updated
    - tweak: A few traits have been tweaked
    
    ---------
    
    Signed-off-by: ShatteredSwords <135023515+ShatteredSwords@users.noreply.github.com>
    Co-authored-by: Fansana <116083121+Fansana@users.noreply.github.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    3 people authored and Remuchi committed Sep 9, 2024
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  10. Roboticist (#801)

    # Description
    By a (somewhat) popular request from floofstation, this adds the
    roboticist job (each existing map gets 1 job slot, since robotics on
    each of them is just one tiny room that's more similar to a broom closet
    than a subdepartament).
    
    The job is purely cosmetical and does not offer any new accesses since
    that would require changing a lot of maps and would probably make being
    a scientist in the absense of a roboticist miserable. If needed,
    roboticists can always build blast doors on the entrance to robotics, as
    someone has done before in my experience.
    
    This also adds the robotics PDA, robotics ID card, robotics satchel,
    backpack, and duffel (duffel icon taken from paradise station, rest of
    the sprites is respective science bags recolored by me to match the
    palette of the icon). This also increases the capacity of mystagogue's
    science PDA box to incorporate the new PDA type.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/cb086058-8257-4281-82ad-0f59873a1308)
    
    
    ![image](https://github.com/user-attachments/assets/f9e9e1dd-567c-4d47-a778-5704b3a72265)
    
    
    ![image](https://github.com/user-attachments/assets/60bd6769-026e-4fdc-b5f3-825f99dd92a7)
    
    
    ![image](https://github.com/user-attachments/assets/54a27d9c-b91d-4115-b2d6-258a320d8093)
    
    
    ![image](https://github.com/user-attachments/assets/7168edd5-465a-49a7-99e6-5b1592beb3eb)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    :cl:
    - add: A new Roboticist job has been added. The job does not offer any
    new accesses, but lets you distinguish yourself from scientists.
    Existing maps will need to be updated to support the new job.
    - add: Added new PDA, ID, and bag variants for roboticists. The
    mystagogue will now also find a roboticist PDA in their office.
    
    ---------
    
    Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
    Mnemotechnician authored and Remuchi committed Sep 9, 2024
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  12. Loadouts V3 (#736)

    # Description
    
    Resolves #723
    Resolves #708
    Resolves #691
    Resolves #671
    Resolves #643
    
    Adding/removing loadouts and categories (and trait stuff) will require
    disconnecting and reconnecting to the server (or anything that will
    reload the lobby UI) due to how I've done my caching.
    
    ---
    
    # TODO
    
    - [x] Test entity IDs from loadouts
    - [x] Better Tab Container
    	- [x] Scroll props
    	- [x] Margin props
    	- [x] Make vertical work
    	- [x] Merge buttons
    - [x] Subcategories
    	- [x] Allow the same for traits (their tab is completely broken)
    - [x] Give the Job Picker tab a BoxContainer
    - [x] Different selected unusable color
    - [x] Deselect unusable button
    - Sort menu/Reverse sort direction button
    - [x] Fix scroll resetting on updating
    	- [x] Cache loadouts
    - [x] Ensure everything that can affect reqs updates everything that
    checks reqs
    - [x] More Requirements
    	- [x] Height
    	- [x] Width
    	- [x] Weight
    	- [x] Gender
    	- [x] Sex
    	- Markings
    	- [x] Logic
    		- [x] And
    		- [x] Or
    		- [x] Xor
    	- [x] Item groups
    - [x] #643
    - Something better than `Exclusive`
    	- Allow picking slots for things to go in (hands and inventories too)
    - [x] Add a background to the loadout spriteView
    - [x] Get better style colors
    ---
    - [ ] More PRs
    - [ ] Remove duplicate command loadouts that are outside the command
    folders/categories
    	- [ ] Categorize job loadouts (By dept?)
    - [ ] Fix [every
    loadout](https://discord.com/channels/1218698320155906090/1218698321053356060/1279260210208440361)'s
    IDs (who reviewed them??)
    		- [ ] Make loadout ID migrations?
    
    ---
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    ## New loadouts/traits UI
    
    <!--
    
    ![image](https://github.com/user-attachments/assets/3b296f66-2502-49fb-8e24-5a98117bd5e5)
    
    ![image](https://github.com/user-attachments/assets/48b1ac49-6afb-49d4-ba6e-03a2551f6dfa)
    
    ![image](https://github.com/user-attachments/assets/6c10f68c-a858-478c-a880-f1ac2cf5f033)
    -->
    
    ![image](https://github.com/user-attachments/assets/9a9c3f64-6ba4-40ea-a89e-d5f57efcf7c0)
    
    ![image](https://github.com/user-attachments/assets/3b6f0a36-a474-4ca6-a7c8-90c13e3faa0b)
    
    ## NeoTabContainer allows changing the tab orientation
    
    ### https://youtu.be/krg8TJoQG3I
    
    ![image](https://github.com/user-attachments/assets/81491ad9-45bd-41ed-833e-7295a2216a04)
    
    ![image](https://github.com/user-attachments/assets/deb72919-7efe-4be9-a661-b12aa7dc6976)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - fix: The loadout/trait editors' performance has been improved by
    100~1000x
    - tweak: The character editor's tabs look, feel, and function much
    better
    - fix: Unusable loadouts/traits have an orange color when selected
    - tweak: Loadout previews are now inside the button
    - add: Added a button to remove any unusable loadouts (or traits) you
    have selected
    - add: Loadouts and traits can have subcategories, though only Command
    loadouts use them at the moment
    - fix: Fixed empty loadout categories not hiding
    - fix: Fixed spacing on some loadout requirements' reason text
    - fix: Fixed traits not updating after saving
    # Conflicts:
    #	Content.Shared/Customization/Systems/CharacterRequirements.Profile.cs
    #	Resources/Locale/en-US/customization/character-requirements.ftl
    #	Resources/Prototypes/Loadouts/Jobs/service.yml
    DEATHB4DEFEAT authored and Remuchi committed Sep 9, 2024
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  14. Fix For Discord Changelog (#869)

    Signed-off-by: Evgencheg <73418250+Evgencheg@users.noreply.github.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    2 people authored and Remuchi committed Sep 9, 2024
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  15. Civilian Uniform Loadout Group (#872)

    # Description
    
    I'm going to split the other groups into their own PRs, next up is
    Shoes. This PR adds all of the "Civilian" uniforms to the first of what
    will be many new Loadout Groups, and now takes the opportunity to
    significantly cut down on the loadout point costs of all non-job
    uniforms. Now the overwhelming majority of them are 0 or 1 point, with
    rare few examples being only 2 points. The tradeoff for this is that you
    are limited to a single selection of civilian uniforms to take with you
    to the station, presumably in addition to your job uniform as a spare
    outfit, if desired.
    
    Next up, shoes.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/47804a59-189d-4432-bac9-0b010c50f61e
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - add: The first of all new loadout groups has been added, Civilian
    Uniforms. Only one civilian uniform can be selected, in exchange for...
    - tweak: All non-job specific uniforms have had their points reduced
    drastically, almost all of them down to 0 points, with only a tiny
    handful at 2 points, and the rest as 1.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    2 people authored and Remuchi committed Sep 9, 2024
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  16. Shoes Loadout Group (#873)

    # Description
    
    This is the next PR after
    Simple-Station/Einstein-Engines#872
    This time adding an item group for Shoes, and drastically cutting down
    on the base cost of shoes to compensate.
    
    # Changelog
    
    :cl:
    - tweak: The cost of all shoes in loadouts has been reduced, in most
    cases to 0.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    2 people authored and Remuchi committed Sep 9, 2024
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  17. Hat Loadout Group (#876)

    # Description
    
    Cheaper Hats
    
    # Changelog
    
    :cl:
    - tweak: All non-job specific headgear has been significantly reduced in
    Loadout point costs, most of them to 0.
    VMSolidus authored and Remuchi committed Sep 9, 2024
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  18. Outerclothes Loadout Group (#877)

    # Description
    
    And now Outerwear. :)
    
    # Changelog
    
    :cl:
    - tweak: All non-job outerwear has had their Loadout point costs
    significantly reduced.
    VMSolidus authored and Remuchi committed Sep 9, 2024
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  19. Gloves Loadout Group (#878)

    # Description
    
    Gloves Next. Woo.
    
    # Changelog
    
    :cl:
    - tweak: All gloves have had their Loadout point costs reduced, many to
    0.
    VMSolidus authored and Remuchi committed Sep 9, 2024
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  20. Miscellaneous Item Groups (#880)

    # Description
    
    This is the last of the Loadout Item Group PRs I'm going to do for now.
    This PR adds several more than the previous ones, primarily to split up
    the Items tab into several distinct groups so as to push down the costs
    of many items. In particular, the new groups are:
    
    1. Smokes
    2. Lighters
    3. Instruments
    4. Air tanks
    5. Box Kits(Survival Boxes or Medkits)
    6. Writables
    
    Survival boxes sharing an Item Group with Medkits is kind of intentional
    here. Both of them take up a SIGNIFICANT amount of your starting
    inventory space. Now we can have free survival kits once again, but also
    have as an option, where you can elect to spend some of your loadout
    points to take a personal Medkit instead of a survival box. You can
    think of it as an upgrade over a standard survival kit. :)
    
    # Changelog
    
    :cl:
    - tweak: Item groups for Smokes, Lighters, Instruments, Air Tanks,
    SurvivalBoxes/Medkits, and Writable items have been added. All items in
    these categories have received discounts to their costs, and in some
    cases have become free.
    # Conflicts:
    #	Resources/Prototypes/Loadouts/items.yml
    VMSolidus authored and Remuchi committed Sep 9, 2024
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  21. Neck Loadout Group (#874)

    # Description
    
    And another one! This time Neck slot items. Sequel to
    Simple-Station/Einstein-Engines#872
    
    # Changelog
    
    :cl:
    - tweak: All neck slot Loadout items have had their costs significantly
    reduced, most of them to 0.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    2 people authored and Remuchi committed Sep 9, 2024
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  24. Eyewear Loadout Group (#879)

    # Description
    
    Now for Eyes...
    Last one to do is split apart the "Items" tab.
    
    # Changelog
    
    :cl:
    - tweak: Eyewear have had their loadout point costs significantly
    reduced.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    2 people authored and Remuchi committed Sep 9, 2024
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  25. Masks Loadout Group (#875)

    # Description
    
    Yet another sequel to
    Simple-Station/Einstein-Engines#872
    This time Masks
    
    # Changelog
    
    :cl:
    - tweak: All masks have had their loadout point costs substantially
    reduced.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    2 people authored and Remuchi committed Sep 9, 2024
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  28. Update discord-changelog.yml (#881)

    Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    DEATHB4DEFEAT authored and Remuchi committed Sep 9, 2024
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  30. [Feature] Shortcut Construction System (#861)

    # Description
    
    Interacting with some materials now opens up the radial menu with some
    often used recipes. Port from White Dream.
    
    ---
    
    # Why?
    
    It looks cool I guess. Also required by Blood Cult.
    
    ---
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/8207ea19-f4a3-45e1-b6f2-c870b46b6837
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    
    :cl:
    - add: Interacting with some materials now opens the radial menu
    containing some of the most used recipes of that material.
    Remuchi committed Sep 9, 2024
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  32. fix: a few fixes

    Remuchi committed Sep 9, 2024
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  33. Make Height Sliders Affect Your Bloodstream Volume (#858)

    # Description
    Something that just makes sense, this makes your effect character weight
    affect your bloodstream volume. As a minimum size felinid you will get
    33% of normal blood volume, whereas as something as huge as a lamia you
    may get up to 3 times the normal blood volume.
    
    The resulting volume of your bloodstream can be calculated as `V =
    clamp(normal_volume * mass_contest ^ 0.6)` (assuming default
    parameters), where mass_contest is the result of a mass contest between
    your entity and the average humanoid. For average species like vulps,
    this means that their bloodstream can become up to ~40% smaller than
    normal (at minimum size), or up to 50% larger than normal (at maximum
    size). For onis the range is shifted towards higher values, a maximum
    size oni will have twice as much blood as an average human.
    
    This has both drawbacks and advantages. For instance, having little
    blood means you can bleed out easily, but at the same time it means it
    will take way less blood packs/saline/iron/proteins to restore your
    blood to the normal level. Opposite is also true, having more blood
    means you will be harder to heal.
    
    Also, this PR slightly refactors the HeightAdjustSystem to be more
    flexible.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    
    https://github.com/user-attachments/assets/951c2391-09d8-4a4a-812b-a2394862fadd
    
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - add: Your character size now affects your blood level. Smaller
    characters will have less blood, and larger characters will have more.
    
    ---------
    
    Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
    Co-authored-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    3 people authored and Remuchi committed Sep 9, 2024
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  35. Change Slime Scream (#849)

    # Description
    
    This PR replaces slime_scream_f2.ogg with a modified version of
    Voice/Human/femalescream_5.ogg. The original scream doesn't feel like it
    belongs in SS14 with the other slime sounds (laugh, cry, sigh, etc).
    
    ---
    
    # Changelog
    
    :cl: router
    - tweak: Female slimes no longer have movie screams.
    BasedUser authored and Remuchi committed Sep 9, 2024
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  36. Automatic Changelog Update (#849)

    # Conflicts:
    #	Resources/Changelog/Changelog.yml
    SimpleStation14 authored and Remuchi committed Sep 9, 2024
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  37. Make Hugging/Petting Interactions Affect Mood (#823)

    # Description
    Something that was omitted in #733. Hugging and petting now give
    positive moodlets.
    
    The petting interaction was split into two: one for animals and one for
    humanoids. The one for animals improves both your own mood and the mood
    of the animal, whereas petting a humanoid only improves their own mood.
    In addition to all that, being hugged and being pet do not stack.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/47e8f722-44ee-4d03-a580-65a2946a1920
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - tweak: Hugging and petting interactions now influence mood, just like
    the old hugging.
    
    ---------
    
    Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    2 people authored and Remuchi committed Sep 9, 2024
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  38. Display Language Fonts/Colors in Chat Bubbles (#812)

    # Description
    4 FTL lines changed
    
    Finally them native GC speakers will know what language to respond in
    when speaking to us
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/68d1b1b2-373d-4f98-958d-3659b7cff440
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Chat bubbles now use the font & color of the language of the
    message.
    Mnemotechnician authored and Remuchi committed Sep 9, 2024
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  39. TraitSystem Component Removals (Anomalous Positronics Trait) (#885)

    # Description
    
    This PR implements a new functionality for Traits, while also making
    clever use of the new Loadouts Version 3.0 addition of logic gates.
    Traits have been extended to now also allow for Component Removals,
    ostensibly so that traits can remove species Innate traits. In theory
    this could also be used to completely wipe a pre-existing component, and
    then let the trait fully replace it with a new component.
    
    To make use of this feature, I've added a new trait called Anomalous
    Positronics, which allows for IPCs to "Buy off" their innate Psionic
    Insulation, and thus allow them to be psionic. The previously existing
    psionic traits that required you not be an IPC, now make use of new
    logic gates to require that you are either not an IPC, or have the
    AnomalousPositronics trait. Additionally, roundstart psion jobs, like
    the Mystagogue, Mantis, Chaplain, also all now have a check for "Not
    IPC, OR has AnomalousPositronics".
    
    Finally, thanks to the logic gates, it's now possible to simultaneously
    disallow the roundstart psions from buying Latent Psychic, while also
    still allowing the Chaplain and Librarian to buy Natural Telepath.
    
    # Changelog
    
    :cl:
    - add: Traits now allow for full component removals, enabling traits
    that directly remove innate species traits without the need to hardcode
    new systems for it. Or, to allow species components to be fully removed
    as preparation for being replaced with a new component.
    - add: Anomalous Positronics has been added as a new trait. It removes
    the psionic insulation from IPCs, allowing them to be affected by
    psionics, as well as take roundstart psion jobs like the Mystagogue, and
    also buying traits such as Latent Psychic.
    - remove: NormalVisionComponent and NormalVisionSystem have been
    removed. The NormalVision trait now uses
    TraitSystem.RemoveTraitComponents to do its work.
    - add: Chaplain and Cataloguer can now purchase Natural Telepath.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    2 people authored and Remuchi committed Sep 9, 2024
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  40. Cherry-Pick "Shrimp Mob for Metempsychosis (#862)" (#882)

    # Description
    Cherry-picks DeltaV-Station/Delta-v#862 on
    behalf of the author.
    
    This was not tested; need someone to check if it actually works before
    merging.
    
    # Changelog
    :cl:
    - add: A shrimp morphotype was added to the failure pool of the
    metempsychotic machine.
    
    ---------
    
    Signed-off-by: leo <136020119+leonardo-dabepis@users.noreply.github.com>
    Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
    Co-authored-by: leo <136020119+leonardo-dabepis@users.noreply.github.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    Co-authored-by: Null <56081759+NullWanderer@users.noreply.github.com>
    Co-authored-by: VMSolidus <evilexecutive@gmail.com>
    5 people authored and Remuchi committed Sep 9, 2024
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  43. Fix Translators Not Working Correctly Under Certain Conditions (#834)

    # Description
    This completely refactors the translator system, fixing various issues,
    such as being unable to hold multiple translators at once normally,
    entity languages not getting updated properly if a translator was
    removed from it via stripping or similar, etc.
    
    Also fixes translators being utter shitcode.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/239f831b-7262-4980-932d-c6231dcecf72
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - fix: Multiple issues with translators were fixed. Additionally, you
    can now hold multiple handheld translators at once without issues.
    Mnemotechnician authored and Remuchi committed Sep 9, 2024
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  45. Re-Enable Recycler Gibbing (#822)

    # Description
    
    WAITER, WAITER, PLEASE FEED ME MORE FELINIDS.
    
    # Changelog
    
    :cl:
    - add: Recyclers can now once again eat people when emagged.
    - add: The ability for emagged Recyclers to eat people is now controlled
    by the CVar "reclaimer.allow_gibbing".
    - add: Recyclers require power to eat people. No more dragging emagged
    recyclers into crowds.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    2 people authored and Remuchi committed Sep 9, 2024
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  46. Adds a Toy Which Makes Bwoink Sound (#759)

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    # Description
    
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    This adds a toy hammer based on the old BanHammer from ss13 which was a
    joke toy that made a bwoink sound. It also had a really old description
    which made minor fun of the russian translation changing it to
    'bangammer' and 'reisin' which I decided to keep for the veterans.
    
    ---
    
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/802c1896-f175-4e39-8f2e-97f1df2e88ba)
    
    ![image](https://github.com/user-attachments/assets/39add23b-1503-41ec-b9ce-080cd5757677)
    
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl:
    - add: Added bwoink hammer with bwoink sound
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    3 people authored and Remuchi committed Sep 9, 2024
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  48. AddPsionicPower Command (#807)

    # Description
    
    This PR adds a new console command for directly adding psionic powers to
    an entity. Should an entity not already be psionic, this command will
    additionally make them psionic.
    
    # Changelog
    
    :cl:
    - add: A new console command, AddPsionicPower has been added.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    2 people authored and Remuchi committed Sep 9, 2024
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  51. Fix Maps Missing Assistants (#838)

    # Description
    
    Glacier, Core, and Saltern were missing their assistant job slots(My
    mistake, when the Linter said I needed to set the Overflow job, I
    assumed it meant "Replace the [-1, -1] slot with the Overflow", but
    apparently both are needed.
    
    Additionally, Glacier, Core, and Saltern are now added to the Map Pool.
    
    :cl:
    - add: Glacier, Core, and Saltern now have assistant job slots.
    - add: Glacier, Core, and Saltern are now able to be voted on for map
    selection.
    VMSolidus authored and Remuchi committed Sep 9, 2024
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  53. Update Clothing Assignments of Suit/Skirt (#857)

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    # Description
    
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    Changes some outfits, notably the Operative Jumpskirt, Kimono,
    Dark/Light Monastic Robes, and the Gladiator Uniform to be assigned as
    skirts, rather than suits. This allows harpies to wear them. In
    addition, the UnsensoredClothingSkirtBase base now possesses the
    'ClothMade' tag, allowing moths to eat outfits with this base.
    
    ---
    
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    # Changelog
    
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    :cl:
    - tweak: Fixes a few typos in outfit descriptions
    - fix: The Kimono, Dark/Light Monastic Robes, Gladiator Uniform, and
    Operative Jumpskirt should be properly considered jumpskirts, and are by
    extension wearable for harpies.
    - fix: Moths should be able to eat outfits with the
    UnsensoredClothingSkirtBase parent.
    Tirochora authored and Remuchi committed Sep 9, 2024
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  54. Americanize Contests System (#814)

    # Description
    
    I have updated the Contests System to make it safe to use by Americans.
    This is accomplished by adding very helpful warning labels, as well as
    restricting the Range of all its functions so that they cannot return
    either a negative number, or a zero. Therefore, all Contests are now
    perfectly safe to divide by.
    
    # Changelog
    
    :cl:
    - tweak: ContestsSystem(Mass Contest, Stamina Contest, Health Contest,
    Mind Contest, Mood Contest, and Every Contest) have all been updated to
    be safe to divide by, since it is no longer possible for them to ever
    return 0. Instead they will just return
    0.0000000000000000000000000000000000000000000001401298, so if you divide
    by an unclamped contest, I hope you like your function randomly
    returning the 32bit integer limit.
    - add: Warning labels have been added to all Contests to make them
    comply with the demands of the American consumer market.
    VMSolidus authored and Remuchi committed Sep 9, 2024
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  55. Step Trigger Minor Refactor (#884)

    # Description
    
    I made this PR in response to a bug report from Floof, where it was
    discovered that a "Minimum Size Felinid or Harpy" is instantaneously
    killed by mouse traps. Which confused me, because Felinids and Harpies
    are intended to be immune to floor traps like landmines, glass, and
    mouse traps. Then I discovered that mouse traps overwrite the step
    trigger cancellation, meaning that mouse traps will just completely
    ignore a Felinid/Harpy canceling the step trigger. Additionally, to my
    endless frustration, the Felinid/Harpy floor trap immunity is handled by
    a Tag and not a Component, which isn't really acceptable in this day and
    age.
    
    I decided to take a little bit of a different approach to this problem,
    first by doing the usual code cleanup to EE standards. Then by adding a
    new StepTriggerImmuneComponent. This component acts as an early-exit for
    the entire StepTriggerSystem, immediately at the initial entrypoint,
    during the CanTrigger bool. This component is given to Felinids and
    Harpies by default, representing their "Extremely low density bodies"
    having too much surface area and not enough mass to trigger floor traps.
    Effectively, they are now working as originally intended, by having
    immunity to setting off landmines.
    
    Because we have a trait point system, and this is coincidentally also a
    trait requested by Nuclear14, I have gone ahead and created a Trait that
    gives this component to anyone willing to pay the points for it.
    
    # Changelog
    
    :cl:
    - fix: Felinids and Harpies will now correctly never set off floor
    traps, such as landmines and mouse traps.
    - add: Trap Avoider has been added as a new trait, allowing characters
    to buy the innate ability to avoid floor traps. I would have named this
    "Light Step", after the trait from Fallout that shares its name and
    effect, but someone already gave that name to a different trait
    entirely.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    2 people authored and Remuchi committed Sep 9, 2024
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  56. Automatic Changelog Update (#884)

    # Conflicts:
    #	Resources/Changelog/Changelog.yml
    SimpleStation14 authored and Remuchi committed Sep 9, 2024
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  58. Split Arm And Leg Markings (#870)

    # Description
    
    It's time to finally rip off a bandaid, and cease fucking with awful
    layer garbage and marking workarounds. This PR completely removes the
    Arms and Legs marking categories, replacing them with:
    
    1. Right Arm
    2. Right Hand
    3. Left Arm
    4. Left Hand
    5. Right Leg
    6. Right Foot
    7. Left Leg
    8. Left Foot
    
    Finally, removing harpy layer shitcode is within our grasp.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/7cb5cb2d-ec5a-4269-a29b-08eeabc5668b)
    
    
    ![image](https://github.com/user-attachments/assets/a5b8861d-ae25-45cb-96d7-2d4dbf17be98)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Arm and Leg markings are now split between individual arms,
    hands, legs, and feet.
    VMSolidus authored and Remuchi committed Sep 9, 2024
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  61. fix: fix maid and hobo

    Remuchi committed Sep 9, 2024
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