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Upstream #93

Merged
merged 261 commits into from
Oct 19, 2024
Merged

Upstream #93

merged 261 commits into from
Oct 19, 2024

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Remuchi
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@Remuchi Remuchi commented Oct 19, 2024

Описание PR

Он самый.


Изменения

🆑

  • add: Upstream

SimpleStation14 and others added 30 commits October 19, 2024 12:46
# Description

This PR creates Loadout Groups specific to Cargo jobs, and provides a
discount on all their loadout items in return for having the group limit
behavior.

---

# Changelog

:cl: Mocho
- add: Cargo Job related items are now part of a Cargo loadout group,
and have all been significantly discounted.

---------

Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
# Description

This PR creates Loadout Groups specific to Security jobs, and provides a
discount on all security loadout items in return for having the group
limit behavior.

---

# Changelog

:cl: Mocho
- add: Security Job related items are now part of a Security loadout
group, and have all been significantly discounted.

---------

Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
# Description

This PR creates Loadout Groups specific to Service jobs, and provides a
discount on all service loadout items in return for having the group
limit behavior. Also adds significant discounts to all instruments for
musicians in exchange for only being able to pick up to 3.

---

# Changelog

:cl: Mocho
- add: Service Job related items are now part of a Service loadout
group, and have all been significantly discounted.
- tweak: Musicians now have significant discounts on all instruments in
loadouts, but can only take a maximum of 3.

Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
# Conflicts:
#	Resources/Prototypes/Loadouts/Jobs/service.yml
# Description

This PR creates Loadout Groups specific to Engineering jobs, and
provides a discount on all engineering loadout items in return for
having the group limit behavior.

---

# Changelog

:cl: Mocho
- add: Engineering Job related items are now part of a Engineering
loadout group, and have all been significantly discounted.

---------

Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Ports the re update from delta and adds the Rcd and its ammo to the re
machine along with jaws of life for more potential usage. Also moves the
Re components to the Bottom of each yml item for items with the Re
component placed in the middle likely from time and neglect, so it's
consistent and less messy and better to understand. Also makes the cost
of the naynoboards consistent with the other boards


Expands the re machines catalog and adds it to alternate research tech
as well as making it craft able via plasma glass, makes all Nanyo-boards
the same cost as the ones from the hyper lathe updates such
I think this would help those who wish to work on the re machine helps
with future updates I need to flesh out too such as the other syndicate
suits and items, adds a little more use and makes it consistent with
another tech in nt's catalog. The Remechine has been neglected for a
long time, and it seems that super parts are in the work here so ill
likely make the suits and wait for the updates rather than making a
super re-machine like planed.
--
Media 

![Screenshot 2024-09-11
114101](https://github.com/user-attachments/assets/b337ee2b-e851-40c4-9377-8ff17c932908)
![Screenshot 2024-09-11
114140](https://github.com/user-attachments/assets/3f75f8ca-ca04-4670-b254-cdd6b6f703be)
![Screenshot 2024-09-11
113137](https://github.com/user-attachments/assets/00b31c57-6d8d-46ba-8887-0e6e2a55269d)


---

# Changelog


:cl:
- add: added rcds to the list of possible re and ported over the re
update from delta
- tweak: tweaked the costs of boards re-machine boards to be more
consistent with their post hyper lathe update counter parts

---------

Signed-off-by: Squishy77 <165165480+Squishy77@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.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
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# 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]?
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I changed the ethanol content of all of the drinks and base alcohols
within the game based off of irl parallels and math for the sake of
realism and because it bugged the shit out of me that it was so
inconsistent.

---

# 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
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:cl:
- tweak: Ethanol Contents
- fix: SnowWhite Recipe
- tweak: Ethanol overdose changed from 15 to 45
# Description
Cherry-picks DeltaV-Station/Delta-v#1130,
DeltaV-Station/Delta-v#1361, and
DeltaV-Station/Delta-v#1704. Credit to
Colin-Tel.

This was not tested, someone should test it first.

# Changelog
:cl:
- add: Ported a number of jukebox songs from Delta-V.

---------

Signed-off-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: Azzy <azzydev@icloud.com>
Co-authored-by: Batuh1n <157067574+Batuh1n@users.noreply.github.com>
Co-authored-by: Milon <plmilonpl@gmail.com>
# Description

With Simple-Station/Einstein-Engines#858 (Make
Height Sliders Affect Your Bloodstream Volume) being merged, it
introduced variable blood volumes for differing sizes, whereas before
everyone had the same blood volume (300u).

Because Blood Deficiency subtracted a flat amount from the bloodstream,
it resulted in an unintended consequence where small characters died
very quickly due to blood loss, while large characters could live for
hours. This makes the blood loss amount of Blood Deficiency a
**percentage** of the entity's max blood volume, which means that the
time to become low blood is now the same regardless of blood volume.

# Changelog

:cl: Skubman
- fix: Blood Deficiency now makes you lose a consistent percentage of
blood regardless of your blood volume, which is dictated by size. This
makes the time to low blood and death consistent for every character of
all sizes with this trait.
# Description

Access wire is cool, this PR adds it back to airlocks

---

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


https://github.com/user-attachments/assets/622d01ac-01e5-4290-af26-6175fa3eca6c


</p>
</details>

---

# Changelog

:cl:
- add: Airlocks once again have access wires. Happy hacking!
# Description

This PR creates Loadout Groups specific to Science jobs, and provides a
discount on all science loadout items in return for having the group
limit behavior.

---

# Changelog

:cl: Mocho
- add: Science Job related items are now part of a Science loadout
group, and have all been significantly discounted.
- add: Added more clothing to the science section in loadouts.
- tweak: Adjusted command loadout item pricing.
- tweak: Added localization strings for the new loadout groups.

---------

---------

Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
# Description

This PR adds Bartender-Specific loadout item groups. Very simple, it
removes some of the items from the Bartender's Locker, and replaces them
with giving the bartender a choice of which "Bar Gun" he wishes to start
with. Currently just the classic beanbag double barrel, but now the
bartender can elect to spend some of his loadout points to instead start
with a Mosin(Preloaded with Rubber bullets)

Also while I was at it, I added missing localizations.

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


![image](https://github.com/user-attachments/assets/ca51fc69-966e-429e-b035-9c6d4f6d2dc9)

</p>
</details>

# Changelog

:cl:
- add: Added missing Localizations for Departments, Jobs, and Loadout
Item Groups.
- add: Bartender-Specific loadouts! Bartenders can now choose to spawn
with either their classic shotgun, or a Mosin Nagant that comes
preloaded with rubber bullets.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
# Description

Cherry-Picks
space-wizards/space-station-14#28077
For our downstreams so that they don't get sandbox violation errors when
attempting to compile with the Latest Dotnet 8

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
# Description

Changes the Loadouts to Lawyer's and Atmos very slightly, Lawyer's for
the purpose of Simplicity and Atmos for preperation of a Backpack
Unbloating.

---

# TODO

[X] do da thing
---

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

![Example Media Embed](https://example.com/thisimageisntreal.png)

</p>
</details>

---

# Changelog

:cl:
- tweak: Stuffed Lawyer's Pockets with Space Law guides!
- remove: Took away Atmos backpacks as Starting equipment.

---------

Signed-off-by: Miller <151492849+CilliePaint@users.noreply.github.com>
# Description
"Walking by default" is now implemented as a client-side toggle in the
settings. Also, fixed walking alerts being shitcode and not displaying
the correct walking/running state.

One issue still persists: if you press the "toggle walk" button while
typing in the chat, it still resets the walking state to default. I
don't know what causes it, probably the input field leaking button-up
input events instead of marking them as handled.

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

https://github.com/user-attachments/assets/97d5b495-ea9b-4854-a6b0-84815ed5a332

</p>
</details>

# Changelog
:cl:
- add: You can now choose whether you want to walk or run by default in
the settings.

---------

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
# Conflicts:
#	Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs
#	Content.Shared/CCVar/CCVars.cs
# Description

This PR implements a new Reagent Reaction that modifies a character's
mood, done by raising a MoodEvent on that character. It also extends
some of the functionality of the TraitSystem and MoodSystem so as to
support a new serializable Drug Addiction mechanic.

https://www.youtube.com/watch?v=8liPBsUtND4


![image](https://github.com/user-attachments/assets/3962c492-7677-4007-bf31-23e74b2b7382)

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


![image](https://github.com/user-attachments/assets/207210d6-e573-46e2-beb4-fab83a83d8b4)


![image](https://github.com/user-attachments/assets/4e1277e1-a873-4185-98b3-39abe06a8235)


![image](https://github.com/user-attachments/assets/e1a6cefe-82ee-482c-ace1-9fb511385fe4)


![image](https://github.com/user-attachments/assets/454dafa2-ba9e-46a6-9ac0-15e2ed35c4f8)

</p>
</details>

# Changelog

:cl:
- add: Drug Addictions! Drug addictions are long lasting Moodlet-Pairs.
The first consisting of a temporary Mood bonus that is refreshed by
consuming the drug, and the second consisting of an extremely long
lasting mood penalty, which replaces the mood bonus should you go a long
enough time between consuming the drug in question.
- add: Nicotine Addiction has been added as a new minor negative trait.
- add: Drugs/Reagents can now affect your character's Mood! Both with,
and without Addiction.
- add: TraitSystem has had functionality added for directly adding
Moodlets to a character upon joining the round, such as drug addictions,
or permanent mood modifications like Sanguine/Saturnine
- add: Lotophagoi Oil now induces an extremely powerful drug addiction,
providing an extremely large mood benefit for a short time. Which when
it wears off, creates an equally extreme mood penalty that lasts for a
very long time(or until you drink more Loto Oil).
Mnemotechnician and others added 10 commits October 19, 2024 15:04
# Description
Fixes cleaning forensics off of an object being impossible unless it has
a scent. Explained in the latest (to date) comment to #715.

Also removes some unnecessarily duplicated code and inverts an if
condition.

# Changelog
:cl:
- fix: Soap once again can be used to clean evidence off.
# 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 <evilexecutive@gmail.com>
* 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 <98561806+EmoGarbage404@users.noreply.github.com>
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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Ошибок нету, только перед мерджем надо вернуть переводы системе перерождения.

@Remuchi
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Remuchi commented Oct 19, 2024

Потом буду делать больше переводов и верну их.

@Remuchi Remuchi merged commit 63cd6cc into master Oct 19, 2024
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@Remuchi Remuchi deleted the upstream branch October 19, 2024 12:09
Spatison pushed a commit that referenced this pull request Oct 21, 2024
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