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Update 10/4/2024 #71

Merged
merged 76 commits into from
Oct 4, 2024
Merged

Update 10/4/2024 #71

merged 76 commits into from
Oct 4, 2024

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VMSolidus
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Just another Weekly Update! This time featuring two more new Psi Powers, new Bay12 Languages, new Psionic Systems

github-actions bot and others added 30 commits September 22, 2024 14:38
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
# Description

Playtesting uncovered a few bugs with the HealOtherSystem, these are
luckily pretty simple to fix. I also made a few of the functions in this
system nullable as a performance optimization.

# Changelog

:cl:
- fix: Fixed a bug where Breath of Life and Healing Word would set
living people to crit, which would knock them down.
- fix: Fixed a bug where Breath of Life could revive people who were
rotten(It will still heal them and reduce the rot timer as intended, but
will not revive unless said rot timer reduction brings them below the 10
minute threshold).
- add: The Do-After bar for Breath of Life and Healing Word is now
hidden if glimmer is low enough. The threshold for which scales with
your Dampening stat. More Dampening = stealthier casting.
# Description

This PR adds a few new recipes to Quick Construction (accessed by
pressing Z on commonly used construction materials/items, such as rods,
glass, steel, plasma, etc etc). Along with simple nesting for grouping
items up under categories, akin to how the RCD works. Which allows
engineers to massively speed up pipe laying work, disposal rebuilding,
setting up the supermatter, etc etc.

First time doing UI code, apologies for the shitcode in advance :godo:

---

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


https://github.com/user-attachments/assets/9d540d7f-7e4f-4a43-874d-5ea069011a37

</p>
</details>

---

# Considerations

Is this powergamey? Probably. Is it fucking awesome? Hell yeah. Some
servers might question the fact that everyone can build stuff this fast
now that they dont have to deal too much with the construction menu for
the most common things... And might want to lock it behind traits or
given as a job freebie, like CPR for doctors.

Other servers might appreciate it if they are looking for more action to
happen over the round, and giving everyone the ability to deal with
breaches and repairs quicker is probably a step into that direction.
I'll be observing for feedback and adjust accordingly.

It also shouldn't invalidate any eventual RPDs, or other devices of the
kind since this is just a shortcut for construction, you still require
materials and a doafter for most of them.

---

# Changelog

:cl: Mocho
- add: Added a lot of recipes to the quick construction menus. Give it a
shot by pressing Z with different construction materials in your hand!

---------

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

The people who made IPC apparently never setup a fixture for them, so
they were using the BaseMob default fixture, which provides a mass of
5kg. I've swapped it out for a standard human fixture for the time
being.

# Changelog

:cl:
- fix: IPC now weigh 71kg by default instead of 5kg. Seriously who the
fuck made the BeepBoops out of feathers!?!
<!--
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# Description

<!--
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This is a batch of changes I made for Floof station being ported over to
the upstream branch


---

# Changelog

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:cl:
- add: Added new neutral xenos, events, and reagent slimes

---------

Signed-off-by: fenndragon <fenndragon@gmail.com>
Signed-off-by: SleepyScarecrow <136123749+SleepyScarecrow@users.noreply.github.com>
Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
Co-authored-by: SleepyScarecrow <136123749+SleepyScarecrow@users.noreply.github.com>
# Description
Grrrr, I may have forgotten to remove it as a part of #733.

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
# Description

Simple-Station/Einstein-Engines#794 apparently
silently deprecated the Backpack Preferences button. Selecting a
backpack preference no longer actually does anything, and instead your
backpack comes from your Loadout. This would have been fine if we were
warned about this, but because nobody merged upstream for 2 weeks after
the release of PR794, this issue went unreported.

Well now the solution is going to require adding every backpack in the
entire game to a new Backpacks tab. I've started this PR, but because
it's really late and I have Calculus classes in the morning, I won't be
able to finish it tonight. So I'm enlisting the help of a few other
people I know to PR to this PR to help get the backpacks in.

After we have backpacks in the loadout tab, and after Wizmerge, I'll
probably do a separate PR to actually remove the now useless Backpack
selection button.

This is probably for the better long term. Since this technically means
Backpack slots are no longer hardcoded to "Backpack/Duffelbag/Satchel",
and now the back slot is freeeeee to be used for anything.

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


![image](https://github.com/user-attachments/assets/7081660f-68f0-471e-99eb-67f026b7e122)

</p>
</details>

# Changelog

:cl:
- add: Backpacks, Duffelbags, and Satchels have been added to loadouts.
- remove: The button for "Backpack Preference" has been removed.
Backpacks selection is now done via Loadouts.
- remove: The button for "Suit/Skirt Preference" has also been removed.
Suit selection is done via Loadouts.
# Description

This fixes a bug with IPCs where the button to reboot them wasn't
appearing.

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


![image](https://github.com/user-attachments/assets/6cd8e896-916d-4021-9095-1bdf90c80715)

</p>
</details>

# Changelog

:cl:
- fix: Fixed a bug where the button to reboot IPCs wasn't appearing.
# Description

Apparently _mobThreshold.TryGetThresholdForState() fucking crashes if
you hand it a mob that doesn't have a MobStateComponent, even though it
optionally accepts no MobStateComponent at all as one of its inputs.
Easy solution for this is to just pre-emptively TryComp for the
MobStateComponent and then pass it in explicitly, but I also hate this
because TryGetThresholdForState shouldn't be crashing if you hand it a
mob without a MobStateComponent... I hate Resolve() so much for this
behavior.

# Changelog

:cl:
- fix: Fix a crash related to Luminous Entities.
# Description

This fixes a bug whereby smoking a cigarette spams your screen with the
funny "I feel as if I have been standing my entire life and I just sat
down" message. Now moodlet popups only play once when the moodlet is
obtained, rather than being constantly spammed. I have tested this
ingame to verify that it works correctly.

# Changelog

:cl:
- fix: Smoking cigarettes or drinking loto oil will no longer spam
moodlet popup messages.
# Description
Webedit ops.

The changes to those events were balanced around the fact that all
english downstreams had the glimmer changes early-merged, and were not
reverted after the said glimmer changes were dropped.

Now:
- PsionicCatGotYourTongue occurs above 400 glimmer
- FreeProber occurs above 300
- GlimmerRevenantSpawn occurs above 450 and burns a substantial amount
of glimmer, giving epistemics a chance to recover
- GlimmerMiteSpawn occurs above 250
- GlimmerRandomSentience occurs above 250

Not sure about NoosphericFry. I'm pretty sure probers no longer shoot
lightnings, but I'm still opting in to keep it as it is, above 550
glimmer.

# Changelog
:cl:
- tweak: Noospheric events should once again occur on lower glimmer
levels.

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
# Description
- Fixes BeingActivelyPushed not resetting when pulling stops, resulting
in entities who broke out of pulling being able to fall into trashcans
and whatnot.
- Makes it so that the puller does not receive impulse while pushing
under gravity (as it turns out, it is, in fact, annoying when you are
small)
- Increases the default continuous push duration to 5 seconds to make
pushing heavy objects easier.

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


https://github.com/user-attachments/assets/1808fb33-b9af-41b4-bec8-138eab088565


</p>
</details>

# Changelog
:cl:
- tweak: Pushing something no longer causes your character to move, but
only if there is gravity holding you down.
- tweak: Pushing an object with Ctrl-RMB now pushes it continuously for
up to 5 seconds instead of 2.
# Description

Drunk Solidus.

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


![image](https://github.com/user-attachments/assets/b4ff8d3b-593e-4fc6-afb5-bd01f77da18b)

</p>
</details>

# Changelog

:cl:
- add: Humans can now have tail and ear markings.
# Description

This PR adds a new Language specific to the Harpy species, which is
composed of syllable charts taken from Polish, Serbian, Greek, and
Turkish. It uses Cambria as its font, which is modestly different from
the standard font, but still reasonably readable. This also adds a
Language menu trait that allows people to buy the language with a trait
point.

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


![image](https://github.com/user-attachments/assets/929a5110-2339-4410-a97d-9f1bcf537e7b)

</p>
</details>

# Changelog

:cl:
- add: Harpies now have their own species-specific language, called
Valyrian Standard
- add: Valyrian Standard can now be bought as an extra language in the
Traits menu.

---------

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

This fixes a bug with HealOtherPowerSystem where if the performer was
forcibly moved during the cast, they would permanently become unable to
cast it.

# Changelog

:cl:
- fix: Fixed a bug with Healing Word and Breath of Life where if the
caster was moved by another person mid-cast, they would permanently
become unable to cast it again.
# Description

The Psionics Guidebook is straight up outdated, wrong about a metric
shitton of things, and I actually have zero intention of updating it to
have correct information, because Psionics is completely intended to be
a "Find Out In Game" kind of thing. I'm actually pissed off by how much
the guide misleads people, and getting nonstop questions about why
Psionics doesn't work the way the guidebook says it works. So this PR
removes the Psionics guidebook entry outright. You're welcome.

**FIND OUT IN GAME. PSIONICS IS ENTIRELY INTENDED TO BE VAGUE. YOU ARE
NOT SUPPOSED TO GET STRAIGHT ANSWERS FROM ANYTHING. YES THE POPUP TEXT
IS VAGUE. I'M NOT GOING TO HOLD YOUR HAND. FIGURE OUT WHAT THINGS MEAN
BY CONTEXT CLUES, OR JUST GUESS. YOUR BEST GUESS IS BETTER THAN ASKING
IN AHELP ABOUT EVERYTHING.**

# Changelog

:cl:
- remove: Removed the Psionics Guidebook. It was straight up wrong about
most things, and is not ever going to be updated to match new Psionics
Content. You are fully intended to "FIND OUT IN GAME" how things work
through guessing, trial and error, and just pure happenstance.
Experiment with shit. The popups are intentionally vague. You're
supposed to think about what they mean. Stop asking admins in Ahelps
what the vague text means.
SimpleStation14 and others added 23 commits October 2, 2024 01:31
# Description

This PR adds a long overdue Guidebook for Harpies. However, I am
physically incapable of half-assing it, so it contains ALL information
about Harpies. Where they come from, notes on biology, what traits they
have, what their average height is, what Language do they speak, etc.

Also while I was at it, I put the singing animation in the character
creation screen. So now it's basically impossible for anyone to miss out
on the silly fact that they can do this.


![image](https://github.com/user-attachments/assets/134a80e8-7d9a-4bb0-8cdc-bb49dcb2399a)


![image](https://github.com/user-attachments/assets/5c35c2e2-aaf3-4695-a2e1-a69e13991dc8)

# Changelog

:cl:
- add: Added a full Guidebook entry for Harpies. Unlike previous species
guidebooks, this document contains extensive lore and background
information for Harpies, in addition to notes on their game mechanics.
# Description

Between me and a few other people, we have cumulatively spent numerous
man hours combing through Loadouts trying to find why the Command
loadouts were being dumped to Uncategorized. Finally I've had enough, so
they're getting put back into the JobsCommand category.

# Changelog

:cl:
- fix: Command Loadouts no longer appear in the Uncategorized tab.
# Description

This PR adds many new kemonomimi-style markings, my thanks to Oniks for
providing me with all of these.

# TODO

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


![image](https://github.com/user-attachments/assets/9c23a6c9-3319-4081-ad9c-9c7f6e8465c2)

</p>
</details>

# Changelog

:cl:
- add: 13 new Kemonomimi-Style markings. 4 Ears, and 9 new tails!
<!--
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# Description

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updated the spawn tables for events to fix some of the issues run into 

Dangerous things spawn less often, helpful things spawn more. 


---

# Changelog

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in the changelog (ex: `:cl: Death`)
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:cl:
-Tweak: Tweaked the spawnrate of certain mobs within the ventcritters
rule.

---------

Signed-off-by: fenndragon <fenndragon@gmail.com>
Signed-off-by: SleepyScarecrow <136123749+SleepyScarecrow@users.noreply.github.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
Co-authored-by: SleepyScarecrow <136123749+SleepyScarecrow@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
# Description

Pretty easy PR, this just uncomments Grapple & Tether Guns, such that
players can once again obtain them from Science.

# Changelog

:cl:
- add: Grapple & Tether Guns have been re-added.
# Description

Fixes mail doors. I missed this door when working on the previous PR

# Changelog

:cl:
- fix: Fixes door access for mail doors
# 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 <evilexecutive@gmail.com>
# 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
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# Description

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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

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- [x] AirAlarm State Fix
- [x] Window/Windoor Sprite
- [x] Tables

---

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


![image](https://github.com/user-attachments/assets/aa05ca6e-5d1c-4ade-9158-78cfb7ced31d)

</p>
</details>

---

# Changelog

<!--
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: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 <137375981+Spatison@users.noreply.github.com>
# 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 <69920617+Mnemotechnician@users.noreply.github.com>
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