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Upstream #129
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# 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 <evilexecutive@gmail.com> (cherry picked from commit fce71cd261f5e3a2f5c802ef0e6d7c38772b41d1)
(cherry picked from commit a3e467b002307c2c5f282ec01479c1cb3143511d)
# 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. (cherry picked from commit 0aae2206c9aab8513bdfa3dd975682b6cdba1a4a)
# 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. (cherry picked from commit 7f60931aa06a7bf490bcfb8865e12bbcd3b02265)
(cherry picked from commit fc27a8b50f7c26a8b1e9e95e4a37b068da91a159)
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 <137837419+NazrinNya@users.noreply.github.com> (cherry picked from commit 4c79a6f3abc9f4603dd3f2a5b493574985572519)
# 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. (cherry picked from commit 528ef89420dbf3eb240d35f8686ff98ff7d26307)
# 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. (cherry picked from commit 4561092e3054d8f793672a42cec276f1ee2c73de)
# 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. (cherry picked from commit a390ed7a883607e5e7193f9d21bf4aba24ed5bab)
# 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. (cherry picked from commit d74f7199c038ef56e91aae5a443adc58ad4f4407)
(cherry picked from commit f2c5574e791f3189e0663c3377a0e6e3b71d89a7)
# 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". (cherry picked from commit 945b1034b9ac2ca68c037156fe28373b901f69e7)
# Description Mechs have a more realistic weight now. :) Fixes #666 # Changelog :cl: - add: Ripley now weighs a few tonnes. Good luck ever pulling it. (cherry picked from commit 000b5f4cfdf6b99e9e3a799c1df9786c7b255b1a)
# 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. (cherry picked from commit 0cb7c3ffb789ec720aac219106a193351c29a116)
# 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. (cherry picked from commit 482d8b36e4240469eb959a1c5dd1c2554cf782ba)
# 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. (cherry picked from commit 790772bd1c0fc1a9db588c41fc284bea09547c8b)
(cherry picked from commit 9e57664fb1236e2c6addf57c091b4094feb493a6)
# 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. (cherry picked from commit 9b779591bfcb1390c6cd9ac16d564174dc7af8e9)
# 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. (cherry picked from commit 3e626f62ba60c0fd206731214389896ee5334829)
(cherry picked from commit 951e67075688a22f9c53cdc64a7f2c16c1878b2d)
# 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. (cherry picked from commit 9442d4087092d3b100dd4f40e2dbdffa3ac4fe3d)
(cherry picked from commit 057febb7f952754504eb9bf0872b323cfe4b1ee0)
# 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. (cherry picked from commit ba171b935fb0251a2464099544d59ce5473e6df5)
(cherry picked from commit f3542848f8095506fa3c960f9cc424d93642770a)
# 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 (cherry picked from commit 15a7be0c3462a1465f05e924af8a57078fd7407b)
(cherry picked from commit 1184e10d8b776defb9c8aee58cefb8948589e26f)
<!-- 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]? --> This PR Port the following PRs: space-wizards/space-station-14#28085 and DeltaV-Station/Delta-v#1678 This adds a simple job whitelist system, DB Migration correctly done, tested and working so far. Why now? i need it. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Job WhiteList - [x] Working with current RequirementSystem - [x] DeltaV - Job Whitelist Panel Port --- <!-- 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 --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/599b9018-aabe-4e5e-be86-dd2fd462c22c) ![image](https://github.com/user-attachments/assets/3eb5cf1e-b27d-40f7-b747-53fb298b6ff6) </p> </details> --- # 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: Job Whitelist! (cherry picked from commit 21b7a8249b8a53f0ce0a5a101c1966d7d09b7d00)
(cherry picked from commit d7de8082d3b3c77832a2c190db1e0c03752cb930)
Unhand me, fiend # Description Literally all of Wizden's "Wielding Quality Of Life" improvements. Fixes #1074 Fixes #1073 Cherry-picks the following PRs: space-wizards/space-station-14#26970 space-wizards/space-station-14#27973 space-wizards/space-station-14#27975 space-wizards/space-station-14#28438 space-wizards/space-station-14#27975 space-wizards/space-station-14#28002 space-wizards/space-station-14#28161 # Changelog :cl: - fix: Ported literally all of Wizden's Wielding Quality Of Life improvements. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: RiceMar1244 <138547931+RiceMar1244@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: WarMechanic <69510347+WarMechanic@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> (cherry picked from commit 0383090d67bfdf777134647aed48060d424db416)
(cherry picked from commit f7519470ae3acfe45fa53024f0d7ef972d67467c)
(cherry picked from commit 6d6cbdf4ae0d42bedddac87046dd078a100ce07a)
# Description This was entirely too long overdue. I am reorganizing the entirety of all ingame loadouts, so that it is possible to see what jobs are actually missing loadout items. Every job in the game will have its own loadout tab, each of them all sharing the same organization hierarchy with *plainly visible blank spaces* that people can use to see what jobs are in need of having things added to them. Command category only contains Captain, Head of Personel, with space for Centcomm roles and Blueshield if we ever add those. Instead all of the "Department Specific Commands" are sorted with their respective departments. Which makes it really obvious if for instance there's an entire 2nd list of Head of Security drip... # TODO - [X] All of the Categories - [x] Localize the categories - [x] Make item groups for everything ## Organize Command - [x] Captain - [x] Head Of Personnel ## Organize Engineering - [x] atmos tech - [x] CE - [x] senior engineer - [x] station engineer - [x] tech assistant ## Organize Epistemics - [x] acolyte - [x] cataloger - [x] chaplain - [x] golemancer - [x] mystagogue - [x] mystic - [x] noviciate - [x] psionic mantis ## Organize Logistics - [x] cargo tech - [x] courier - [x] LO - [x] salvage ## Organize Medical - [x] chemist - [x] CMO - [x] doctor - [x] medical intern - [x] paramed - [x] senior physician ## Organize Security - [x] cadet - [x] corpsman - [x] detective - [x] HOS - [x] secoff - [x] senior officer - [x] warden ## Organize Service - [x] bartender - [x] botanist - [x] chef - [x] clown - [x] janitor - [x] lawyer - [x] mime - [x] musician - [x] reporter ## GUH - [x] Add literally everything we are missing - [x] Do literally all of the Job specific Item Groups <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> # Changelog :cl: - fix: Reorganized Loadouts so that all Jobs now have their own job specific tabs. The code for them has been thoroughly reorganized too, such that figuring out which jobs are missing crap is way easier to do. - add: Captain's Personal Weapon loadout category. Currently only contains a choice between the antique laser pistol, or a pulse pistol. Whichever choice is made will be used as a target for a traitor objective. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 6c213256d6dcb35954593af0e950db3a2cb07910)
(cherry picked from commit 5756a0e4c8588e8ea22e08f8987d60708b26f854)
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# Description This PR resprites the service uniforms with the Aurora variants, as well as doing minor yaml cleanup for the base_clothinguniforms.yml Aurora has 2-3 variants for service staff; based on which company they're associated with. So far I've just picked the Nanotrasen variant, because SS14 uses Nanotrasen. My question is: A) Should I port the extra uniforms and stick them in loadouts, for variety & drip? i) Should I keep the company names on these uniforms if I port them, or should I keep it Nanotrasen? This PR also removes in-hand variants; they're not supported in aurora and it's not critical game info to see someone carrying a shirt & pants. This PR similarly removes the animal variants; the Vox PR should have displacement maps to support it. --- # TODO - [X] Bartender Jumpsuit - [X] Bartender Vest - [X] Bartender Hat - [X] Janitor Jumpsuit - [X] Chef Jumpsuit - [X] Chef Freezer Jacket - [X] Chef Hat - [X] Botanist Uniform - [x] Librarian Uniform ^ Librarian Jumpsuit has been added with four extra variants, some corporations who do not employ Librarians still have jumpsuit sprites. --- <details><summary><h1>Media</h1></summary> <p> ## Nanotrasen Bartender ![image](https://github.com/user-attachments/assets/f92b9dd2-43ee-4b90-9178-688041b1a47a) ![image](https://github.com/user-attachments/assets/1b363bb6-6243-4c36-b932-ac2068231502) ![image](https://github.com/user-attachments/assets/05fab0ba-f214-4e94-9767-b4b5bb150aca) ![image](https://github.com/user-attachments/assets/ed7941c5-630a-48a0-8825-4df3b1cd3585) ## Nanotrasen Chef ![image](https://github.com/user-attachments/assets/2df1dcfe-3999-499b-a6b5-8005b65ea1d0) ![image](https://github.com/user-attachments/assets/ecaa5b05-ac62-4c77-8420-8055637777e7) ![image](https://github.com/user-attachments/assets/bfb1864b-3dfc-4f9b-b6c1-be8b95bb80f6) ![image](https://github.com/user-attachments/assets/76c44aca-1014-4371-92c6-b3a0498c8b2d) ## Nanotrasen Botanist ![image](https://github.com/user-attachments/assets/f2569669-b862-4bfa-b9ad-4a44e4393eb2) ![image](https://github.com/user-attachments/assets/f3d56d27-11a9-4990-85f6-de53aa78ee31) ![image](https://github.com/user-attachments/assets/9018e2ee-6025-4a4d-ab85-f431423779aa) ![image](https://github.com/user-attachments/assets/8e0761ac-790f-4323-a34a-d51b7dcb6523) ## Nanotrasen Janitor ![image](https://github.com/user-attachments/assets/26bdae8d-dd5a-4653-9288-f4d0e22fbe2c) ![image](https://github.com/user-attachments/assets/6c5aee12-b4ed-4bdb-ab9c-dc7249724458) ![image](https://github.com/user-attachments/assets/da42d89c-e5ce-4f43-8a80-f9f09e68c4fc) ![image](https://github.com/user-attachments/assets/dc0bb874-2ed7-4c22-aa56-6e4adead87ac) ## Nanotrasen Librarian ![image](https://github.com/user-attachments/assets/a3c17db1-bfec-466a-9380-33a33cbfec57) ![image](https://github.com/user-attachments/assets/98687682-d743-41dd-9f27-4cd972ecc57f) ![image](https://github.com/user-attachments/assets/2fdb771d-8b77-421d-9d98-8b1e83b3cdb2) ![image](https://github.com/user-attachments/assets/3465c21e-7da5-4b80-9ed9-3ffbbb008f3b) </p> </details> --- # Changelog :cl: DangerRevolution - add: Resprited basic Service Staff uniforms - add: Add rolled sleeve variants for Service Staff uniforms. (cherry picked from commit 00d83efdd90ef97ba7d629b69cc4df701a003449)
# Description This PR adds several new "Contractor" uniforms to service roles, as well as several job specific loadout categories. These make use of sprites taken from Aurora, as well as corporations from Aurora. Currently no jumpskirts are available for these. # TODO <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/f6ce6471-6da5-4881-b730-8fe08c2d630b) ![image](https://github.com/user-attachments/assets/89e30b8c-5a86-489e-8c22-13459aa2b08e) </p> </details> # Changelog :cl: - add: NT has started hiring contractors from other corporations to fill out station staff. New loadout items for corporate contractors are now available for Bartender, Botanist, Cataloguer, Chef, and Janitor. Currently there are no jumpskirt versions of these uniforms. We are looking for people willing to make skirt variations of each of these. (cherry picked from commit 977fccffa9508b7757a94003118f38de403d94b4)
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