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Upstream #74

Merged
merged 1,033 commits into from
Jan 12, 2025
Merged

Upstream #74

merged 1,033 commits into from
Jan 12, 2025

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gusxyz
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@gusxyz gusxyz commented Jan 11, 2025

Description

Description.


TODO

  • Task
  • Completed Task

Media

Example Media Embed


Changelog

🆑

  • add: Added fun :D
  • tweak: Tweaked fun
  • fix: Fixed fun!
  • remove: Removed fun :(

sleepyyapril and others added 30 commits December 24, 2024 17:03
…-backed servers (#31154)

Fixed IP bans causing server errors with SQLite DB
* the shiny new toy that breaks everything else

* privacy 😌

* janky shit

* real??

* :trollface:

* ALL HAIL DUCT TAPE SOLUTION

* FUCK

* commented every shit
* add BankClientComponent and event

* query BankClient instead of hardcoded CargoOrderConsole for updating

* add BankClient to all ordering consoles

* :trollface:

* add Balance field to BankClient

* forgor

Co-authored-by: ShadowCommander <[email protected]>

* m

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: ShadowCommander <[email protected]>
* sort of works

* fix

* oh right

* admin abuse

* buy/sell events

* price history, better error handling

* joke

* buying and selling

* access handling

* IT'S FINALLY REAL

* fixes

* AAAAAAAAAAAAAAAAA

* i keep fucking forgetting things

* FUCKING

* move company structs out of the comp

* ok im going to sleep

* Revert "oh right"

This reverts commit 8681e5a07b4d059fa7db718dd3ec6f25f0ad05d9.

* Revert "fix"

This reverts commit 3992ec99fd96dc7b2df0767e1b83d5418d86a248.

* address reviews
… is radio-ed too (#31170)

* feat: now when research is unlocked in console, approver of reasearch is radio-ed too

* refactor: now most of events that require actor name to be radio-ed or logged use TryGetIdentityShortInfoEvent which is subscibed by id-card system and borg system (to work for both carbon and synthetic life-forms)

* refactor: moved TryGetIdentityShortInfoEvent on id card system to shared, fixed cargo cent-com-originated orders

* remove unused check

* refactor: decoupled systems from IdCardSystem (those that are not dependent on it anymore)

* refactor: removed unuseed usings

* feat: emagged cargo/research consoles wont radio messages on buy/research confirm anymore

---------

Co-authored-by: pa.pecherskij <[email protected]>
* Job title localization

* Correcting fields
* Add events for player updating jobs

* Add NoCaptainComponent

* add and remove NoCaptainComponent logic

* Gernalized to CaptainStateComponent

* Generalized CaptainStateComponent

* Add requesting aco vote

* Add auto unlock aa

* Remove hardcodecd strings

* Add localization

* // DeltaV

* pro fix

* fax cc please

* move captain detection to CaptainStateSystem

* track spareidsafe with comp instead

* little bit of movement

* fix broken formating

Signed-off-by: SolStar <[email protected]>

* pls

* Remove unused method

* subscribe captainstatecomponent for job events

* Cvars, Disabled AA on peri

* temp fix for intergration test bug

* :3

* format fix

* spelling ops

* nameing ops

* done final real this time (1) (1)

* remove has an out very nice

---------

Signed-off-by: SolStar <[email protected]>
* pass Actor to cartridge messages

* NonSerialized gaming

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
* more flatpacks + glass

* solar crate price increase

* price increase

* 1250 spesos

* Update Resources/Prototypes/Catalog/Fills/Crates/engines.yml

---------

Co-authored-by: slarticodefast <[email protected]>
# Description

This PR adds a simple server configuration option for enabling basic
"Soft-Crit", and not much else because oh my god this system is horribly
complicated. When enabled, characters can crawl around very slowly while
in crit, and really not much else. This more or less mirrors how crit
affects character movement in SS13, where you can at least crawl to
relative safety while bleeding to death.

# Changelog

:cl:
- add: Added server config options for basic "Soft-Crit". When enabled,
characters who are critically injured can still slowly crawl, but are
otherwise still helpless and dying.
SimpleStation14 and others added 22 commits January 8, 2025 06:57
# Description

Increases the text limit for news reports:
- Title character limit: 25 -> 50
- Content character limit: 2048 -> 2560

Mostly a personal change for me because I often run into the title
character limits when I was playing Reporter.

## Media


![image](https://github.com/user-attachments/assets/121b29d3-af42-474d-bb04-a438dbab74c3)

![image](https://github.com/user-attachments/assets/5fd71407-a641-4dcc-8913-d0515ca7598c)

![image](https://github.com/user-attachments/assets/079142f8-5f39-4d91-b914-c1327bf4f0bb)


## Changelog

:cl: Skubman
- tweak: The news article title character limit has been increased from
25 to 50 characters, and news content from 2048 to 2560 characters.
<!--
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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?
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This is [cherrypicked from
wizden](space-wizards/space-station-14#28367).
It literally just changes colors. See that PR for all information.

# Why

It bothered me that my 20 minutes of hard labor and 30 minutes arguing
in github issues was not present on EE. I am since rectifying this
blatant injustice.

# Changelog

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:cl:
- tweak: Some chemicals have been made more colorful and child-friendly.

---------

Co-authored-by: sleepyyapril <[email protected]>
# Description

Sets the Cybersun pen's throwing damage to be the same as its melee
damage and also inflict embedded passive damage.

Because the Cybersun pen inherits from `PenEmbeddable` that manually
sets its own `DamageOtherOnHit` damage because it's not a melee weapon,
the Cybersun pen's throwing damage didn't inherit the melee weapon
damage and it was low compared to its melee damage.

## Media

**New Damage Values**


![image](https://github.com/user-attachments/assets/c7863b5b-fe03-417d-a0fd-09e9e13fc263)

**Old Damage Values**


![image](https://github.com/user-attachments/assets/7ba2a8ab-5c68-42a6-8b3e-3c81d4032c46)


## Changelog

:cl: Skubman
- fix: The Cybersun pen now properly deals 15 Piercing damage on throw
and deals passive damage when embedded.
# Description
Fixed Shadow Shackles not activating when you melee hit the target.

The Problem: The code checked if the target wasn't stunned when you hit
someone, therefore not activating unless the target was already stunned.
I fixed it by removing the ! operator on
`HasComp<StunnedComponent>(target)` check.

---

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



https://github.com/user-attachments/assets/5ac1a5dd-5d62-4400-be64-56500c87ed5e



</p>
</details>

---

# Changelog

:cl:
- fix: Fixed Shadow Shackles spell not activating.
# Description

Fixes face markings rendering above clothing, most noticeably eye-wear
by moving the Face layer below the Eyes layer on all species.

## Media

Before (red markings rendering above sunglasses):

![image](https://github.com/user-attachments/assets/cd8979e0-7d0b-4fb6-a83f-00e9a2d6a2ce)

After:

![image](https://github.com/user-attachments/assets/e3181616-fb0d-4a2c-9998-180bf6d3ad2d)


# Changelog

:cl: Skubman
- fix: Fixed face markings showing up above eye-wear.
# Description

Adds a prisoner headset box for warden's locker

Reason: There's too much chaos in security and making radio headsets
with pure encryption keys takes time and tools. More so cause by the
time someone gets a perma punishment, its gonna be most likely late in
the round and sec department will be dealing with a lot of things at the
same time.

---

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

![Content
Client_LlH3OUGtCU](https://github.com/user-attachments/assets/ea20a648-9606-4104-9787-0766966bd358)


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

</p>
</details>

---

# Changelog

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:cl:
- add: Added prisoner headset box to warden's locker.
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# Description

<!--
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Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
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N1984 exists, but you can't print more ammo reliably. You can refill
them, sure, but the moment you lose a magazine, it's gone forever.

This adds the magazines and adds the unique mags to the research.

Edit: Turns out there's like a lot missing in the lathe, so I decided to
just add the missing ones I found.

---

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to keep it clean
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<details><summary><h1>Media</h1></summary>
<p>

Nothing here

</p>
</details>

---

# Changelog

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:cl:
- add: Added missing lathe recipes
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# Description

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When attempting to insert an organ, a check is now performed to ensure a
container exists for it. Skeletons can now lie down, and nymphs can now
be subject to surgery.
---

# Changelog

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:cl: Spatison
- tweak: Nymphs are now operable.
- fix: Skeletons can now lie down.
- fix: It is no longer possible to insert an organ into a body if the
required space is unavailable.
<!--
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# Description

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How might this affect the game? The codebase?
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Port from WWDP. Refactor from
[Goob](Goob-Station/Goob-Station#1251)

---

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media
The PR media section can get very large at times, so this is a good way
to keep it clean
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<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/ee60eb59-0432-477e-8aee-25a56032e58e)

Night vision goggles:

![image](https://github.com/user-attachments/assets/f9269e1a-97ed-456f-bd45-7015b723fb3e)

Zealot's blindfold:

![image](https://github.com/user-attachments/assets/7c60011e-1d0a-4fb2-92cb-fded8c747555)

Animal vision:

![image](https://github.com/user-attachments/assets/14f1153d-b771-4316-9faa-fee951d884ce)

Thermal vision goggles:

![image](https://github.com/user-attachments/assets/b167ef8b-e1b7-477e-a08d-b217fd2e38c5)

Deathsquad helmet:

![image](https://github.com/user-attachments/assets/2e15ab15-6d23-45c2-b51e-3c16dc3a135d)

Xeno vision:

![image](https://github.com/user-attachments/assets/1677b69e-013f-464a-baaf-af3b5f1b6488)


</p>
</details>

---

# Changelog

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:cl: @Aviu00, Spatison, @PuroSlavKing
- add: Added night vision goggle
- add: Added thermal vision goggle
- add: Deathsquad helmet now grants night and thermal vision.
- add: Ninja visor now grants night vision.
- tweak: Some animals have gained night vision.
- tweak: Xenos have gained night vision.

---------

Signed-off-by: Spatison <[email protected]>
Co-authored-by: PuroSlavKing <[email protected]>
# Description

Thanks to @Spatison for the Night Vision PR.
This PR adds traits for CyberEyes users that enables the use of either
the Night Vision ability, or the Thermal Vision ability. The former lets
you see in the dark (It can be toggled on and off at will). The latter
lets you see living creatures through walls (for brief pulses). The
latter is on the quite expensive side of things (12 trait points in
total if you include the requirement that you first have CyberEyes).

# TODO

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


![image](https://github.com/user-attachments/assets/465edf95-c0e6-4695-b1f1-e9916ccf10f0)

Sorry the pulse for thermographic was too short for me to be able to
screenshot it. But it does work!

</p>
</details>

# Changelog

:cl:
- add: Added 2 new traits related to CyberEyes. Light Amplification
Module, and Thermographic Scanner Module.
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RSI Diff Bot; head commit 2b87f85 merging into d7b3560
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

@gusxyz
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gusxyz commented Jan 11, 2025

yaml linter running on c# files..

@gusxyz
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gusxyz commented Jan 11, 2025

i did not commit submodule changes

@JCGWE30 JCGWE30 merged commit 04865fe into Foundation-Site-14:main Jan 12, 2025
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