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Upstream #74
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Upstream #74
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…otfix." This reverts commit ace7412.
…-backed servers (#31154) Fixed IP bans causing server errors with SQLite DB
* the shiny new toy that breaks everything else * privacy 😌 * janky shit * real?? * * 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 * * 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.
# 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.
<!-- 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 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 <!-- 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: - 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 <!-- 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: Added prisoner headset box to warden's locker.
<!-- 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]? --> 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. --- <!-- 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> Nothing here </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: Added missing lathe recipes
<!-- 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]? --> 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 <!-- 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: 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.
<!-- 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]? --> Port from WWDP. Refactor from [Goob](Goob-Station/Goob-Station#1251) --- <!-- 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/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 <!-- 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: @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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Jan 11, 2025
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