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Better mapping editor (Part 1 - UI) #34302
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I think at this point the map editor is already much more convenient than the normal mode, so I think it's reasonable to make it automatically turn on with mapping command |
Updated the description and media, did most of what I planned, something could not do, for example, to fix the removal of objects in the selected zone (problem in PlacementManager, in the engine). |
I feel like you could change your command buttons (such as the fixgridatmos) into a list instead of doing multiple buttons through the UI |
# 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]? --> Ports space-wizards/space-station-14#32294 Ports ss14-harmony/ss14-harmony#310 (and everything needed for it to function) Early-merges space-wizards/space-station-14#34302 Adds the ability for multiple central command maps that get randomly selected. Tested and works. --- # 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: Several contributors - add: Added a new central command map that is randomly picked alongside the old one (thank you to Spanky from Harmony) - add: Added Advanced SMES for mappers. - add: Added the atmospheric network monitor for seeing what the temperature, moles, and pressure is on every pipe everywhere through a computer. - add: Nukie med bundle now contains a compact defibrillator. - add: Ported a better mapping editor. - add: Added the throngler plushie. - remove: Removed the Throngler as a possible loot spawn for gamble crates. --------- Signed-off-by: sleepyyapril <[email protected]>
<!-- 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]? --> Ports space-wizards/space-station-14#32294 Ports ss14-harmony/ss14-harmony#310 (and everything needed for it to function) Early-merges space-wizards/space-station-14#34302 Adds the ability for multiple central command maps that get randomly selected. Tested and works. --- <!-- 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: Several contributors - add: Added a new central command map that is randomly picked alongside the old one (thank you to Spanky from Harmony) - add: Added Advanced SMES for mappers. - add: Added the atmospheric network monitor for seeing what the temperature, moles, and pressure is on every pipe everywhere through a computer. - add: Nukie med bundle now contains a compact defibrillator. - add: Ported a better mapping editor. - add: Added the throngler plushie. - remove: Removed the Throngler as a possible loot spawn for gamble crates. --------- Signed-off-by: sleepyyapril <[email protected]>
PR will be divided into several parts, this part is mostly focused on UI changes. |
# 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]? --> Ports space-wizards/space-station-14#32294 Ports ss14-harmony/ss14-harmony#310 (and everything needed for it to function) Early-merges space-wizards/space-station-14#34302 Adds the ability for multiple central command maps that get randomly selected. Tested and works. --- # 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: Several contributors - add: Added a new central command map that is randomly picked alongside the old one (thank you to Spanky from Harmony) - add: Added Advanced SMES for mappers. - add: Added the atmospheric network monitor for seeing what the temperature, moles, and pressure is on every pipe everywhere through a computer. - add: Nukie med bundle now contains a compact defibrillator. - add: Ported a better mapping editor. - add: Added the throngler plushie. - remove: Removed the Throngler as a possible loot spawn for gamble crates. --------- Signed-off-by: sleepyyapril <[email protected]> (cherry picked from commit 9272f65b64392f66a7cd4fd7c84bb152dc93b65a)
* Fix verb sub (#30667) * Fix verb sub Mapping casualty, verbs are weird. * also this * Fix Hissing & Another Airlock Error (#1596) errors/test fail ops --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: slarticodefast <[email protected]> * Update miningrock.yml (#1595) Yeets a heisentest. * There's literally no reason to do this because it impacts only the people who don't know. Signed-off-by: sleepyyapril <[email protected]> * 1984 "Unobtainium Chemistry" (#1600) # Description Making chems use Unobtainium Reagents doesn't make chemistry interesting, it makes medical gameplay boring. This PR replaces the unobtainium recipes with suitably expensive and/or complicated recipes. Have fun memorizing how to make Acetone, Ammonia and Impedrezine. # Changelog :cl: - remove: 1984'd most instances of "Unobtainium" chemistry. Chems like Necrosol that previously required normally unobtainable reagents such as Cognizine or Vestine now instead have long production chains of chems that are obtainable, but complicated to produce. Check the chemistry menu for more information. * Automatic Changelog Update (#1600) * Update CargoTest.cs Signed-off-by: sleepyyapril <[email protected]> * Consolidate Arsenal Research * Update arsenal.yml * aaaaaaaa * aaaaaaaa * Consolidate Civilian Research * Automatic Changelog Update (#1602) * Automatic Changelog Update (#1603) * Arsenal Tacsuit Research (#1604) # Description This PR fills in the basics for the previously commented placeholders for "Advanced Tacsuits" and "Prototype Tacsuits", both new Arsenal researches. These both unlock recipes for manufacturing tacsuits at a Security Techfab, and are an alternative method to making them outside of buying them through Cargo. Here's a genuine reason for Epistemics to consider doing Arsenal T3. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/697e70cb-e1da-4590-aa2b-01555b88f40d) ![image](https://github.com/user-attachments/assets/60977362-18aa-4253-9045-61129866fad7) ![image](https://github.com/user-attachments/assets/79ed2ffd-19a3-4a4d-9412-51ba96de82ac) ![image](https://github.com/user-attachments/assets/070e99d0-48d6-40ad-add5-a1e51b23f77b) </p> </details> # Changelog :cl: - add: Added Advanced Tacsuits, and Prototype Tacsuits to Arsenal research. Along with them comes Security Techfab recipes for said tacsuits. * Automatic Changelog Update (#1604) * Replace Tech Lockout With Softcap (#1605) # Description This PR fully replaces the "Tier 3 Tech Lockout" with a research softcap. How it works is that technologies are allowed to set a softcap contribution, meaning that they multiplicatively increase the cost of all other research by a certain amount. By default, this is done by all Tier 3 Technologies. Essentially, this means that you're no longer limited to a single research category's tier 3 selections. Instead the costs of research increase the more capstones you unlock. The current cost increase for research is displayed on the console. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/e65fa1ee-c849-489c-b690-f7ce8d98b678) </p> </details> # Changelog :cl: - remove: Removed the "Tier 3 Tech Lockout" mechanic. You are no longer limited to 1 discipline worth of t3 research. - add: Research is now "Softcapped" by Tier 3 unlocks. Each unlocked Tier 3 technology multiplicatively increases the cost of all other research. Rushing a capstone can be quite expensive, as will be getting multiple capstones. I hope you're glad that you can build more than one prober now without guaranteeing the station will explode. * Automatic Changelog Update (#1605) * Fix Possible Loadout Related Crash (#1607) # Description Servers are occasionally experiencing roundstart crashes, and the logs I received concerning this crash imply that LoadoutSystem is SOMEHOW being handed a player character that doesn't actually exist. Well an easy solution I guess is to just make LoadoutSystem check if the entity *factually* exists, before attempting to apply a loadout to it. # Changelog :cl: - fix: Possibly fixed a crash related to Loadouts being applied to entities that don't exist. * Automatic Changelog Update (#1607) * Augustine Lawset (#1609) # Description New lawset, see media. ![image](https://github.com/user-attachments/assets/4a6bcb72-17df-416c-8c66-663107754b37) --- # 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: Rane - add: Added Augustine lawset as a middle ground between Asimov and Crewsimov. * Automatic Changelog Update (#1609) * v240.1.0 (#1606) it's an engine update folks --------- Co-authored-by: Tobias Berger <[email protected]> * Make CODEOWNERS (#1608) maintainers get over here --------- Signed-off-by: sleepyyapril <[email protected]> Signed-off-by: Skubman <[email protected]> Co-authored-by: Skubman <[email protected]> * ATS V2 (#1612) # Description Howdy, y'all, I just wanted to give you a quick update on the ATS. I've added the proper tiny fan, add snacks, and drinks vendors, and some lighting. <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://example.com/thisimageisntreal.png) ![Screenshot 2025-01-19 204215](https://github.com/user-attachments/assets/c81ad460-b9fe-461a-b2e7-713c78798c06) </p> </details> --- # Changelog :cl: Mike32oz - add: ATS, light post, snacks/drinks vendors. - tweak: ATS, tiny fan, convenient belt. - remove: ATS, spawn-MobBear in the Maintenance room. * Automatic Changelog Update (#1612) * Modular Computers Part 2: Disk Burner (#1580) <!-- 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 is **Part 2** of the Modular Computers system, adding the functional player facing stuff- the modular computer itself, a way to make and burn disks via the Disk Burner and a related research. Also comes with some cleanup changes to fix parts of the system that broke in testing. --- # 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] Actually run through this thing when my laptop is out of battery (everything worked except CONSTRUCTING the disk burner) - [ ] Add disk burning delay, make it more intuitive? Maybe a guidebook entry? --- <!-- 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> NO. </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 the Disk Burner, the Modular Computer as a board and a way to make computer disks. --------- Signed-off-by: sleepyyapril <[email protected]> Signed-off-by: Eris <[email protected]> Signed-off-by: Eris <[email protected]> Co-authored-by: sleepyyapril <[email protected]> Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#1580) * Update CODEOWNERS (#1613) * Mapping Mini-Wizmerge & New Central Command (#1610) # 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]? --> Ports https://github.com/space-wizards/space-station-14/pull/32294 Ports https://github.com/ss14-harmony/ss14-harmony/pull/310 (and everything needed for it to function) Early-merges https://github.com/space-wizards/space-station-14/pull/34302 Adds the ability for multiple central command maps that get randomly selected. Tested and works. --- # 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: Several contributors - add: Added a new central command map that is randomly picked alongside the old one (thank you to Spanky from Harmony) - add: Added Advanced SMES for mappers. - add: Added the atmospheric network monitor for seeing what the temperature, moles, and pressure is on every pipe everywhere through a computer. - add: Nukie med bundle now contains a compact defibrillator. - add: Ported a better mapping editor. - add: Added the throngler plushie. - remove: Removed the Throngler as a possible loot spawn for gamble crates. --------- Signed-off-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1610) * Update Credits (#1594) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]> Co-authored-by: sleepyyapril <[email protected]> * Fix Fent Zombies in Medbay (#1614) (fix medbays making people go up/down if they speak) # 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: - fix: The medbay fent zombie epidemic is now fixed. Co-authored-by: BarryNorfolk <[email protected]> * Automatic Changelog Update (#1614) * Psionics Registry Computer, PsiWatch, and Epi-Glasses/Epi-HUD (#1598) # Description This adds the wonderful `Psionics Registry Computer` which allows you to, just like Criminal Records, mark people that will show their icons to other individuals wearing the appropriate gear, and will allow you to keep track of such individuals in a similar way by making a `PsiWatch` app that will show the reasons. For the purposes of easement, I've left the fingerprints and DNA in there, but individuals will not show up with it in the actual file. The game would just crash when I removed the filters, so I left them in. The dropdown also just looked cleaner when it was there instead of removing it and replacing it with a label. I've recolored the sprites for the sec-glasses and sec-HUD to make the epi-glasses and epi-HUD using Epistemics colors. I've recolored the sprite for the CriminalRecords computer to look different and be cool. --- # TODO A list of things I've done split into categories. ### Spriting - [x] (Recolor) Sprite the epi-glasses and epi-HUD. - [x] Sprite the PsionicsRecords computer screen. - [x] Sprite the Psionics Status icons. - [x] Change the sprite for the Psionics Abusing (it is hard to tell any difference from suspected right now). ### Records - [x] Set up records XAML that basically duplicates the Criminal Records. - [x] Remove History (not necessary). - [x] Change all the naming schema to match. - [x] Change the categories and setup reason-requirement for each submission type. - [x] Change the "reason" to "psionics" so it is more intuitive. ### Computer Setup - [x] Setup computer to show UI. - [x] Setup system to report to report to Epistemics (Science) radio when anything is changed. - [x] Setup the system to only accept Epistemics (Research) access. - [x] Setup the computer board. - [x] Setup the sprites for the computers. ### Equipment and Icons - [x] Create the icons and ensure the ShowPsionicsRecordIcons prototype works. - [x] Create the entity prototypes for the glasses and HUD in the game to show textures. - [x] Set it up so the glasses and HUD show the user the icons when they're wearing them (having hard time fixing this at 06:00 in the morning). ### PDA App - [x] Setup the PDA app to mimic the SecWatch app as its own (PsiWatch). - [x] Add the PDA app cartridge to Chaplain, Mantis, Cataloguer, and Mystagogue. - [x] Add cartridge to the Mystagogue locker (so they can give others it). ### Loadouts - [x] Add the epi-HUD to the Chaplain, Mantis, Cataloguer and Mystagogue. - [x] Add the epi-glasses to the Mystagogue. - [x] Add the epi-glasses to Chaplain, Mantis, and Cataloguer (for 3 points). ### Mapping - [x] Add the Psionics Registry Computer to every map. ### Miscellaneous Fixes/Changes - [x] Make the computer only work for Chaplain (Chapel), Cataloguer (Library), Mantis (Mantis), and Mystagogue (ResearchDirector). - [x] Fix Chaplain PDA (did not have any programs installed automatically, now it does). --- # Media I will add more media when I finish the rest. For now, it's just us. <details><summary><h3>Registry Working</h3></summary> <p> https://github.com/user-attachments/assets/f534a1b6-6873-4bcd-9fe5-c7138069ecc0 </p> </details> <details><summary><h3>Loadouts and PsiWatch</h3></summary> <p> Cataloguer ![image](https://github.com/user-attachments/assets/3a5c3b2c-13e8-470f-8ea7-cff828f03e8d) Chaplain ![image](https://github.com/user-attachments/assets/35a1255c-9447-4aeb-b200-48f2d00782e1) Mantis ![image](https://github.com/user-attachments/assets/155ac859-10fd-4233-a84d-31f8f32b2f71) Mystagogue ![image](https://github.com/user-attachments/assets/ddfd178f-2d79-4e1f-9226-51352eb8c0c9) --- No Users in PsiWatch ![image](https://github.com/user-attachments/assets/63186e30-8c04-409b-8478-eb6bc9006f5f) Suspected in PsiWatch ![image](https://github.com/user-attachments/assets/e9009714-0ed5-496f-a836-04f01f9e13e8) Registered in PsiWatch ![image](https://github.com/user-attachments/assets/5f565ec6-4f5f-4303-89cc-f9201de01568) Abusing in PsiWatch ![image](https://github.com/user-attachments/assets/d2f623b4-f2fa-419b-9b3e-a77001aff8ae) PsiWatch in PDA ![image](https://github.com/user-attachments/assets/262ffd2e-f798-41db-8e45-4b64613aac0d) Picture of the PDAs and PsiWatch Cartridge ![image](https://github.com/user-attachments/assets/ed334e8d-6236-4252-82b8-327f59609751) --- Mystagogue Lockers with PsiWatch Cartridge ![image](https://github.com/user-attachments/assets/e56cef9c-2d9e-46bb-87ca-3e6cd2c85240) </p> </details> <details><summary><h3>Mapping Locations</h3></summary> <p> Arena ![image](https://github.com/user-attachments/assets/b24e997d-051d-4def-a28c-dc1029566f0d) Asterisk ![image](https://github.com/user-attachments/assets/6e2faf02-350e-4608-b629-c402d8c2a0fc) Core ![image](https://github.com/user-attachments/assets/0d43e3a0-36c2-4c51-9745-d2a4e1d70217) Edge ![image](https://github.com/user-attachments/assets/478180e2-e63a-4d9a-bf13-365b2648778b) Europa ![image](https://github.com/user-attachments/assets/a385fc48-016e-40bd-8dbc-dc3904b62f05) Gaxstation ![image](https://github.com/user-attachments/assets/207c267b-bf01-4ba5-b829-034ad26d48ef) Glacier ![image](https://github.com/user-attachments/assets/2432840a-2ecc-4957-b82e-ed8406453fbc) Hive ![image](https://github.com/user-attachments/assets/d03ec8a0-de82-4f0f-af90-3bb3e76c1ff7) Lighthouse ![image](https://github.com/user-attachments/assets/3a6b8cc0-5692-4e12-a90f-8d0427469cd5) Meta ![image](https://github.com/user-attachments/assets/c8092fd1-a2cb-4b07-966c-c13a673f16ac) Pebble ![image](https://github.com/user-attachments/assets/084d76a1-b458-4693-a22e-3787a00f69fd) Radstation ![image](https://github.com/user-attachments/assets/a98b48dc-70e3-429c-b2f5-99ba2a5f194a) Saltern ![image](https://github.com/user-attachments/assets/b7e52f6f-8d55-476f-9991-de72c559fc16) Shoukou ![image](https://github.com/user-attachments/assets/2495e13f-f07a-414d-993e-7e29e48c7f9c) Submarine ![image](https://github.com/user-attachments/assets/08a92a84-513f-40d2-8ed3-313189805838) Tortuga ![image](https://github.com/user-attachments/assets/0009b512-ff07-4d17-8825-71a182cb67dc) </p> </details> --- # Changelog :cl: - add: Added Psionics Registry Computer. Now you can record Psionics users in Epistemics. - add: Added epi-glasses and epi-HUD to see Psionics Users icons. (Chaplain, Cataloguer, Mantis, and Mystagogue have access in loadout). - add: Added PsiWatch. Now you can see the Psionics Records data on your PDA! - fix: Fixed Chaplain not having any programs in their PDA on spawn. --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1598) * Update Redshirt Trait Description (#1616) # Changelog :cl: - tweak: Made the Redshirt trait's description say what it does Signed-off-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#1616) * BSO Changes - Headset and MedTek (#1617) # Description This gives the Blueshield Officer a Central Command Headset and gives them MedTek as well (by giving ERT Leader MedTek). The Blueshield Officer should have access to a Central Command Headset to communicate with the other Dignitaries (NTR and MAG) and to communicate with Central Command if they are the only acting Dignitary as well. The Blueshield Officer should have access to MedTek since they already have access to their sunglasses so that they can check the injuries of an injured command without needing a health analyzer. --- # Changelog :cl: - add: Added MedTek to Blushield Officer PDA. - tweak: Blueshield Officer now has a Central Command Headset instead of an All-Access Command Headset. * Automatic Changelog Update (#1617) * Supermatter Fixes (#1618) # Description Supermatter was essentially interacting with atmos about 20 to 60 times faster than the atmos system was doing its own calculations, since *at least some of atmos* is differentiated with respect to time, whereas Supermatter was not. Thus supermatter was updating atmos fully every single tick, whereas elsewhere these variables were being divided by the delta time(multiply by Update(frameTime)). You can think of these equations as, "How much it is modified per unit of time", and multiplying by frameTime is the same as making it, "Per second". This should rather dramatically cut down on the problem Supermatter has where its seemingly going to explode every single round if even the tiniest thing goes wrong, and that nothing you could do could save it if it catches fire. # Changelog :cl: - fix: Fixed the Supermatter engine math so that it actually respects the server's tickrate. It should now be SIGNIFICANTLY less likely to enter a plasma fire death spiral. If it does catch fire, just make sure coolant is being pumped into the engine, and start blasting it with a fire extinguisher. * Automatic Changelog Update (#1618) * Show Puddles and Footsteps in Context Menu (#1620) for our janitors :cl: - tweak: Tweaked puddles and footsteps to be able to see them in context menu. --------- Co-authored-by: deltanedas <[email protected]> Co-authored-by: metalgearsloth <[email protected]> * Automatic Changelog Update (#1620) * Newtonian Singularity (#1619) # Description By request from the very same person who assisted with https://github.com/Simple-Station/Einstein-Engines/pull/1618 This PR ports(and fixes) https://github.com/space-wizards/space-station-14/pull/23372 such that it works on modern Robust Toolbox. This PR essentially makes it so that the Singularity (And Tesla by extension) inherit some of the momentum of objects thrown into them. Im practice it means that they now work more like they do in SS13, whereby if a traitor does not actively intervene in a Singuloose(such as by using a Singularity Beacon), the singularity will usually be "Blown back into space" by space wind throwing objects at it in retaliation to it eating engineering. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/04e9e5b9-d873-4425-b19a-b854b57db486 </p> </details> # Changelog :cl: - add: Singularity and Tesla are now affected by objects thrown into them, causing them to change directions. Unless a traitor intervenes (with a Singularity Beacon), a "Singuloose" is extremely likely to be blown out to space. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#1619) * Yet Another "OnPlayerSpawn" Crash Fix Attempt (#1621) There absolutely should not be something deleting the player characters when starting a round. --------- Co-authored-by: Leon Friedrich <[email protected]> * Use System (#1622) yes this is a system i dont know why it's not better named * Kill Mana (#1623) it is genuinely so bad :cl: - remove: Remove mana. * Automatic Changelog Update (#1623) * Only Use Roundstart Species for RandomHumanoid (#1624) it will no longer choose vox or lamia. * Update MacOS Logo (#1625) # Description Updated the MacOS logo to the EE one. Also, the base logo was 256x258, which caused me physical distress, so I fixed that too. # Changelog None * Revert "Update MacOS Logo (#1625)" (#1628) This reverts commit 881ae3be0ad5e0c8f1311738b12ebd1e142f4c82. not a valid png * Gladiabot (#1548) Co-authored-by: stellar-novas <[email protected]> Co-authored-by: RedFoxIV <[email protected]> * Automatic Changelog Update (#1548) * Update MacOS Logo (#1629) This is the same as #1625, but it doesn't use symlinks, which are broken on Windows. # Changelog None * Loadouts Item Failed to Spawn Check (#1630) * Harpy Displacement Map (#1633) # Description Adds a displacement map for Harpies so that they can now wear pants. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/265fdbc2-66ff-4dfb-a55f-16baf946e4a2) </p> </details> --- # Changelog :cl: - add: Harpies can now wear pants, and have a displacement map to make them look less terrible when doing so. * Automatic Changelog Update (#1633) * Engine Update v240.1.3 (#1634) * v240.1.2 (#1636) accidentally used sourcegen * Hotfix AI Being Eaten by Singulo (#1637) ports #31556 Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: Pieter-Jan Briers <[email protected]> * Goob Mechs (#1611) # 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]? --> We like mechs here, yeah? --- # 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: Mocho, John Space - tweak: The H.O.N.K. has received an airtight cabin for honk operations in outer space. - add: Added the Ripley MK-II, a heavy, slow all-purpose mech, featuring a pressurized cabin for space operations. - add: Added the Clarke, A fast moving mech for space travel, with built in thrusters (not certain if they work properly though :trollface:) - add: Added the Gygax, a lightly armored and highly mobile mech with enough force to rip walls, or someone's head off. - add: Added the Durand, a slow but beefy combat suit that you dont want to fight in close quarters. - add: Added the Marauder, a specialized mech issued to ERT operatives. - add: Added the Seraph, a specialized combat suit issued to ??? operatives. - add: The syndicate has started issuing units under the codenames "Dark Gygax" and "Mauler" to syndicate agents at an introductory price. - add: The exosuit fabricator can now be emagged to reveal new recipes. - add: There are 4 new bounties cargo can fulfill for mechs. Feedback on the cost/reward is welcome! --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: John Space <[email protected]> Co-authored-by: gluesniffler <[email protected]> Co-authored-by: ScyronX <[email protected]> * Automatic Changelog Update (#1611) * Fix Gun Contests (#1638) Co-authored-by: VMSolidus <[email protected]> * Fix RoundLevel Test Fail (#1635) * Player Customization (#1626) <!-- 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]? --> Adds cosmetic pronouns, visible through examining people (if they have any) as a PushMarkup. Adds Station AI/borg name customization. CCVars: customize.allow_cosmetic_pronouns (default false) customize.allow_custom_station_ai_name (default false) customize.allow_custom_cyborg_name (default false, for borgs, mediborgs, etc) --- # 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 cosmetic pronouns. (disabled by default) - add: Added Station AI name customization through character customization. (disabled by default) - add: Added Cyborg name customization through character customization. (disabled by default) * Remove Gamerule Count Test (#1639) * Automatic Changelog Update (#1626) * Adds Veterancy Weapons to Sec, Removes Ion (Broken), Fixes Cutlass Sp… (#1599) # Description Adds some more expensive weapons to security which eat up more value. idea from [goob MRP](https://discord.com/channels/1323488536501944350/1330495398137298975) --- # 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 2 new security loadout items - tweak: Tweaked BSO's ammo - fix: Fixed energy cutlass sprite - remove: Removed broken Ion component --------- Co-authored-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1599) * Box Station For EE (#1615) # Description Howdy, y'all, I apologize for the delay, but I've finally completed the Box Station for EE. I've added a few things, including the supermatter crystal (SM) with the thermal-electric generator (TEG) near the Atmos Department TEG-KIT. I've also added all the job spawn points that were available for now: NanotrasenRepresentative, BlueshieldOfficer, Magistrate, AdministrativeAssistant, SeniorEngineer, SeniorPhysician, SeniorResearcher, SeniorOfficer, MailCarrier, ForensicMantis, Roboticist, MailCarrier, Reporter, StationAI, and MedicalBorg. Finally, I added holopads in all departments with AI upload (all law circuit boards). <details><summary><h1>Media</h1></summary> <p> ![Screenshot 2025-01-20 075641](https://github.com/user-attachments/assets/b41d0518-5bd8-48fd-ab7f-fcd3b4b8a585) ![Screenshot 2025-01-20 075630](https://github.com/user-attachments/assets/725d5af0-c238-4da3-8e8d-3944b1ecbbc3) ![Screenshot 2025-01-20 075617](https://github.com/user-attachments/assets/80e7c6f4-52b6-4754-80af-a4a1f9cafdf7) ![Screenshot 2025-01-20 075606](https://github.com/user-attachments/assets/e92b4c84-88e8-4aca-8f19-f1970406eeac) ![Screenshot 2025-01-20 075558](https://github.com/user-attachments/assets/fdbb4277-2982-4c77-81b2-73a7ee335340) ![Screenshot 2025-01-20 075552](https://github.com/user-attachments/assets/b298326e-132c-42c0-abce-3259a6d589b6) ![Screenshot 2025-01-20 075546](https://github.com/user-attachments/assets/66cda318-167f-4728-8e8c-e273f108bcbd) ![Screenshot 2025-01-20 075541](https://github.com/user-attachments/assets/22a586c8-7205-4caf-b87f-a55361c87015) ![Screenshot 2025-01-20 075535](https://github.com/user-attachments/assets/3413741d-574a-45ab-aba0-5c5bb8b315ee) ![Screenshot 2025-01-20 075521](https://github.com/user-attachments/assets/13dd5158-1956-4a16-b780-79a8b06e8efe) ![Screenshot 2025-01-20 075511](https://github.com/user-attachments/assets/efd8bd4a-8ddc-4c75-83fb-d20927f13487) ![Screenshot 2025-01-20 075505](https://github.com/user-attachments/assets/ccfb7557-dc62-4437-8472-3277973c9951) ![Screenshot 2025-01-20 075455](https://github.com/user-attachments/assets/6dd6b99b-c060-4fb8-b8d8-e7b007997f0e) ![Screenshot 2025-01-20 075449](https://github.com/user-attachments/assets/156f21d7-2856-48d0-b151-5b11d7d2f772) ![Screenshot 2025-01-20 075445](https://github.com/user-attachments/assets/2b30ddb3-1a9a-44b4-b57c-c3a6bc0deb33) ![Screenshot 2025-01-20 075433](https://github.com/user-attachments/assets/e0b22201-9cc7-48a0-abb2-da8a2b35673b) ![Screenshot 2025-01-20 075423](https://github.com/user-attachments/assets/4f2eb824-a9b1-4823-8215-361ee5d51240) ![Screenshot 2025-01-20 075400](https://github.com/user-attachments/assets/6dedfd3b-bb9d-418d-8138-dc42bb9edf80) ![Screenshot 2025-01-20 075339](https://github.com/user-attachments/assets/5b786512-7005-4a7e-b356-407734cee759) ![Screenshot 2025-01-20 075320](https://github.com/user-attachments/assets/0e6ecf0b-1a79-429e-96a0-ff9ba9185644) ![Screenshot 2025-01-20 075308](https://github.com/user-attachments/assets/e9954ada-ac51-4696-ae05-72a6bb6aac86) ![Screenshot 2025-01-20 044511](https://github.com/user-attachments/assets/b10ee8fd-9989-433a-be58-96e361e3f284) ![Screenshot 2025-01-20 044343](https://github.com/user-attachments/assets/9fcf6d20-c9ee-44d9-83e5-a2708fee750c) </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: Mike32oz - add: Box Station, supermatter crystal, holopads, and Thermal-electric generator. - tweak: Box Station, Engineer, Medical, Epistemics, Cargo, Security, and Service Departments. - remove: Box Station, Particle Accelerator Room in Engineer Departments. --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: stellar-novas <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1615) * Add MathNet.Numerics To The Project (#1641) # Description The documentation for it can be found here: https://numerics.mathdotnet.com/api/MathNet.Numerics/index.htm This adds an entire massive library of academic/scientific/engineering math functions. I basically need this going forwards to start comprehensively fixing this game's terrible math. # Changelog Not player facing, but it deserves to be here: :cl: - add: (For Developers): Added the MathNet.Numerics library. It contains a great number of scientific and engineering math related functions. For more information, its documentation can be found here, https://numerics.mathdotnet.com/api/MathNet.Numerics/index.htm * Automatic Changelog Update (#1641) * Update SupermatterSystem.Processing.cs (#1642) # Description Mirror of a bugfix from https://github.com/Goob-Station/Goob-Station/pull/1469 * MathNet.Numerics Apparently Needed To Be In Server And Client Too (#1643) Whoops. To be fair it's my first time adding something like this to a project. :) * Better Progress Bar (#1648) # Description DoAfter progress bar like in ss13 forks. --- ![2025-01-24_01-04_2](https://github.com/user-attachments/assets/df524426-cecd-4a32-a3b3-f588f11684b1) ![2025-01-24_01-03](https://github.com/user-attachments/assets/62dcb13a-4259-4980-8aa2-87de6e77a226) ![2025-01-24_01-04](https://github.com/user-attachments/assets/493c0c54-4225-40c9-8518-4da613bb2e12) --- # Changelog Fuck it, no need this, im not a contributor. --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: sleepyyapril <[email protected]> * Removes Asphyxiation From Lamia in Favor of Pierce/Poison (#1645) # Description The asphyxiation damage was extremely temporary and it took less than a cycle to get it healed up. In the current stage where you can't strangle someone, this kind of damage is irrelevant. Thus I have moved the 2 points of asphyx equaly to piercing and poison instead, making the lamia melee feel a bit stronger. --- # Changelog :cl: - tweak: Tweaked lamia bite * Automatic Changelog Update (#1645) * Change Time Requirements for Command Positions & Mystagogue (#1649) # Description Normalizes the time requirements for some of the command positions, specifically the `Logistics Officer`, `Chief Engineer`, `Chief Medical Officer`, and `Mystagogue`. The Logistics Officer has too much overall time requirement. 40 hours compared to other positions that only have 30 and 25? Lowered it. The Chief Engineer and CMO have their times raised since Chief Engineer should know more and CMO now has Surgery that they should know and be familiar with as well. The Mystagogue should have a slightly higher time requirement with Psionics and should also be required to be a Mantis and Cataloguer for a minimum of 5 hours so they know how their innate abilities and how to deal with Psionics. --- # Changelog :cl: - tweak: Logistics Officer now has 30 hours instead of 40 hours of time requirement overall. - tweak: Chief Engineer and CMO have 25 hours instead of 30 hours of time requirement. - tweak: Mystagogue now has 5 hours of time requirement as Mantis and Cataloguer. * Automatic Changelog Update (#1649) * HideSpawnMenu Harpy Dummy (#1651) fuc u tcj --------- Signed-off-by: Aiden <[email protected]> * Port Stunbot and Disablerbot From Floofstation PR (#1631) Taken from: https://github.com/Fansana/floofstation1/pull/501 <!-- 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]? --> Adds the Batonbot and the Disablerbot. Both of these will idle around until they encounter hostile wildlife, such as angry slimes, and will then liberally apply their respective weapon until the threat is no more. The Batonbot has a weakened version of the Baton, applying 15 less Stamins damage and only 4 burn damage The Disablerbot uses the SMG Disabler bullet with a significant spread at a fire rate of 1 This means that both of them are less powerful than a normal baton or disabler. They are built with: - Proximity Sensor - Security Helmet - Stunbaton/Disabler As such requiring co-operation from Security to construct. Also included are Spawners, for if we want them on stations on round-start. The recipes necessitated a few new tags, which have been marked with # Floofstation, along with the reason they were added to the entities. --- <!-- 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> https://github.com/user-attachments/assets/8e6c9861-004c-4138-abcc-f0fe203ed9d0 https://github.com/user-attachments/assets/7c7cd08d-3c8e-4896-8f25-ce8cd5a4fb0e </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: Timfa - add: Add Batonbot - add: Add Disablerbot --------- Co-authored-by: stellar-novas <[email protected]> * Automatic Changelog Update (#1631) * MODsuits (Port From Goob #1242) (#1640) # Description Ports MODsuits from Goobstation PR https://github.com/Goob-Station/Goob-Station/pull/1242. The PR author has confirmed that he is okay with me doing this. --- # TODO - [X] Port in sprites - [x] Port in YMLs - [X] Port code - [x] Port code PATCHES - [x] Update EE with required fixes --- <details><summary><h1>Media</h1></summary> <p> ## Modsuit crafting https://github.com/user-attachments/assets/8ff03d3a-0fc1-4818-b710-bfc43f0e2a68 ## Modsuit sealing https://github.com/user-attachments/assets/6671459a-7767-499b-8678-062fc1db7134 </p> </details> --- # Changelog :cl: - add: Modsuits have been ported from Goobstation! --------- Signed-off-by: Eris <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#1640) * ChemMaster Improvements (#1650) Hate having to use the same buffer for pills? Want sorting and container solutions for output? No need to wait _any_ longer! A brand new pill buffer, a sort feature _for_ the new pill buffer **and** you have your amount buttons back! Showcase: https://ptb.discord.com/channels/1218698320155906090/1218698321053356060/1332224976803074123 :cl: - add: A new ChemMaster experience has been granted to the people of Einstein Engines. Includes a pill buffer! * Automatic Changelog Update (#1650) * Hardsuits Fire Protection (#1445) # Description I have incredibly vivid memories from SS13 over a decade ago. In particular, every time the Supermatter delaminated, one of the Engineers would inevitably end up heroically sacrificing themself by walking directly into the supermatter core in order to drag the crystal to space. This was made only possible because the engineering suits made you immune to fire damage. It's currently not possible for engineers to do this, since fire damage is ABSURD, and having an 80% reduction to 400 damage per second is still death in less than 3 seconds. So this PR corrects the injustice. Now the chief engineer gets to heroically sacrifice himself by dragging the supermatter crystal out to space. # Changelog :cl: - add: Engineering Hardsuits, Maxim Hardsuit, and Cybersun's Elite Tacsuit now all make the wearer immune to atmos fires. Have fun walking directly into the supermatter engine. Play out your heroic engineer fantasy by dragging the supermatter crystal to space in order to save the station. --------- Co-authored-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1445) * [Port] Playing Cards (#1451) # Description This ports Playing Cards from: Estacao Pirata... Frontier... and GoobStation... More specifically, ports https://github.com/Goob-Station/Goob-Station/pull/1215 and https://github.com/Goob-Station/Goob-Station/pull/1311 sequentially. In short... - Adds 3 skins of the playing cards: Nanotrasen, Syndicate, and Black. - NT can be obtained as an item in your loadout but is locked behind a command job. - Syndicate can be obtained as a pointless item in the uplink for 1 TC. - Black can be obtained both as an item in your loadout and from the Games Vendor. --- # TODO before review <!-- 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] De-namespace all of (_)EstacaoPirata? (not required, it is an EE fork) - [X] **_TO MAINTAINERS/CONTRIBS, NEED YOUR INPUT!!!_**: See `Content.Client/Inventory/StrippableBoundUserInterface.cs:220`'s "DRAFT TODO". Basically its me asking how to involve the thieving trait in the omission of the playing cards in the strip menu. Currently, it does not take into account the trait and simply obscures. (prolly dont take the trait into account, obscure regardless) - [X] Figure out what to do with the Nanotrasen deck variant: should it remain free like the black deck or restricted like the syndicate? Locked behind any command job? (prolly this) - [X] Get media actually filled in --- <!-- 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/66c94a1d-4389-4a65-a547-c11c54efac42) </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: Playing Cards. You may get one in the Games Vendor or as an item in your loadout. --------- Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#1451) * Try Fix Loadouts, Again (#1652) more than likely this is just because of invalid loadouts * Chitinid (From Delta-V) (#1644) port https://github.com/DeltaV-Station/Delta-v/pull/2707 (with permission) :cl: ElusiveCoin - add: Added a new species, the Chitinid. --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: ElusiveCoin <[email protected]> Co-authored-by: rosieposie <[email protected]> Co-authored-by: Delta-V bot <[email protected]> Co-authored-by: Nemanja <[email protected]> Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#1644) * Change "Kill" To "Teach a Lesson" (#1654) better for MRP this code is originally by me anyway, they just made it better :cl: - tweak: Kill random person objective has been replaced by teaching them a lesson, removing the need to RR a random person. --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: Lyndomen <[email protected]> Co-authored-by: Milon <[email protected]> Co-authored-by: deltanedas <[email protected]> Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#1654) * Fix Melee Attack Speed Again (#1653) # Description Melee Weapons were accidentally given the wrong attack speed formula again. It took me awhile of reviewing the entire history, but eventually I found the line where the wizmerge introduced a new check that used the old formula. Also to help prevent this from happening again, I've put in a request to be set as codeowner for the relevant systems I have significantly modified. # Changelog :cl: - fix: Fixed melee weapons having the wrong attack speed calculations(again) * Automatic Changelog Update (#1653) * New Species: Plasmaman (#1291) # Description Adds the Plasmamen as a playable species. Plasmamen are a skeletal species who depend on Plasma to live, and oxygen is highly fatal to them. Being exposed to oxygen will set them on fire, unless they wear their envirosuits. ## Species Guidebook <img width=500px src="https://github.com/user-attachments/assets/a1ef91ef-87b2-4ae0-8b5c-922a0c34777f"> <img width=500px src="https://github.com/user-attachments/assets/110f0fa0-7dc4-410b-a2c0-a517f0311484"> **SPECIAL:** - Plasmamen speak the language Calcic, a language they share with Skeletons. ## Shitmed Integration Plasmamen are the first ever species designed with Shitmed in mind, with one of their core mechanics (self-ignition) powered entirely by Shitmed. Whether or not a Plasmaman ignites from oxygen exposure depends only on their body parts. A Plasmaman with only their head exposed will not burn as much as an entirely naked Plasmaman. You can **transfer** Plasmaman body parts to non-Plasmamen through **surgery** so that they also ignite from oxygen exposure. Meanwhile, a Plasmaman with a non-Plasmaman head can expose their head without self-igniting. https://github.com/user-attachments/assets/0aa33070-04be-4ded-b668-3afb9f4ddd7c ## Technical Details This also cherry-picks https://github.com/space-wizards/space-station-14/pull/28595 as a quality-of-life feature to ensure Plasmamen keep their internals on upon toggling their helmet with a breath mask on. ## TODO ### RELEASE-NECESSARY <details> - [x] Port more envirosuits / enviro helms (job-specific) and their sprites - [x] Remove breath masks from default plasmaman loadouts because the envirohelms already allow them to breathe internals - [x] Change default plasma tank to higher-capacity version - [x] Prevent plasmamen from buying jumpsuits and helmets other than envirosuits - ~~[ ] **Client UI update for loadout groups min/max items and default items**~~ - [x] Plasmaman-specific mask sprites from TG - [x] Disable too cold alert for plasmamen - [x] Create/port sprites for these jobs - [x] Courier - [x] Forensic Mantis - [x] Corpsman (Resprite security envirosuit) - [x] Prison Guard (Resprite security envirosuit) - [x] Magistrate (No Paradise envirosuit so use new colorable envirosuit) - [x] Blueshield (Port from Paradise and tg-ify?) - [x] NanoTrasen Representative (No Paradise envirosuit so use new colorable envirosuit) - [x] Martial Artist (use new colorable envirosuit and make pure white) - [x] Musician (use new colorable envirosuit) - [x] Reporter (use new colorable envirosuit) - [x] Zookeeper (use new colorable envirosuit) - [x] Service Worker (use new colorable envirosuit) - [x] Gladiator - [x] Technical Assistant - [x] Medical Intern - [x] Acolyte / Research Assistant - [x] Security Cadet - [x] Assistant - You know what. These intern jobs are fine. They can use their normal equivalent's envirosuits. - [x] Logistics Officer (use new colorable envirosuit) - [x] Adjust sprites to be closer to actual job - [x] Captain (Shift color to be closer to ss14 captain) - [x] ~~CMO (Remove yellow accents)~~ - [x] Port HoP envirogloves sprite - [x] unique sprite for self-extinguish verb - [x] Refactor conditional gear stuff to live only in StartingGearPrototype with `SubGear` `List<ProtoId<StartingGearPrototype>>` field and `List<Requirement>` field for sub-gear requirements - [x] Add starting gear for paradox anomaly, and antags and ghost roles - [x] Paradox - [x] Nukies - [x] Disaster victims - [x] Listening post operative - [x] Make all envirosuit helmets have a glowing (unshaded) visor - [x] Envirosuit extinguish visuals - [x] JobPrototype: AfterLoadoutSpecial - [x] Set prisoner envirohelm battery to potato, command/sec/dignitary to high-powered - [x] Set base envirosuit extinguishes to 4, sec 6 and command 8 - [x] Improve plasmaman organ extraction experience - [x] Body parts now give 1 plasma sheet each, while Torso gives 3 - [x] Organs can be juiced to get plasma - [x] Make envirohelm flashlights battery-powered - [x] Plasmamen visuals - [x] Grayscale sprites for color customization, and set default skintone color to Plasmaman classic skintone - [x] Plasmaman eye organ sprite - [x] Add basic loadouts - [x] Add way to refill envirosuit charges (refill at medical protolathe after some research) </details> ### Low Importance <details> - [x] Envirogloves - [ ] (SCOPE CREEP) Plasma tanks sprite (only normal emergency/extended, rather low priority) - [ ] (SCOPE CREEP) Modify envirosuit helmet sprites to have a transparent visor - [ ] Glowing eyes/mouth marking - [x] More cargo content with plasma tanks / envirosuits - [x] Plasmaman survival kit like slime - [x] Additional plasma tanks - [ ] (SCOPE CREEP) Plasmaman EVA suits - [x] ~~Add envirosuits to clothesmate~~ - [x] Add more plasma tanks to random lockers and job lockers - [x] Turn envirosuit auto-extinguish into extinguish action - [x] move self-extinguish verb stuff to shared for prediction of the verb - [x] move self-extinguisher stuff away from extinguisher namespace - [x] unique sprite for self-extinguish icon - [x] ~~IDEA: purple glowy fire extinguisher ~~ - [x] on self-extinguish, check for pressure immunity OR ignite from gas immunity properly - [x] See envirosuit extinguish charges in examine - [x] Milk heals on ingestion - [x] Plasma heals on ingestion - [x] Self-ignition doesn't occur on a stasis bed - [x] ~~Self-ignition doesn't occur when dead~~ - [x] Guidebook entry - [x] Make self-ignition ignore damage resistances from fire suits - [x] ~~Make self-ignition ignore damage resistances from armor~~ - [x] ~~Unable to rot?~~ - [x] Make the envirosuit helmet toggle on for the character dummy in lobby - [ ] (SCOPE CREEP) One additional Plasmaman trait - [x] ~~Showers extinguish water as well as water tiles~~ - Unnecessary as stasis beds now prevent ignition, allowing surgery on a plasmaman on stasis beds. - [x] Unique punch animations for Plasmafire Punch/Toxoplasmic Punch traits - [x] Actually remove toxoplasmic it's just slop filler tbh - [ ] Talk sounds - [ ] Normal - [ ] Question - [ ] Yell - [x] Positive moodlet for drinking milk / more positive moodlet for drinking plasma - [x] Increase moodlet bonus and also minimum reagent required for the plasma/milk moodlets - [x] Increase fire rate base stacks on ignite cause putting out your helmet for a few secs isn't that dangerous due to the fire stacks immediately decaying - [x] I think halving firestack fade from -0.1 to -0.05 might work to do the same thing too - [ ] (SCOPE CREEP) Get bone laugh sounds from monke 'monkestation/sound/voice/laugh/skeleton/skeleton_laugh.ogg' - [ ] (SCOPE CREEP) When EVA plasmaman suit is added, 25% caustic resist - [x] Envirosuit helmet - [x] Equivalent of 100% bio / 100% fire / 75% acid resist - [x] Envirosuit - [x] Equivalent of 100% bio / 100% fire / 75% acid resist - [x] Envirogloves - [x] Equivalent of 100% bio / 95% fire / 95% acid resist - [x] Put breath mask back on - [x] Refactor: put body parts covered data into component instead of being hardcoded </details> ## Media **Custom Plasmaman Outfits** All of these use the same **absolutely massive** [envirosuit RSI](https://github.com/angelofallars/Einstein-Engines/tree/0c3af432dfbbc41c1a705194ceb7930a64d5b356/Resources/Textures/Clothing/Uniforms/Envirosuits/color.rsi) and [envirohelm RSI](https://github.com/angelofallars/Einstein-Engines/tree/0c3af432dfbbc41c1a705194ceb7930a64d5b356/Resources/Textures/Clothing/Head/Envirohelms/color.rsi) to quickly create the envirosuits that didn't exist in SS13 where the envirosuit sprites were ported. From Left to Right: Magistrate, Prison Guard, Boxer, Reporter, Logistics Officer <img width=200px src="https://github.com/user-attachments/assets/bf990841-7d9e-4f4e-abae-8f29a3980ca1"> <img width=200px src="https://github.com/user-attachments/assets/07ca7af7-4f43-4504-9eac-4ca9188ae98e"> <img width=200px src="https://github.com/user-attachments/assets/0d20332c-826f-4fec-8396-74e84c23b074"> <img width=200px src="https://github.com/user-attachments/assets/1634364e-7cb3-457b-b638-e1b562b7c0c5"> <img width=200px src="https://github.com/user-attachments/assets/c2881764-f2fa-4e40-9fbf-35d1b717c432"> **Plasmaman Melee Attack** https://github.com/user-attachments/assets/6e694f2c-3e03-40bf-ae27-fc58a3e4cb6c **Chat bubble** <img width=240px src="https://github.com/user-attachments/assets/e3c17e6d-5050-410f-a42c-339f0bfa30a1"> **Plasmaman Body** <img width=140px src="https://github.com/user-attachments/assets/7ed90a47-9c33-487d-bd44-c50cec9f16dd"> With different colors: <img width=140px src="https://github.com/user-attachments/assets/0a28068e-7392-4062-950b-f60d2602da84"> <img width=140px src="https://github.com/user-attachments/assets/9b652311-0305-4ec0-be60-e404697617a2"> **Skeleton Language** ![image](https://github.com/user-attachments/assets/89b2b047-3bfa-4106-926e-6c412ed6e57c) **(Bonus) Skeleton chat bubble** <img width=240px src="https://github.com/user-attachments/assets/a2e2be5c-f3ae-49d9-b655-8688de45b512"> **Self-Extinguish** https://github.com/user-attachments/assets/6c68e2ef-8010-4f00-8c24-dce8a8065be8 The self-extinguish is also accessible as a verb, which also means that others can activate your self-extinguish if they open the strip menu. <img width=200px src="https://github.com/user-attachments/assets/291ab86d-2250-46ec-ae0c-80084ab04407"> The self-extinguish action has different icons depending on the status of the self extinguish. Left to right: Ready, On Cooldown, Out Of Charges <img src="https://github.com/user-attachments/assets/0340de8a-9440-43b1-8bff-1c8f962faa0c"> <img src="https://github.com/user-attachments/assets/11f73558-6dc1-444d-b2ef-2f15f55174ca"> <img src="https://github.com/user-attachments/assets/030ed737-f178-4c60-ba0c-109659e7d9cb"> **Envirosuit Extinguisher Refill** <img width=300px src="https://github.com/user-attachments/assets/9379294b-e3f3-436d-81bc-2584631869ef"> <img width=300px src="https://github.com/user-attachments/assets/807b9e9e-7b4b-4593-aa1f-d9d24ac6985c"> **Loadouts** <img width=400px src="https://github.com/user-attachments/assets/55713b87-29bb-41b3-b7a3-88fbc6e5e797"> <img width=400px src="https://github.com/user-attachments/assets/ab1757fa-9b70-4a66-b5ae-20fd9cabe935"> <img width=400px src="https://github.com/user-attachments/assets/aacc4cf7-9ce1-4099-b8c7-108bef1f3bde"> <img width=400px src="https://github.com/user-attachments/assets/58604dc2-82ef-4d42-b9e2-639548c93f40"> **Plasma Envirosuit Crate** <img width=400px src="https://github.com/user-attachments/assets/fa362387-9c10-47c3-b1af-2c11e6b00163"> <img width=400px src="https://github.com/user-attachments/assets/bf773722-9034-4469-967d-e00dbf8c77a7"> **Internals Crate (Plasma)** <img width=400px src="https://github.com/user-attachments/assets/fcd4ff2e-09e9-423a-9b21-96817f6042a4"> <img width=400px src="https://github.com/user-attachments/assets/bf773722-9034-4469-967d-e00dbf8c77a7"> **Glow In The Dark** ![image](https://github.com/user-attachments/assets/9728eb33-55d5-4f82-92ac-3a7756068577) ## Changelog :cl: Skubman - add: The Plasmaman species has arrived! They need to breathe plasma to live, and a special jumpsuit to prevent oxygen from igniting them. In exchange, they deal formidable unarmed Heat damage, are never hungry nor thirsty, and are immune to cold and radiation damage. Read more about Plasmamen in their Guidebook entry. - tweak: Internals are no longer toggled off if you take your helmet off but still have a gas mask on and vice versa. - tweak: Paradox Anomalies will now spawn with the original person's Loadout items. - fix: Fixed prisoners not being able to have custom Loadout names and descriptions, and heirlooms if they didn't have a backpack when joining. --------- Signed-off-by: Skubman <[email protected]> Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Plykiya <[email protected]> Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#1291) * Don't Assume Sessions Are Real (#1655) # Description This system was just blindly assuming a session couldn't be null without proving it wasn't, and two different functions both incorrectly made this assumption. I have no idea how the hell they managed to sneak it past the compiler's null reference test. * Hotfix for Disk Burner Examine (#1656) <!-- 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]? --> Had an aneurysm seeing this live on arcadis and webedited a fix. Fixes an issue on examining a disk burner without a board. --- # 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 --> no Signed-off-by: Eris <[email protected]> * Better Teach Lesson Code (#1657) # Description Thanks to Router for pointing out we can actually reuse code that is apparently just always running exclusively on player characters. So it turns out that this game actually has a system for tracking who the killer is. We can skip enumeration outright if the killer was the one who downed the player. There's still BETTER ways to do this, like subscribing to KillReportedEvent instead of MobStateChanged, but I'm a bit too zonked out to pursue that right now. * Tajara (#1647) # Description ~~On user end Felinids are removed and replaced with Tajara, mostly inspired by the ParadiseStation sprites.~~ ~~Most things from Felinids are ported over, either being untouched (in which case they're left in the nyanotrasen directory), or somewhat modified and copied to tajara directories. This is done because both shadowkin and humans reference these files quite a bit, so we don't want to break anything forwards/backwards,~~ ~~Under the hood, felinid components are untouched, just simply set to `abstract: true` and `roundstart: false`, once again to prevent any breakage.~~ There's been like 50 changes all the ways, but basically, felinids are staying, tajara get a few languages, they also are more "specialized" than felinids due to big upsides and downsides (funny :) --- # TODO - [X] Add tajara ~~- [X] Hide felinids~~ ~~- [x] Analyze and find now-orphaned felinid protorypes/textures/references and remove them (optional)~~ - [x] Fix graphical bugs (if any) - [x] Ensure the code structure is compliant with repo practices --- <details><summary><h1>Media</h1></summary> <p> In captain attire ![{3169C46E-BABB-466F-BD75-D8A00D8F9105}](https://github.com/user-attachments/assets/74a7c43f-9d5d-440f-9c18-f1eb386ad3d7) Testing emotes and languages ![{7EE18197-E788-46BF-9DA3-97B0718A2F0B}](https://github.com/user-attachments/assets/74dd9c17-92a2-4760-99f8-1bb893fa969d) Emotes still working, same with hairballs ![{346EB863-EF92-4D82-8E72-409437372DC3}](https://github.com/user-attachments/assets/91b61aae-d460-4373-a0ba-79cbd64f8ec4) Few character selector pictures - The previously shown off tajaran ![{559C39A8-5333-4787-A3B7-2F882EB6B5E2}](https://github.com/user-attachments/assets/38d77c48-caa2-461f-858a-a6b1a235cc0f) - Markingless male body ![{9D762061-C1F8-40A5-9F14-5809E803820C}](https://github.com/user-attachments/assets/719c18ba-0230-4b17-9166-fdd15cb67526) ![{98AFAEF1-D49A-4951-A18E-5E55ACC05A26}](https://github.com/user-attachments/assets/6f848c0a-9a1e-4aed-aeb7-0bbf7c1dab62) - Markingless female body ![{8F42252C-DDC4-43FD-8B8F-BFF0FBD971CD}](https://github.com/user-attachments/assets/92ea11bc-2ddc-4569-b166-0380b34ee946) ![{EE2B152D-97AD-4C39-B51E-8D89E4C4B097}](https://github.com/user-attachments/assets/c6f3a8ee-20be-486a-bea8-b862cf2ea12e) - Traits are updated, as is the case with other texts ![{6F1E0309-7262-48BA-ABF6-C2048E087437}](https://github.com/user-attachments/assets/778ede7d-3069-4b81-b09d-32aadb6c6b76) ~~- And a neon colored specimen to show off some markings~~ No longer the case, fur hue is clamped to some reasonable colors ![{381F7D38-1ABE-4434-8F29-95908E8F1A4B}](https://github.com/user-attachments/assets/1ef52004-db37-4127-a113-0b5640087cc1) </p> </details> --- # Changelog :cl: - add: Added Tajara and related content --------- Signed-off-by: SX-7 <[email protected]> Signed-off-by: VMSolidus <[email protected]> Co-authored-by: sleepyyapril <[email protected]> Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#1647) * Markings Port Wave 1 (#1658) # Description Added a ton of markings to the game, ported from other codebases: - All Goob LRP hairstyles - Wizden hairstyles (including Pulato https://github.com/space-wizards/space-station-14/pull/34117, Shaped and Long Bow https://github.com/space-wizards/space-station-14/pull/31010) - `HumanHairClassicLong2` and `HumanHairClassicLong3` have been upstreamed from DV to Wizden so I'm doing the same here. https://github.com/space-wizards/space-station-14/pull/30963 - Iron Jaw face augmentation from Adventure Time - Adventure Time hairstyles and facial hair - Some Corvax hairstyles and facial hair - IPC wings (https://github.com/Goob-Station/Goob-Station/pull/1145) - Plasmaman wings (from SimpleStation14) - _B-b-b-but they get set on fire by oxyg-_ Counterpoint: Plasmamen with wings look cool as heck. Also cherry-picked https://github.com/space-wizards/space-station-14/pull/30786 and https://github.com/space-wizards/space-station-14/pull/30852. I was initially going to include new Oni markings like horns, ears and tails from Adventure Time here but due to what I think is quality issues with some of them I've postponed adding them until I have the time to correct them. I gotta put out the markings I can put out now cause I know everyone's gonna want to immediately upstream merge all the other content we've added today. <details><summary><h1>Media</h1></summary> <p> **Pulato (from Wizden) + Iron Jaw (from Adventure Time)** ![image](https://github.com/user-attachments/assets/71251ef6-394f-4f7e-bd23-6d66248b3cb4) **Side Comb + Beard (Short) (all from Adventure Time)** ![image](https://github.com/user-attachments/assets/34d3427b-edef-4abc-8d19-b883a24e663f) **Front Braids (Medium) (from Goob LRP) + Gauze Head Wrap (from Wizden)** ![image](https://github.com/user-attachments/assets/da7f26ac-53bb-4985-84a3-09759ce37500) **IPC Wings (from SimpleStation) + Long Pompadour (from Goob LRP) + Moustache (Handlebar 2) (from Corvax)** <img width=394px src="https://github.com/user-attachments/assets/13ea3638-d9b8-4470-88b5-7b91ef671ded"> <img width=290px src="https://github.com/user-attachments/assets/c116ce27-d19f-49af-878c-75fb9f8b354b"> **Plasmaman Wings (from SimpleStation)** <img width=278px src="https://github.com/user-attachments/assets/82a767f2-cbe0-4f40-b585-4f496fafe51d"> <img width=250px src="https://github.com/user-attachments/assets/bee96e6d-c105-46ac-8a1e-dd103af145b9"> </p> </details> # Changelog :cl: Skubman - add: New hairstyles have arrived, in…
Wanted to make another feature suggestion: could you add plus and minus buttons to the draw depth box, to quickly change the draw depth for decals? In current mapping I found this really annoying where I had to heavily use my keyboard to change the draw depth, often happens when editing previous decals. |
By the way, I am getting to this PR its just really big! I haven't forgotten about it :) |
About the PR
This PR heavily reworks and increases the functionality of the current map editor.
what's changed:
Why / Balance
The current map editor sucks.
Technical details
Media
editor2.mp4
Requirements
Changelog
no 🆑