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Better mapping editor (Part 1 - UI) #34302

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@poeMota poeMota commented Jan 8, 2025

About the PR

This PR heavily reworks and increases the functionality of the current map editor.

what's changed:

  • Improved the map editor UI: entities, decals, and tiles are now in separate lists; decal and tile lists have been moved to the right side of the screen; many interface icons have been added and updated.
  • Added a button for deleting tiles.
  • Removed the second button for deleting entities.
  • Decals in the decal list are now displayed in a gallery format.
  • When changing a decal's color, all decals in the list are updated to reflect the corresponding color.
  • A checkbox labeled "Use Custom Color" has been added to the decal menu.
  • Fixed a bug with tile texture rendering where extremely long sprites would now be cropped into a square.
  • Fixed the ability to open the main menu in the map editor.
  • Added the ability to rebind hotkeys for pick action.
  • Added ability to add objects from lists to “Favorites”.
  • Prototypes can now be searched by id, not just by name.
  • Now the mapping command increases zoom to 1.5 and enables map editor mode.
  • Added ability to rotate decals by clicking the middle mouse button.

Why / Balance

The current map editor sucks.

Technical details

  • Abstract parents have been added for all decals to facilitate grouping them into subcategories.

Media

изображение
изображение

editor2.mp4

Requirements

Changelog

no 🆑

@github-actions github-actions bot added the S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. label Jan 8, 2025
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poeMota commented Jan 13, 2025

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

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poeMota commented Jan 15, 2025

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).
There were a lot of good suggestions in the comments, but I decided not to inflate this PR even more and stop at what we have, the rest of the ideas can be implemented in another PR.

@poeMota poeMota marked this pull request as ready for review January 15, 2025 09:01
@ScarKy0 ScarKy0 added S: Needs Review Status: Requires additional reviews before being fully accepted and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Jan 16, 2025
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I feel like you could change your command buttons (such as the fixgridatmos) into a list instead of doing multiple buttons through the UI

sleepyyapril added a commit to Simple-Station/Einstein-Engines that referenced this pull request Jan 20, 2025
# 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]?
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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]>
rosieposieeee pushed a commit to rosieposieeee/Delta-v-rebase that referenced this pull request Jan 20, 2025
<!--
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]?
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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]>
@poeMota poeMota changed the title Better mapping editor Better mapping editor (Part 1 - UI) Jan 21, 2025
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poeMota commented Jan 21, 2025

PR will be divided into several parts, this part is mostly focused on UI changes.

Spatison pushed a commit to Spatison/wwdpublic that referenced this pull request Jan 21, 2025
# 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)
@beck-thompson beck-thompson self-assigned this Jan 24, 2025
Aidenkrz added a commit to Goob-Station/Goob-Station-MRP that referenced this pull request Jan 27, 2025
* 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

<!--
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in the changelog (ex: `:cl: Death`)
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: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

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We like mechs here, yeah?

---

# Changelog

<!--
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: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)

<!--
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Remove these comments before submitting
-->

# 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?
How/Who does this benefit/hurt [the game/codebase]?
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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

<!--
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in the changelog (ex: `:cl: Death`)
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-->

: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

<!--
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in the changelog (ex: `:cl: Death`)
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-->

: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

<!--
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in the changelog (ex: `:cl: Death`)
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-->

: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

<!--
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# Description

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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.

---

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<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

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: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

---

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


![image](https://github.com/user-attachments/assets/66c94a1d-4389-4a65-a547-c11c54efac42)

</p>
</details>

---

# Changelog

<!--
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: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)

<!--
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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
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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…
@ArtisticRoomba
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Contributor

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.

@beck-thompson
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By the way, I am getting to this PR its just really big! I haven't forgotten about it :)

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