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Selective Merge 2024-11-04 #326

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Mnemotechnician
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@Mnemotechnician Mnemotechnician commented Nov 4, 2024

Description

I was told by trystan it'd fine to do a selective upstream merge, so here we go.

Note: any of those changes can be reverted on demand. Hail git.

This includes the following new features:

This also includes a lot of fixes, some of which may or may not have been cherry-picked already, namely:

  • Traitors and their familliars having the syndicate faction
  • Cocoon, penlight, and voice mask fixes
  • Fix for cybereyes revealing the name of their user
  • Fix for invalid markup tags in news and a missing deflect locale
  • Fix for radial menu icons in quick construction

This does NOT include:

  • The controversial changes to cargo and salvage
  • Any map changes - floof now has its own map pool, and only upstream map files are affected.

TODO

  • Test this
  • Fill the new Janitor and Bartender closets
  • Make the Uranium Crate use the new Uranium Crate sprite
  • Rename the silver crate to be "Silver Crate". As it is called "Gold Crate".

Changelog

🆑

  • add: Merged some of the upstream changes. See the Einstein-Engines tab for more details.

Remuchi and others added 30 commits October 23, 2024 00:16
# Description

Fixes issue [reported in the
discord.](https://discord.com/channels/1218698320155906090/1218698321053356060/1298139147428696095)

---
# Media

![image](https://github.com/user-attachments/assets/11bf61b5-caf0-4104-9224-f55b1c29c1b6)

---

# Changelog

:cl:
- fix: Cybereyes examine message no longer reveals person's identity.

Signed-off-by: Remuchi <[email protected]>
# Description
Ports DeltaV-Station/Delta-v#1383 with all due
changes.

Also moves some files from delta-v/nyano namespaces to the root
namespace.

# TODO
- [X] Port fun
- [X] Test fun
- [X] Record fun

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

I had to compress the shit out of this video, so it's about as good as
it can get.


https://github.com/user-attachments/assets/3ab9d328-ae6e-4a6c-8a48-9da22783579a

</p>
</details>

---

# Changelog
:cl:
- add: Raising glimmer too high can now cause glimmer wisps to start
haunting the station.

---------

Co-authored-by: deltanedas <[email protected]>
…(#1137)

# Description
Resolves #1132.

# Changelog
:cl:
- fix: Fixed the "high amplification" trait lowering your amplification
instead of increasing it.

Signed-off-by: Mnemotechnican <[email protected]>
This cherry-picks
space-wizards/space-station-14#30576

# Description
adds cool energy bolas

---------

Signed-off-by: Ghost581 <[email protected]>
Co-authored-by: FoxxoTrystan <[email protected]>
Co-authored-by: Remuchi <[email protected]>
# Description

It was missing from the #944 for some reasons.


# Changelog
:cl:
- fix: Added missing deflect alert locale.

Signed-off-by: Remuchi <[email protected]>
* Fix (hopefully)

* Fixed Spelling Mistake and minor Code Cleanup

* Revert "Fixed Spelling Mistake and minor Code Cleanup" due to Pull
Request Guidelines

This reverts commit cee3e0226b349187bd8fd8b639e161fb877e8bdb.

# Description

Fixes SS14-Classic/deep-station-14#87

---------

Co-authored-by: DakotaGay <[email protected]>
Co-authored-by: Julian Giebel <[email protected]>
# Description

Behold, the counterpart to Shadeskip. Pyrokinetic Flare.
It is the "Lessermost" of all planned Pyroclastic-Anomaly Powers. This
one is quite simple. It produces a flashbang effect when cast, and
creates some glimmer. This is a natural counter to people spamming
Shadeskip all over the station, since flash effects can be used to clear
living shadows.

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


https://github.com/user-attachments/assets/6db1db99-3985-4b6e-9766-b161394f0eee

</p>
</details>

# Changelog

:cl:
- add: Added Pyrokinetic Flare as a new Psi ability.
<!--
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# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
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Updated the penlight to work with the new UI system.

---

# 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] Fix Penlights

---

# Changelog

<!--
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in the changelog (ex: `:cl: Death`)
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:cl:
- fix: Fixed penlights
<!--
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# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
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this PR fix #1126 

---

# 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
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---

<!--
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>


![imagem_2024-10-22_112221053](https://github.com/user-attachments/assets/d9b21d1e-834b-4c8a-a27e-e3d6ea079567)

![imagem_2024-10-22_112257222](https://github.com/user-attachments/assets/58a99618-ed63-4193-9ee0-1d1d83cc9d5f)

![imagem_2024-10-22_112309324](https://github.com/user-attachments/assets/bf4d2e9b-6b9c-4de5-b5f4-d53428fd02fe)

![imagem_2024-10-22_112323017](https://github.com/user-attachments/assets/97efceb6-a4f5-435f-abb9-3115ce1e2870)

![imagem_2024-10-22_112333040](https://github.com/user-attachments/assets/bea13c3d-6278-4b53-ae11-070782d4c741)

![imagem_2024-10-22_112343862](https://github.com/user-attachments/assets/88ead88e-5db0-46eb-a4cb-480946ed96cc)

![imagem_2024-10-22_112417214](https://github.com/user-attachments/assets/cec33b4d-8bba-4872-8573-3d224d526b06)


</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:
- fix: #1126
# Description

The listening post being able to recall the shuttle was a little too
much for people, but luckily it and a few other things are datafields.
This PR removes the "Shuttle Recall" functionality for the
communications console on the Listening Post, while also giving a custom
broadcast announcement to the comms console so that it isn't just using
the Nuclear Operative Announcement. This way the listening post isn't
forcing people to call red alert by faking a nukie threat every round.

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


![image](https://github.com/user-attachments/assets/97e0ca52-893b-4dd5-bc3b-bbb2a601236b)

</p>
</details>

# Changelog

:cl:
- tweak: The Syndicate Listening Post now has a custom communications
console, which no longer can recall Nanotrasen shuttles, and doesn't
sign its messages as Nuclear Operatives.
# Description
Some of the icons consist of multiple layers so they were incorrectly
displayed in radial selector menus. Now this system uses the same method
PrototypeSelectorMenu uses.


![image](https://github.com/user-attachments/assets/49de1798-e909-4e0a-8495-ca52c227b121)
---

# Changelog

:cl:
- fix: Layered icons are now properly displayed in radial menus.

Signed-off-by: Remuchi <[email protected]>
<!--
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

I don't understand why it hasn't been done before tbf.


https://github.com/user-attachments/assets/6ea2a3eb-80ce-4905-b546-7b8902308533

---

# Changelog

:cl:
- add: Clicking on health alert now will print message in chat,
displaying your health state.

---------

Signed-off-by: Remuchi <[email protected]>
# Description

Made by request from Nuclear14, while also adding a trait that was
present both in Parkstation, as well as something N14 would like to
have. This PR extends the TraitSystem so that it can now also add or
remove Factions from a character. It also adds in the Animal Friend
trait from Parkstation/Fallout: New Vegas.

# Changelog

:cl:
- add: The Animal Friend trait has been added to the game. Characters
with this trait are not attacked by animals.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
<!--
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the order/format should be kept the same
Remove these comments before submitting
-->

# Description

Introduces a telescopic baton - a new self-defense weapon for command
staff

DEVELOPERS:
* Adds a way to apply status effects with pre-made component.

AWAITING DISCUSSION:
* Currently, the system works that players are rewarded for their skill
and ability to click precisely. The batton will knockdown someone only
in first 1.5 seconds after extending it. If you fail to do so, you'll
have to retract it and extend once again, which takes about 4 seconds
total.

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


https://github.com/user-attachments/assets/cc19bf44-391e-4d27-9be9-96d3d77bebc8

</p>
</details>

---

# Changelog

:cl:
- add: Added telescopic baton - a self-defense weapon for Command staff.

---------

Signed-off-by: Remuchi <[email protected]>
Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
# Description

This PR Implements a new dedicated "Psionic Familiar System", allowing a
new class of powers for summoning Familiars directly. Familiars are
Psionic entities called from other planes of existence, who will follow
and protect the caster, with their life if necessary. Familiars can
never hurt their summoner, and inherit all of the faction tags of their
summoner. When the summoner dies or is mindbroken, his Familiars are
"sent back from whence they came".

Notably, Psionic Familiars are not like Remilia or the Ifrit, they do
not **depend** on being player controlled ghostroles, although they can
be! If not player controlled, they instead function as an NPC, similarly
to a Rat King's Servants.

# TODO

- [X] Implement new familiars for this system to use
- [X] Get sprites ready for the summon familiar spells.
- [x] Move Remilia and the Ifrit out of their Bible, and into the new
Psionic Familiar System.

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


https://github.com/user-attachments/assets/8e89021b-3529-4b48-9909-7e8bfd72d587


![image](https://github.com/user-attachments/assets/f89cbcc5-fb43-423a-a571-8aed9a5cfbba)

</p>
</details>

# Changelog

:cl:
- add: A new class of Psionic powers has been added, "Summon Familiar".
Familiars are a new kind of Psionic creature that can be summoned by
Psions with the right power. Familiars will automatically follow their
Master, attack anyone who attacks their Master, fight back when
attacked, and attack anyone their Master attacks. Additionally,
Familiars are also ghostroles, so that they can be taken over by a
player, but otherwise do not require player control to function.
Familiars disappear when they die, and will also disappear if their
Master is either killed, or mindbroken. Psions can have a maximum of
one(1) familiar at a time.
- add: New psi-power "Summon Imp", as the first new Psi Familiar. Imps
are small motes of living flame that follow and protect their summoner.
Imps also emit an incredibly bright light, and can natively cast
Pyrokinetic Flare.
- add: Remilia has been updated to be a Psi Familiar, and no longer
requires the Bible to summon. Chaplains now start with a Power that lets
them summon Remilia once every 2 minutes.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: Remuchi <[email protected]>
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>
@Memeji
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Memeji commented Nov 18, 2024

It might or might not have been the BUI bug that prevented you from turning on the gas analyzer. The same bug that occurs with bags, consoles, and literally every entity that has a bound user interface. The fix for it is... uh... just a week away, in the december/january upstream merge I guess.

To also clarify:

  1. Activating in your hand brings up the UI.

  2. Clicking on a pipe adds the pipe to the UI.

  3. Clicking on the pipe while the analyzer's UI is off does not bring up the UI.

  4. Activating it in your hand brings up the UI but it does NOT contain the pipe.

  5. Right-clicking and selecting "Toggle UI" brings up the UI and DOES include the pipe.

@Fansana
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Fansana commented Nov 18, 2024

r might not have been the BUI bug that prevented you from turning on the gas analyzer. The same bug that occurs with bags, consoles, and literally every entity that has a bound user interface. The fix for it is... uh... just a week away, in the december/january upstream merge I guess.

Is the fix for that already there?

@Mnemotechnician
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Is the fix for that already there?

There was some PR to fix the bug specifically for inventories, I'm not sure if it also fixed that behavior for other BUIs

Worst case scenario is the fix may be apart of the second engine update (v227 -> v237), merging which requires also merging shitmed and breaking both game balance and every single system in the process

@Fansana
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Fansana commented Nov 18, 2024

image
two gold crates, one of them contains silver

@Fansana
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Fansana commented Nov 18, 2024

So the animal friend trait doesn't work at all.

@Fansana
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Fansana commented Nov 18, 2024

the new lockers are just empty

@Memeji Memeji self-requested a review November 18, 2024 20:53
@Memeji
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Memeji commented Nov 18, 2024

Updated the To-Do list with several findings during our testing.

@Mnemotechnician
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Mnemotechnician commented Nov 19, 2024

the new lockers are just empty

That's intentional, they are not [Filled]. We can add filled versions on the floof side, or wait for it to be done on ee.

@Memeji
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Memeji commented Nov 19, 2024

the new lockers are just empty

That's intentional, they are not [Filled]. We can add filled versions on the floof side, or wait for it to be done on ee.

I will want them filled before adding them here. As I heard with the Clown and Mime last time, it ended up with their lockers empty for a while.

@Fansana
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Fansana commented Nov 19, 2024

the new lockers are just empty

That's intentional, they are not [Filled]. We can add filled versions on the floof side, or wait for it to be done on ee.

ah that's okay then I'll just fill em myself

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot added the Status: Merge Conflict FIX YOUR PR AAAGH label Nov 19, 2024
@github-actions github-actions bot removed the Status: Merge Conflict FIX YOUR PR AAAGH label Nov 19, 2024
@Fansana Fansana self-assigned this Nov 20, 2024
@Fansana
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Fansana commented Nov 22, 2024

@Memeji I grant you the honor of merging, please double check that we didn't forget anything.

@Memeji Memeji merged commit ff5c44e into Fansana:master Nov 22, 2024
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Floof-Station-Bot added a commit that referenced this pull request Nov 22, 2024
@Fansana Fansana mentioned this pull request Nov 23, 2024
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