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Upstream Sync #70
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Upstream Sync #70
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# Description This PR nerfs the Lotophagoi Oil addiction so that the bonus only lasts 10 minutes, and the withdrawl only 10 minutes as well. # Changelog :cl: - tweak: Nerfed Lotophagoi Moodlets so that both the positive and negative moodlets only last for 10 minutes. The total mood modification has been left untouched.
# Description This PR removes the Supercrit mechanic from the standard Shadeskip. The Supercrit version will return as a WIZARD POWER. # Changelog :cl: - add: Shadeskip no longer creates Stationwide Shadow Kudzu when casting at high glimmer.
# Description Part 3 of my evil plan to make salvage not suck: Give them a fancy goody, but with a twist. This PR adds the Pathfinder Expedition Vessel from Frontier, which replaces the Shittle as the default salvage shuttle to spawn on each map. I have my own funky reasoning for this. The primary one being, "The Pathfinder is powered by an AME. This means salvage are REQUIRED to periodically return to the station to get fuel. It is impossible for them to refuel themselves away from the station." It also, notably, spawns with an Expedition Console. More on that in a follow-up PR where I rework expeditions to work "More like Frontier". # TODO <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/f516ffdc-585b-4e00-83b3-f1fd78b3ffd1) ![image](https://github.com/user-attachments/assets/8c6bffcb-f6a7-4963-93a8-8f6d90957eb8) </p> </details> # Changelog :cl: - add: The Salvage Shittle has been replaced with the Pathfinder Expedition Vessel from Frontier.
# Description I apparently accidentally removed the Crusher weapons from their spawner. This PR corrects that. Additionally in case this ever happens again, I've also decided to add the Crusher Dagger as a loadout option for salvage techs. # Changelog :cl: - add: Salvage techs can now buy a Crusher Dagger in their loadout. - fix: Re-Added the Crusher weapons to salvage spawners.
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> This PR ports the "Gax" map directly from Estação Pirata, making some changes and corrections. This PR ports rbertoche/space-station-14#80 Gax is a recreated ss13 map, originally from YogStation (SS13) --- # 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 --> --- <!-- 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> ![Gax-0](https://github.com/user-attachments/assets/88e4daa5-0de1-4a68-b6ae-d957056a1b29) </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: A new map called NCS Gax has been added to rotation. --------- Signed-off-by: Ichaie <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description This PR *significantly* expands upon Loadouts available to the entire Security Department. First to note, is that all security roles no longer automatically spawn with a weapon, instead every security role has a single selection choice from the new Security Duty Weapon group, with many of the options being free or very little points. But it also now features significantly more options available. Players can freely choose whether they want their duty weapon loaded with Lethal vs. Nonlethal, with a modest restriction that Lethals require some Security playtime for Shitter Protection. The basic choices are either a Disabler, a Mk58, or an Inspector revolver, but players can spend loadout points to "Trade up" for a fancier gun. Security equipment now also includes selections of magazines for one's own Duty Weapon(The first magazine is free!), while a spare magazine can also be bought with some loadout points. I didn't forget Oni either, and I know they suck with guns. So Oni have an option of taking a Truncheon as their Duty Weapon. <details><summary><h1>Media</h1></summary> <p> New Duty Weapon selections ![image](https://github.com/user-attachments/assets/35d8454c-b8a3-4136-97f4-f32facdba5bf) More Equipment selections! ![image](https://github.com/user-attachments/assets/98afbe8f-b5b8-401c-9b46-8921adadd26a) </p> </details> # Changelog :cl: - tweak: Almost all security loadout gear is now free. - remove: All Security roles no longer spawn with a pistol by default. This has been moved to Loadouts. - add: Security characters can now choose from a selection of different firearms to use as their Duty Weapon. Disablers, Mk58, and Inspector revolvers are free, fancier weapons such as an N1984 can be bought with loadout points. - add: Oni can opt to take a Truncheon in lieu of a handgun. - add: Security characters can now take handgun magazines and spare magazines in their loadouts. - add: Security Backpacks to loadouts. - fix: Fixed issues with the security belt options(webbing, belt, holster) not correctly replacing the original item, and also not containing items either.
# Description Small fix for the Curadrobe not being accessible by the Librarian/Cataloguer. # Changelog :cl: - fix: Librarian/Cataloguer now correctly has access to his own clothing vendor.
# Description The two Psi-Potential traits are mutually exclusive(Due to adding the same component), but I forgot to add a condition that prevents you from taking both. # Changelog :cl: - fix: Fixed High & Low Psi-Potential traits lacking a requirement that you don't have the opposite trait. The two were mutually exclusive, so taking both caused issues.
# Description Just a small fix for Unathi language localizations. # Changelog :cl: - fix: Fixed localizations for the Sinta'Azaziba language.
# Description This improves the random barks by: - Fully moving the random barks to localization files, with the ability to re-use existing types - Adding many new (english) random bark types - Making the random bark system add a random punctuation mark at the end of a random bark - Adjusting some existing random bark configs This also reparents MobSecurityDog to MobCorgi and MobArcticFox to MobFox because for some reason delta-v decided to copy the original mobs instead of using inheritance??? Either way, laika and siobhan will now also have random barks, can be carried, etc. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/2f429d8d-fa3a-4ac1-8f04-0eefa2541de3) ![image](https://github.com/user-attachments/assets/84a2bf32-07a5-4b7b-9afc-d077333ee620) ![image](https://github.com/user-attachments/assets/b4b099c3-4c59-444b-b2f8-f13d11d93f30) ![image](https://github.com/user-attachments/assets/f9d8de0d-06ff-4f9a-8358-e5dd38e9571d) </p> </details> # Changelog :cl: - add: Animals now have more unique things to say when not controlled by a player. --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: FoxxoTrystan <[email protected]>
# Description This significantly improves the quality of the language system by fixing the mistakes I've made almost a year ago while developing it. Mainly, this throws away the old half-broken way of networking in favor of the component state system provided by RT. Language speaker comp is now shared with SendOnlyToOwner = true, and its state is handled manually. In addition to that, this brings the following changes: - UniversalLanguageSpeaker and LanguageKnowledge are now server-side - DetermineLanguagesEvent and LanguagesUpdateEvent are now shared (so that future systems can be built in shared, if needed) - Everything now uses the ProtoId<LanguagePrototype> type instead of raw strings (god, I hated those so much) - The server-side language system now accepts Entity<T?> arguments instead of EntityUid + T - UniversalLanguageSpeaker is now based on DetermineEntityLanguagesEvent and gets an Enabled field, which allows to turn it off. This may have some use in the future. - Some minor cleanup <!-- TODO MEDIA <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> --> # Changelog No cl --------- Co-authored-by: VMSolidus <[email protected]>
# Description This PR makes it so that Glimmer Mites can only spawn on "The Main Station", as defined by GetSpawnableStations. Yes this is seemingly pretty hardcodey, but because on our codebase it's simply not possible for GetSpawnableStations to ever return anything other than a list with an index of 0, we can extremely reliably count on GetSpawnableStations()[0] to be "THE Station". This fixes an issue whereby Glimmer Mites can spawn in places where it is simply not possible for players to reach them. Such as random asteroids in space, CENTCOMM, Nukie World, or the Syndicate Listening Outpost. # Changelog :cl: - fix: Glimmer Mites can no longer spawn anywhere other than "THE" Station.
<!-- 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]? --> Add a Custom Specie Name for servers that wishes to allow players to have custom names. This simply add some variables to the Profile/Humanoid, meaning copying the profile will keep the custom names. By default its is disabled, for servers owners wishing to enable those please edit the Specie Prototype and add: ``` customName: true ``` Enabling it will make it able for players to edit the specie name of the selected specie, and will have the window enabled. This is my first time fucking with Profile and Database, i fucking hate it. --- <!-- 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/a6226fef-c015-45be-add9-ff8e3660d4bb) ![image](https://github.com/user-attachments/assets/cf440f13-5882-44fb-863a-4ba7d8dd1f68) </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: Custom Species Names. --------- Signed-off-by: FoxxoTrystan <[email protected]> Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Mnemotechnican <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description This PR adds several hardsuits to a new "hardsuits" category for the cargo menu. This is part of an ongoing effort to provide reworks to Salvage gameplay. This should pair quite well with merging Frontier's changes to Salvage Expeditions, as well as a variety of other changes I've been talking about. My theory is that if Expeditions are changed to provide money rewards deposited directly to the station's account, then Salvage can benefit the station by A: Providing station funds whether they want to or not. And B: Be encouraged to do so because by getting cargo a shitload of money, they will be able to directly buy the equipment needed to go on higher tier expeditions. And to do this without needing to gamble on wrecks for 2 hours straight, desperately hoping you get the specific wreck that contains that security hardsuit. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/287aab37-e16a-4f59-8f8a-a1941aa2e908) </p> </details> # Changelog :cl: - add: Logistics can now directly order a variety of hardsuits. "NT In-Network" hardsuits being substantially cheaper thanks to backroom deals. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Description This PR resprites the service uniforms with the Aurora variants, as well as doing minor yaml cleanup for the base_clothinguniforms.yml Aurora has 2-3 variants for service staff; based on which company they're associated with. So far I've just picked the Nanotrasen variant, because SS14 uses Nanotrasen. My question is: A) Should I port the extra uniforms and stick them in loadouts, for variety & drip? i) Should I keep the company names on these uniforms if I port them, or should I keep it Nanotrasen? This PR also removes in-hand variants; they're not supported in aurora and it's not critical game info to see someone carrying a shirt & pants. This PR similarly removes the animal variants; the Vox PR should have displacement maps to support it. --- # TODO - [X] Bartender Jumpsuit - [X] Bartender Vest - [X] Bartender Hat - [X] Janitor Jumpsuit - [X] Chef Jumpsuit - [X] Chef Freezer Jacket - [X] Chef Hat - [X] Botanist Uniform - [x] Librarian Uniform ^ Librarian Jumpsuit has been added with four extra variants, some corporations who do not employ Librarians still have jumpsuit sprites. --- <details><summary><h1>Media</h1></summary> <p> ## Nanotrasen Bartender ![image](https://github.com/user-attachments/assets/f92b9dd2-43ee-4b90-9178-688041b1a47a) ![image](https://github.com/user-attachments/assets/1b363bb6-6243-4c36-b932-ac2068231502) ![image](https://github.com/user-attachments/assets/05fab0ba-f214-4e94-9767-b4b5bb150aca) ![image](https://github.com/user-attachments/assets/ed7941c5-630a-48a0-8825-4df3b1cd3585) ## Nanotrasen Chef ![image](https://github.com/user-attachments/assets/2df1dcfe-3999-499b-a6b5-8005b65ea1d0) ![image](https://github.com/user-attachments/assets/ecaa5b05-ac62-4c77-8420-8055637777e7) ![image](https://github.com/user-attachments/assets/bfb1864b-3dfc-4f9b-b6c1-be8b95bb80f6) ![image](https://github.com/user-attachments/assets/76c44aca-1014-4371-92c6-b3a0498c8b2d) ## Nanotrasen Botanist ![image](https://github.com/user-attachments/assets/f2569669-b862-4bfa-b9ad-4a44e4393eb2) ![image](https://github.com/user-attachments/assets/f3d56d27-11a9-4990-85f6-de53aa78ee31) ![image](https://github.com/user-attachments/assets/9018e2ee-6025-4a4d-ab85-f431423779aa) ![image](https://github.com/user-attachments/assets/8e0761ac-790f-4323-a34a-d51b7dcb6523) ## Nanotrasen Janitor ![image](https://github.com/user-attachments/assets/26bdae8d-dd5a-4653-9288-f4d0e22fbe2c) ![image](https://github.com/user-attachments/assets/6c5aee12-b4ed-4bdb-ab9c-dc7249724458) ![image](https://github.com/user-attachments/assets/da42d89c-e5ce-4f43-8a80-f9f09e68c4fc) ![image](https://github.com/user-attachments/assets/dc0bb874-2ed7-4c22-aa56-6e4adead87ac) ## Nanotrasen Librarian ![image](https://github.com/user-attachments/assets/a3c17db1-bfec-466a-9380-33a33cbfec57) ![image](https://github.com/user-attachments/assets/98687682-d743-41dd-9f27-4cd972ecc57f) ![image](https://github.com/user-attachments/assets/2fdb771d-8b77-421d-9d98-8b1e83b3cdb2) ![image](https://github.com/user-attachments/assets/3465c21e-7da5-4b80-9ed9-3ffbbb008f3b) </p> </details> --- # Changelog :cl: DangerRevolution - add: Resprited basic Service Staff uniforms - add: Add rolled sleeve variants for Service Staff uniforms.
# Description This PR adds a new "Head of Security's Antique Weapon Collection" item group to loadouts, which fully replaces the weapons that were originally map-specific entries for the Head of Security. Instead of whatever map giving the HoS a unique weapon in his office(And thus, overloading him with entirely too many guns), all of these weapons(And a few new ones) have been placed in their own special loadout category for the HoS. The HoS is entitled to a single free pick from any of these weapons. Now here's the fun tradeoff. All of them are steal objectives. Since it turns out the game will never give a steal objective to a traitor for an item that doesn't exist, I can actually make steal objectives for items obtainable only via Loadouts. Thus, all of the special weapons that the HoS can spawn with can be targeted by traitors. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/f2a594aa-0aae-44b0-be5d-5bd926b43993) ![image](https://github.com/user-attachments/assets/71c77c17-4560-4e71-b078-26bd986de103) ![image](https://github.com/user-attachments/assets/191dd5a6-71ee-43db-bac3-35e7a64c6087) ![image](https://github.com/user-attachments/assets/2551aa8b-9f65-4335-9eb9-05fd5214fa28) ![image](https://github.com/user-attachments/assets/37f788bf-9313-4dda-81d8-ca3a06b3fd5f) </p> </details> # Changelog :cl: - remove: The X-01 multiphase energy gun has been removed from the HoS locker. - add: A new Loadout Item Group, "Head of Security's Antique Weapon Collection" has been added. Rather than being given a unique weapon by whatever map creators put in the HoS Office, each Head of Security is entitled to a single item selected from this new loadout category, free of charge. But beware, whatever item chosen from this list may potentially be used as a Steal Objective for traitors. You may have a fancy new submachine gun, but it also makes you a target. - add: antique Bulldog, antique C-20r submachine gun, x-01 multiphase energy gun, antique energy sword, antique pulse pistol, antique Wt550, and a pair of Katana Sheaths have all been added as loadout options for the Head of Security.
<!-- 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]? --> Contains a single system, under the server-sided AutoVote folder, that handles automatic voting of maps and presets, both of which are configurable via a CVar. By automatic voting system, I mean that it creates a vote for map and preset the moment players return to lobby. If the server just started and there are no players, it will run the vote when a player joins to lobby. As of now, the best use case for this is for your players to play the modes they want, at all times. Relevant CVars: `vote.autovote_enabled - Is the autovote system enabled at all? (Default is false)` `vote.map_autovote_enabled - If it is applicable, is automatic map voting enabled? (Default is true)` `vote.preset_autovote_enabled - If it is applicable, is automatic preset voting enabled? (Default is true)` --- # 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] Base system - [x] CVars - [x] Set default CVar value to false, as it is not something you might want by default. --- # 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 automatic voting system. --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: FoxxoTrystan <[email protected]> Co-authored-by: VMSolidus <[email protected]>
Caused a debug assert due to the component not being real.
# Description 1. Adds languages to... penguins, cockroaches, snakes, mmis, pdas, mail packages. Positronic brains now only speak/understand the borg language. 2. Adds an explicitly defined universal language to revenants and wisps 3. Makes polymorphs copy over a list of components defined in the polymorph proto, thus copying languages and grammar of the original entity to its polymorphed version. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/111c3f91-f077-431f-bcd9-f60fa7a1ba26) ![image](https://github.com/user-attachments/assets/80f939d3-b615-4235-a511-82238758788e) ![image](https://github.com/user-attachments/assets/dce99b55-c8b1-4cbe-8769-b82151b3d404) ![image](https://github.com/user-attachments/assets/6b9b962d-c73c-42b9-b240-aa07601de879) </p> </details> # Changelog :cl: - tweak: Added languages to certain entities that lacked them, including MMIs and positronic brains. - add: Polymorphing into another entity now preserves your languages and grammar.
# Description Fixes some issues described in space-wizards/space-station-14#26257 and does some other things. This PR's changes are licensed under MIT. --- # Changelog :cl: - add: Added spray-painting back --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: VMSolidus <[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 <!-- 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]? --> The grammar and spelling police came... they took your mistakes (some). --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[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 <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> This PR is intended to fix the issue of pengiuns dying to cold damage on planetary maps like Glacier. It adds a atmosTemperatureTransferEfficiency modifier to the pengiun mod YAML. Reported on Grimbly, fix from [Floof](https://github.com/Fansana/floofstation1/pull/302/files) --- # 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 --> n/a --- <!-- 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> n/a </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: zelezniciar - fix: Fixed pengiun cold resistance
# Description ## The mythical surgery system. Heard whispered in hushed tones in the corners of [REDACTED], it has been real since 2 years ago. If you listen very carefully you might be able to hear the sound of arachne crashing the server. Jokes aside. Lets set some expectations, ideally this will not mess too much with existing body code, besides trying to not die from all the fucking test fails, all the while introducing needed systems for handling wounds, surgery, part/organ manipulation, and displaying all of those to the players. The PR in its current state **is** working properly, you can pick it up and get surgery on your server today, though of course its buggy due to the unhandled issues it has right now. If you do pick it up, give me a heads up and I'll see if I can help you out. This PR is mostly intended as a public roasting ground for my shitcode, so that other contribs/maints can pitch in to help improve it as well. --- # TODO - [ ] FIX MY FUCKING SHITCODE AAAAAAAAAAAAAAAAAAAAAAAAAA - [x] Have fun :) --- # Demo/Walkthrough <p> [![Surgery Demo](https://i.ytimg.com/vi/UhxS5b3LC-A/maxresdefault.jpg)](https://www.youtube.com/watch?v=UhxS5b3LC-A "Surgery Demo") </p> --- # Tasks currently being worked on: - [x] Porting an upgraded body doll that is less shit to use. - [x] Add a completely innocuous felinization/defelinization surgery. (Highly sought after feature :D ) - [x] Implement pizza limb sprites and add em as a surgery (soon ™️) - [ ] Add CyberneticsSystem - [ ] Add a series of cybernetic limbs with special properties, and different susceptibilities to EMPs - [ ] Add the associated surgeries to cybernetic implants and their associated maintenance. - [ ] Tweak Cybernetics Traits to use CyberneticsSystem, and overwrite the entity's limbs on spawn (I LOVE SHITCODE) - [ ] Add Cybernetic Limbs to Research - [x] Start adding a shitload of Shitmed comments on wherever I made changes, since we're getting fairly close to what I could call a stable v1 - [ ] Refactor SurgeryBUI to be slightly less shitcodey, and properly use BUI states instead of a half-assed BUIMessage. - [ ] Separate harpy wings into two distinct wings rather than a single layer. --- # Reported bugs that I haven't been able to replicate - Apparently returning to the body kicks you back to the body instead of the entity that the brain is attached to? - Disconnecting and reconnecting after a brain/head transplant makes the client crash. Seems to be related to identity. - Transplanting a head sometimes makes it so that you cannot strip other entities. --- # Changelog 🆑 Mocho - add: A week has passed. Surgery is here. --------- Signed-off-by: gluesniffler <[email protected]> Co-authored-by: FoxxoTrystan <[email protected]> Co-authored-by: goet <[email protected]> Co-authored-by: Saphire Lattice <[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]>
…ngines into upstream-sync
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Priority: 1-Urgent
Must be resolved immediately
Size: 1-Very Large
For especially large issues/PRs
Status: Needs Review
Someone please review this
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