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Upstream Sync #70

Merged
merged 612 commits into from
Nov 17, 2024
Merged

Upstream Sync #70

merged 612 commits into from
Nov 17, 2024

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VMSolidus and others added 30 commits October 7, 2024 11:29
# 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.
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# Description

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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

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
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---

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


![Gax-0](https://github.com/user-attachments/assets/88e4daa5-0de1-4a68-b6ae-d957056a1b29)


</p>
</details>

---

# Changelog

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: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.
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# Description

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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.

---

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<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

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: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.
sleepyyapril and others added 15 commits November 13, 2024 21:05
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# Description

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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

<!--
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- [x] Base system
- [x] CVars
- [x] Set default CVar value to false, as it is not something you might
want by default.

---

# Changelog

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: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]>
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# Description

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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]>
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# Description

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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

<!--
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n/a

---

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

n/a

</p>
</details>

---

# Changelog

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: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]>
@DEATHB4DEFEAT DEATHB4DEFEAT added Priority: 1-Urgent Must be resolved immediately Size: 1-Very Large For especially large issues/PRs labels Nov 17, 2024
@github-actions github-actions bot added Status: Needs Review Someone please review this Changes: Audio Changes any ogg files Changes: C# Changes any cs files Changes: Config Changes any configuration file Changes: Documentation Changes any xml or md files Changes: Localization Changes any ftl files Changes: Map Changes any yml file in the Maps directories Changes: UI Changes any XAML files Changes: Workflow Changes any GitHub workflow file labels Nov 17, 2024
@DEATHB4DEFEAT DEATHB4DEFEAT merged commit d907201 into master Nov 17, 2024
10 of 11 checks passed
@DEATHB4DEFEAT DEATHB4DEFEAT deleted the upstream-sync branch November 17, 2024 07:29
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