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Upstream merge 28 jan #794

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DO NOT SQUASH MERGE

Fixes bugs with audio and menu

VMSolidus and others added 30 commits January 16, 2025 20:53
# Description

Adds a movement slow when traversing through plastic flaps. The movement
slow is considered difficult terrain and is reduced by the Parkour
Training trait, and increased by the Bad Knees trait.

## Why / Balance

It doesn't make sense for the plastic flaps used mostly for breaking
into Logistics to have basically zero cost going through them. Going
through flaps should slow you down.

Adding a movement cost is also an opportunity to increase the impact of
Parkour Training and Bad Knees, and provides a clear and obvious
use-case for taking Parkour Training.

Regular plastic flaps (the ones that don't suffocate you inside) have a
**60%** slow, and airtight plastic flaps have a **75%** slow.

For airtight plastic flaps, Parkour Training halves the slow to
**37.5%**, and Bad Knees increases the slow up to the maximum modified
slow cap of **90%**.

This will make going through airtight plastic flaps more dangerous due
to the prolonged Blunt damage from no pressure **EXCEPT** if you have
Parkour Training, in which you will only sustain minimal Blunt damage.

## Media

**(No Trait) Regular Flaps Then Airtight Flaps**


https://github.com/user-attachments/assets/c0fca5f6-e087-433e-b57d-3bea50aa8941

**(Parkour Training) Regular Flaps Then Airtight Flaps**


https://github.com/user-attachments/assets/9cb57daa-8745-49f6-a121-ab995658639a

**(Bad Knees) Regular Flaps Then Airtight Flaps**


https://github.com/user-attachments/assets/d4ee0712-b935-4d08-8d34-431ee8fb521d

**Updated Trait Descriptions**


![ptnewdesc](https://github.com/user-attachments/assets/894de7cc-2505-448f-896b-353f3bd2e852)

![bknewdesc](https://github.com/user-attachments/assets/465633c4-9758-4553-be8e-34673f4dfeed)

# Changelog

:cl: Skubman
- add: Plastic flaps are now considered Difficult Terrain, and will slow
you down substantially when crawling through them. Note that the slows
of all Difficult Terrain are halved by the Parkour Training trait, and
increased by the Bad Knees trait.
# Description

Increases the delay when eating brains from 1 second to 5 seconds, and
when someone starts or finishes eating a brain it shows a red popup to
everyone in range.

Eating a character's brain round-removes them. However, it's easy to do
with a 1-second timer and very easy to accidentally RR someone through
eating their brain by fat-fingering the "Activate item in hand" keybind.
(Disclaimer: I did exactly this LOL). This PR will make accidental brain
eating very unlikely.

A red popup on eating is also important so everyone in range will be
aware if someone might get RR'd through brain eating and be able to try
to intervene.

This also fixes a _very hilarious_ bug where the target of a force-feed
wouldn't get the popup showing the flavors of the food after the force
feed was complete.

## Media

**Popup on self when eating a brain** 


https://github.com/user-attachments/assets/66cf0952-4005-4c3f-bfed-585829f78369

**Popup on others eating a brain**


https://github.com/user-attachments/assets/bd183de2-c39f-49bd-a633-52cba7b961b1

**Popup on others force-feeding a brain**


https://github.com/user-attachments/assets/459042de-42ae-4064-9f43-be2d7f0c73d0

**Popup of flavors on being force-fed**


https://github.com/user-attachments/assets/c593263f-96b6-40b0-875c-0dc0b160cd62

## Changelog

:cl: Skubman
- tweak: Eating a brain now takes 5 seconds (from 1 second), and feeding
someone a brain takes 6 seconds.
- add: Attempting or succeeding to eat a brain now shows a red popup
message to everyone else in range, e.g. "Urist McHands is trying to eat
the brain!" / "Urist McHands ate the brain!".
- fix: Fixed a bug where players after being force-fed were not shown a
popup showing the food's flavors.
# Description

This PR brings back a feature that was present in the Psionic Refactor
Version 1, which ultimately never made it into the game. I have
substantially reworked the underlying math behind Glimmer, such that it
operates on a Logistic Curve described by this equation:


![GlimmerEquation](https://github.com/user-attachments/assets/b079c0f6-5944-408f-adf6-170b8472d6c2)

Instead of 0 being the "Normal" amount of glimmer, the "Normal" amount
is the "seemingly arbitrary" number 502.941. This number is measured
first by taking the derivative of the Glimmer Equation, and then solving
for the derivative equal to 1. Above this constant, glimmer grows
exponentially more difficult to increase. Below this constant, glimmer
grows exponentially easier to increase. It will thus constantly attempt
to trend towards the "Glimmer Equilibrium".

Probers, Drainers, Anomalies, and Glimmer Mites all cause glimmer to
"Fluctuate", either up or down the graph. This gives a glimmer that
swings constantly to both high and low values, with more violent swings
being caused by having more probers/anomalies etc. A great deal of math
functions have been implemented that allow for various uses for glimmer
measurements, and psionic powers can even have their effects modified by
said measurements.

The most significant part of this rework is what's facing Epistemics.
It's essentially no longer possible for Probers to cause a round-ending
chain of events known as "Glimmerloose". You can ALWAYS recover from
high glimmer, no matter how high it gets. As a counterpart to this,
Probers have had the math behind their research point generation
reworked. Research output follows an inverse log base 4 curve. Which can
be found here: https://www.desmos.com/calculator/q183tseun8

I wouldn't drop this massive update on people without a way for them to
understand what's going on. So this PR also features the return(and
expansion of), the much-demanded Psionics Guidebook.

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

Psionics Guidebook

![image](https://github.com/user-attachments/assets/6449f518-bdce-4ba5-a9f5-9f87b5c424c9)


![image](https://github.com/user-attachments/assets/5cf5d5a1-8567-40ae-a020-af074cf9abe3)

</p>
</details>

# Changelog

:cl: VMSolidus, Gollee
- add: Glimmer has been substantially reworked. Please read the new
Psionics Guidebook for more information. In short: "500 is the new
normal glimmer. Stop panicking if Sophia says the glimmer is 500. Call
code white if it gets to 750 and stays above that level."
- add: The much-requested Psionics Guidebook has returned, now with all
new up-to-date information.
- remove: Removed "GLIMMERLOOSE". It's no longer possible for glimmer to
start a chain of events that ends the round if epistemics isn't
destroyed. You can ALWAYS recover from high glimmer now.
- tweak: All glimmer events have had their thresholds tweaked to reflect
the fact that 500 is the new "Normal" amount of glimmer.

---------

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

Ports the Modular Computer system from Arcadis. I'll document it more
later, for now just look to the provided .yml for reference.

---

# TODO

- [ ] Disk Burner (for creating program disks)
- [ ] Some way to make a modular computer

---

<details><summary><h1>(Not) Media</h1></summary>
<p>

No.

</p>
</details>

---

# Changelog

:cl: Eris
- add: The Modular Computer system has been ported. Expect cool stuff to
come soon.

---------

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

Reworks the Martial Artist trait, making it a more impactful and
visually distinct trait.
- Left-clicks are now single-target power attacks, requiring less aim
than before.
- **50%** damage bonus reduced to **20%** damage bonus (same overall DPS
with next change).
- Gain **25%** attack rate bonus.
- The attack rate bonus helps make the trait feel and look distinct from
non-Martial Artist melee attacks.
- **50%** range bonus reduced to **10%** range bonus.
- The damage bonus is now also applied to Asphyxiation and Poison
damage, which Lamia unarmed attacks deal.
- Trait cost increased from **-3** points to **-5** points.
- Striking Calluses (which requires Martial Artist) cost reduced from
**-4** points to **-3** points to prevent the Martial Artist/Striking
Calluses combo from being too expensive. The combo used to cost **-7**
points, now it is **-8** points.

The reworked Martial Artist trait is also given to the Boxers, Martial
Artists and Gladiators.

Also reverted some wizmerge messery that messed up the melee attack rate
**again**, and messed up pistol whipping by making the cooldowns of
gunshots and melee attacks intertwined.

Also while we're at it, Natural Weapons Removal has been disabled for
all species whose damage is pure Blunt, including Diona, Dwarf, Arachne
and IPC. (IPC have 6 blunt so the trait would literally be a 0-point
negative trait for them)

## Technical Details

A new trait function has been added for Martial Artist:
`TraitModifyUnarmed`, which modifies the player entity's
`MeleeWeaponComponent`.

The Claws, Talons, Natural Weapon Removal, and Striking Calluses traits
have also been refactored under the hood to use `TraitModifyUnarmed`,
instead of replacing `MeleeWeaponComponent` which would wipe out all the
changes made by the Martial Artist trait.

## Media

### New Description

![martialartist](https://github.com/user-attachments/assets/de51530f-5f2a-41a8-b686-c12f746b5e4a)

### Martial Artist In Action

https://github.com/user-attachments/assets/7890aac2-2c74-4abd-be9f-b28c2922c865

### Striking Calluses New Description

![strikingcalluses](https://github.com/user-attachments/assets/bc15425e-3460-49f2-88f5-840c686e0053)

### Natural Weapons Removal New Description

![naturalweaponsremoval](https://github.com/user-attachments/assets/583adaa4-48c0-46e3-882b-1bb0f470018c)

# Changelog

:cl: Skubman
- add: Martial Artist Rework: Martial Artist now costs 5 points, but it
turns all unarmed melee attacks into single-target power attacks, with
20% bonus damage, 25% bonus attack rate and 10% bonus attack range.
- tweak: The reworked Martial Artist trait is now given for free to
Boxers, Martial Artists, and Gladiators.
- tweak: Martial Artists (the job) and Gladiators can now select the
Striking Calluses trait.
- tweak: The Martial Artist trait now applies bonus damage to the
Lamiae's unarmed Asphyxiation and Poison damage.
- tweak: The cost of Striking Calluses has been reduced from 4 points to
3 points.
- fix: Fixed a bug where slow weapons were fast and fast weapons were
slow.
- fix: You can pistol whip (right-click melee) immediately after firing
a gun again, and the cooldown on firing the gun after pistol whipping is
always 0.528 seconds again.
- fix: Prevented Dionas, Arachnae and IPCs, who all have pure Blunt
damage from selecting the redundant Natural Weapons Removal trait.
<!--
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# Description

<!--
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How might this affect the game? The codebase?
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Adds frequencies to handheld radios. Ports [this
PR](new-frontiers-14/frontier-station-14#1833)
with changes.


![image](https://github.com/user-attachments/assets/e39d8fce-7fa3-4e0a-918a-506b0446de35)

---

# Changelog

<!--
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:cl:
- add: Added handheld radio frequencies, accessible by pressing your
"Use Item" key while holding one.

---------

Co-authored-by: Whatstone <[email protected]>
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# 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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This PR adds credits for lobby screens, the same as lobby songs have.
This works by adding `name` and `artist` to the LobbyBackground
prototype and storing the prototype rather than just the path to the
texture.

---

<!--
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/6a348060-0ef2-4775-9adb-39a576a1c21e)

</p>
</details>

---

# Changelog

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:cl:
- add: Added credits for lobby screens.

---------

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

<!--
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in the changelog (ex: `:cl: Death`)
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:cl: sleepyyapril, Stop-Signs, Memeji
- add: Changed the Warden suit's capabilities. (Original author:
Stop-Signs)
- add: Repeater, Argenti, and 45 magnum rubber box to Bartender's
loadout.
- add: Red cloak to loadout (Port from Floof PR #390)
- add: Witch Robes to loadout (Port from Floof PR #390)
- add: Sawed-off PKA (Port from Floof PR #390)
- add: The ChemMaster now has 20, 75, and 80 unit options available.
- tweak: Made the ChemMaster wider.
- fix: Ported Frontier fix to mag visuals on specific guns.
- fix: Fixed heirlooms flickering negative mood when the moodlet ended.

---------

Signed-off-by: Stop-Signs <[email protected]>
Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: Stop-Signs <[email protected]>
Co-authored-by: FoxxoTrystan <[email protected]>
Co-authored-by: Radezolid <[email protected]>
Co-authored-by: ErhardSteinhauer <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
# Description

Adds Facial Hair to IPCs. They already have hair and human-like heads
like the Zenghu, Ward-Takahashi and Bishop Cybernetics heads, so I think
it makes sense to give them facial hair too.

## Media

![ipcfh2](https://github.com/user-attachments/assets/e2e46150-f7b6-4fe6-ab91-2bf88de81cdd)

![ipcfh1](https://github.com/user-attachments/assets/05c9663f-764e-4bec-af3f-f6fb4292314a)



## Changelog

:cl: Skubman
- add: IPCs can now wear Facial Hair.
# Description

Just because I can. I've added requirements to every firearm available
in Loadouts, and added a minimum character age requirement to them in
order to make them consistent with Space Law(Biesel Republic Law).

# Changelog

:cl:
- add: In order to comply with Biesel Republic laws governing firearm
ownership, all firearms now require that a person be 21 years of age or
older to purchase.
# Description

Adds an alternative set of Bunny Ears and Bunny Tail markings for humans
as part of the Kemonomimi markings set, which comes from the bunny ears
item.

## Media


![SirinaBunny](https://github.com/user-attachments/assets/2c024ab0-ca8e-46e2-ab13-7bb71042786e)


![BunnyGirlEars](https://github.com/user-attachments/assets/9402700a-a7bd-4874-b505-8ddbdc6f51c9)


![image](https://github.com/user-attachments/assets/d73f0528-c625-4848-b1da-7f7085accd07)


![image](https://github.com/user-attachments/assets/a93f5424-5155-48d7-933c-c13693bcbc5b)


## Changelog

:cl: Skubman
add: Humans have received alternative bunny ears and bunny tail markings
that look the same as the bunny ears from the AutoDrobe, but
color-customizable.
# Description

Fixes the attack values of mining weapons which were messed up in the
Wizmerge.

For the pickaxe, I reverted all damage values to be the same as before.
For the mining drill however, I opted to keep the rapid fire rate
because it was an interesting effect and just added the extra range from
pre-wizmerge and the throwing damage back. I also **greatly reduced the
mining drill's stamina cost** because it was a common complaint among
players.

Before the wizmerge, the mining weapons (pickaxe and drill) were in
`Resources/Prototypes/Entities/Objects/Weapons/Melee/pickaxe.yml` but
they got moved to
`Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml` and
thus the EE-specific changes got wiped.

Also fixes a subtle bug in `SharedMeleeWeaponSystem.OnMeleeSelected`,
responsible for resetting the cooldown of a melee weapon upon selecting
it, that treated attack rate as attacks per second as opposed to seconds
per attack :
```diff
    private void OnMeleeSelected(EntityUid uid, MeleeWeaponComponent component, HandSelectedEvent args)
    {
        ...
-       var minimum = curTime + TimeSpan.FromSeconds(1 / attackRate);
+       var minimum = curTime + TimeSpan.FromSeconds(GetAttackRate(uid, args.User, component));

        if (minimum < component.NextAttack)
            return;
        component.NextAttack = minimum;
        DirtyField(uid, component, nameof(MeleeWeaponComponent.NextAttack));
    }
```

Bug above was particularly noticeable for weapons with a very fast
attack rate like the mining drill and north stars, which caused the
`NextAttack` delay on select to be 4 seconds instead of 0.25 seconds.

Another subtle issue, the Goliath's attack rate field was `0.75` but the
field was set from Wizden and means attacks per second, not seconds per
attack so I changed it `1.33`.

## Media

**Pickaxe**
<img width=300px
src="https://github.com/user-attachments/assets/8bf1290e-6506-4ac8-9b8b-2bb23a2013b6">

**Mining Drill**
<img width=300px
src="https://github.com/user-attachments/assets/2f852a29-7b58-4e33-8264-67bab87254fd">

**Diamond Tipped Mining Drill**
<img width=300px
src="https://github.com/user-attachments/assets/750fa019-17dc-4d21-900c-88526c873771">

**Mining with Mining Drill**


https://github.com/user-attachments/assets/a9822ccb-c991-4341-a076-fd89a8689e0c

## Changelog

:cl: Skubman
- fix: The mining drill now has a fast fire rate and extra range again.
- fix: The pickaxe and the mining drill can now be used as throwing
weapons again.
- fix: Fixed a bug where selecting weapons with a fast attack rate took
a few seconds before you could attack with them.
- fix: Fixed the Goliath attacking too fast. 
- tweak: The power attack stamina cost of mining drills has been reduced
to 0.7 stamina.
- tweak: Re-adjusted the damage of the pickaxe.
# Description
This adds the Magistrate to the role list of Central Command VIPs. This
also splits up the Central Command VIPs into their own department named
"Dignitary" for the purpose of making it clear that Central Command VIPs
are above Command and should be responding to orders from Central
Command.

---

# TODO
Lots of stuff to do here, mostly just transferring Chief Justice's
loadout to also work for Magistrate (most of it). I'll also list the
basics I've done as well.

### Magistrate-Specific
- [x] Add Magistrate-only Access (for locker).
- [x] Add Magistrate Job, Job Icon, and PlayTimeTracker
- [x] Add Magistrate clothes (ported from PS13)
- [x] Add Magistrate job spawner.
- [x] Add Magistrate Locker Teleporter and Locker.
- [x] Add Magistrate Contents to Locker.
- [x] Add Magistrate loadout (Chief Justice included).
- [x] Add Magistrate stamp and stamped icon.

### Dignitary Department
- [x] Add Dignitary Department.
- [x] Put Magistrate, Blueshield Officer, and Nanotrasen Representative
in Dignitary.
- [x] Add FTL for Dignitary.
- [x] Put Dignitary above Command.

### Map Stuff
- [x] Add Magistrate job spawners to maps.
- [x] Add a Centcom Wintercoat to NTR and Magistrate on the Glacier
map.\

### Extras/Fixes
- [x] Add winter coats for Magistrate and NanoRep on Glacier.
- [x] Fix the category grouping FTL for NTR and BSO.

---
# Media

<details><summary><h3>Lobby/Customization Screenshots</h3></summary>
<p>

Jobs Listing

![image](https://github.com/user-attachments/assets/61ebe868-b411-449c-810d-794536b7c76f)
Category Grouping

![image](https://github.com/user-attachments/assets/98a6707b-9631-4a38-892a-492a8b9461d3)

</p>
</details>
<details><summary><h3>Items/Clothes/Entities</h3></summary>
<p>

Stamps (Stamp shows the same in the spawn menu)

![image](https://github.com/user-attachments/assets/7225ccca-a07e-4ae3-bd1f-c2e806a7b377)
Magistrate Robes

![image](https://github.com/user-attachments/assets/abb39f42-e9bf-4038-94ad-418f0c642ff7)
Spawner & Magistrate Robes

![image](https://github.com/user-attachments/assets/cdd38786-222c-48b8-8aaa-332f65dad265)
Access List

![image](https://github.com/user-attachments/assets/f92cc6b5-3884-4a17-b898-095e7968ce2a)
PDA Crew Manifest

![image](https://github.com/user-attachments/assets/38c5dc83-6fdf-41fe-b304-2f294359a87d)
Lockers with Teleporter

![image](https://github.com/user-attachments/assets/cf1346fc-5b8f-4c52-a7a7-33c0c7bbedb6)
Locker with Contents (from Teleported Locker)

![image](https://github.com/user-attachments/assets/9f18290a-07cc-4e4b-93f2-01276c7611b6)

</p>
</details>
<details><summary><h3>Map Spawners</h3></summary>
<p>

Arena

![image](https://github.com/user-attachments/assets/10ba04c1-9d48-46e7-aa1e-700f22f1d169)
Asterisk

![image](https://github.com/user-attachments/assets/a49434ef-2efe-4ae4-ae1e-c405add68704)
Core

![image](https://github.com/user-attachments/assets/0fe868e4-92a9-4100-803b-66bb130ee68c)
Edge

![image](https://github.com/user-attachments/assets/bbeebbc6-2a82-4707-b874-7ef8216ccb03)
Europa

![image](https://github.com/user-attachments/assets/6be71cca-6599-46bb-8f8c-f67be12fdaf2)
Gaxstation

![image](https://github.com/user-attachments/assets/02dfe9bb-98ff-41d5-bf9d-d87a4a05fe60)
Glacier (Winter Coats for NTR and Magistrate as well.)

![image](https://github.com/user-attachments/assets/1849f239-611d-4370-a58d-2d63b9cba03c)
Hammurabi

![image](https://github.com/user-attachments/assets/f8b544be-b8ab-4dd9-b801-d5482d244bb9)
Hive

![image](https://github.com/user-attachments/assets/09514381-4131-491e-aa56-fff7b27d200a)
Lighthouse

![image](https://github.com/user-attachments/assets/a0ddcddb-9133-40b0-9f77-b6d2a8eb0f21)
Meta

![image](https://github.com/user-attachments/assets/695dec69-24f8-4de0-a237-9d24000d2a35)
Pebble

![image](https://github.com/user-attachments/assets/1f9926c9-f5fc-4a4d-a4a0-1cabb15e5907)
Radstation

![image](https://github.com/user-attachments/assets/b61dda0d-5a4c-4463-bc80-508426039c85)
Saltern

![image](https://github.com/user-attachments/assets/57c3e590-09f4-4862-b1d0-193c1db9488e)
Shoukou

![image](https://github.com/user-attachments/assets/81a9b185-8d7b-4efa-b565-397f44fe5cd8)
Submarine

![image](https://github.com/user-attachments/assets/2e5860c1-8bea-4730-a629-da348056d7c3)
Tortuga

![image](https://github.com/user-attachments/assets/e45b066a-3180-4dce-af27-bc4af8c2bb59)

</p>
</details>
<details><summary><h3>Misc. Minor Fixes</h3></summary>
<p>

Chief Justice Access

![image](https://github.com/user-attachments/assets/10d54485-d0ee-40bb-b048-738e61bf585f)
Category Groupings (BSO AND NTR)

![image](https://github.com/user-attachments/assets/8548dc33-f75f-4051-84b2-e26230f3cc2c)

![image](https://github.com/user-attachments/assets/dd67ad17-0128-4ca6-bf8d-9b4fded117a5)

</p>
</details>

---

# Changelog
:cl:
- add: Added Magistrate role.
- add: Added Dignitary Department.
- add: Added winter coats for NTR and Magistrate on Glacier Spawn.
- tweak: Moved Blueshield Officer and Nanotrasen Representative to
Dignitary Department.
- fix: Fixed the category groups identifier for BSO and NTR in Loadouts.
- fix: Fixed Chief Justice tag in ID Card Computer.

---------

Co-authored-by: sleepyyapril <[email protected]>
# Description

Adds new attributes to Vigor and Lethargy to catch up with the recent
traits:

Vigor:
- Still has +10 stamina
- Now increases stamina regen per second from 3 to 3.6
  - Time to regenerate 50 stamina: ~13.8 seconds
- (As a reference, the base time to regenerate 50 stamina with 3 regen
is ~16.6 seconds)
- Now reduces the delay of stamina regen after stamina damage from 3
seconds to 2.25 seconds

Lethargy:
- Still has -15 stamina
- Now decreases stamina regen per second from 3 to 2.4
  - Time to regenerate 50 stamina: ~20.8 seconds
- Now increases the delay of stamina regen after stamina damage from 3
seconds to 3.75 seconds

As a bonus change to be consistent with the traits, Onis and Felinids
now have their stamina regen scaled precisely with their non-standard
stamina points, such that the time where they regenerate all their
stamina is the exact same. Onis have (3 * 1.15) 3.45 stamina regen, and
Felinids have (3 * 0.85) 2.55 stamina regen.

## Why / Balance

Vigor/Lethargy was one of the traits designed early in Einstein Engines'
lifetime. For better or for worse, Vigor has been powercreeped by
several traits in the same cost bracket:


![image](https://github.com/user-attachments/assets/7df6a18d-dc6d-499f-8c7d-1a7ef51c10ee)

Why get a +10 stamina stat increase when for the same points you can
either have a constant source of power attacks (Martial Artist),
traverse difficult terrain faster (Parkour Training), or have a constant
10% armor (Dermal Armor)?

Adding faster stamina regen could mean more stamina for Power Attacks in
prolonged fights, and being able to recover from stamina slowdowns
faster, escaping bad situations more efficiently. This makes Vigor more
or less up to par with the new traits.

## Media
**New Vigor Description**

![newvigor](https://github.com/user-attachments/assets/4735e7e2-70d7-4afe-84d7-ad120d839dd4)

**New Lethargy Description**

![newlethargy](https://github.com/user-attachments/assets/089573b8-05e3-40e2-bcce-f5c6b63eabec)

## Changelog

:cl: Skubman
- add: The Vigor trait now has additional effects! Aside from increasing
stamina, Vigor now increases stamina regen per second, and reduces the
delay of stamina regen after taking stamina damage. The opposite effects
have been added to the Lethargy trait.
- tweak: The Oni species now has slightly increased stamina regen, and
Felinids decreased stamina regen.
![image](https://github.com/user-attachments/assets/b53f8a0a-422b-47f8-acda-01d830dc8aaa)


# Changelog

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:cl:
- fix: Fixed full glimmer float being displayed to chat by Sophia.
angelofallars and others added 30 commits January 29, 2025 04:22
# Description

Fixed plasmamen being permanently slowed after their temperature changes
significantly. And slightly lowered their heat damage threshold by -5 C
because why not.

Bug reported after several Plasmamen entered the same room with a
different temperature and all came out with permanent movement slows.


![ahelp](https://github.com/user-attachments/assets/667d4922-e863-44ee-b724-a154fefca4da)

## Technical Details

The default `TemperatureSpeed` component has the following thresholds:

https://github.com/Simple-Station/Einstein-Engines/blob/aaadc3b7d9bf93200e03a596ce5fef159206ab88/Resources/Prototypes/Entities/Mobs/Species/base.yml#L316-L320

At 293 Kelvin it causes a 20% slow, at 280K it causes a 40% slow. Since
Plasmamen have a different normal temperature of 270.15 K instead of
310.15 K, whenever their temperature changes above or below the defined
thresholds they will start to be slowed permanently.


https://github.com/Simple-Station/Einstein-Engines/blob/aaadc3b7d9bf93200e03a596ce5fef159206ab88/Resources/Prototypes/Entities/Mobs/Species/plasmaman.yml#L118-L129

`SharedTemperatureSystem` only sets the temperature slowdown AFTER the
temperature changes above or below a threshold, which caused this bug to
go unnoticed.


https://github.com/Simple-Station/Einstein-Engines/blob/aaadc3b7d9bf93200e03a596ce5fef159206ab88/Content.Shared/Temperature/Systems/SharedTemperatureSystem.cs#L30-L51

This is fixed by setting the Plasmaman temperature speed threshold to
only give a 20% slow at 243 Kelvin, -50 Kelvin less than the default
threshold and way below the Plasmaman default temperature.

```yml
  - type: TemperatureSpeed
    thresholds:
      243: 0.8
```

## Changelog

:cl: Skubman
- fix: Plasmamen will no longer be slowed down near-permanently after
their temperature changes.
- tweak: Slightly lowered the temperature threshold in which Plasmamen
start getting Heat damage.
Ever had the rsi diff bot run and tell you there's spaces in file names
in totally unrelated files? Well this should fix that.
…es (#1677)

port space-wizards/space-station-14#29224

🆑 CaasGit
- add: Solar panels can now be upgraded with plasma or uranium glass.

---------

Co-authored-by: CaasGit <[email protected]>
# Description

I'm going to go put powergamers on suicide watch. This PR makes it so
that specializing in psionic traits, and specializing in cybernetic
traits are both mutually exclusive. You are only allowed to have a
single cybernetric trait if you wish to have psionic traits. And you are
only allowed to have Latent Psychic with no other traits if you wish to
have Cybernetics.

Also fixes a bug with Thermographic Vision not correctly being measured
in seconds. You now get a 2 second pulse with Thermographic vision, as
intended.

# Changelog

:cl:
- tweak: Psionic traits are now mutually exclusive with cybernetic
traits, and vice versa.
- fix: Thermographic Vision now correctly measures its pulse duration in
seconds instead of nanoseconds. It provides a 2 second scan.

---------

Co-authored-by: stellar-novas <[email protected]>
Howdy, y'all, Here is a quick update for both Meta/Box stations. I just
added the psionics registry computer for Mantis and the Magistrate
Office.

Each command has their Computer ID in their offices now (except the
Captain kind of redundant).


# Changelog



:cl: Mike32oz
- add: Meta/Box stations, added psionics registry computer
- add: Meta/Box stations, added command's office Computer ID 
- fix: Meta/Box stations, fixed wires, tiny fan
- tweak: Box Station, Expanded the Docking Bay for Salvage Pathfinder
- remove: Meta/Box stations, antimov at upload
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# Description

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Change the AI Hologram to the AI eye

---

<!--
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media
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<summary><h1>Media</h1></summary>
<p>

old:

![image](https://github.com/user-attachments/assets/f40947f3-7a8c-4d93-bb4a-58ba0c2abcf9)


new:

![image](https://github.com/user-attachments/assets/59c84f21-50ee-43bb-8175-2ee59f33dda7)

---

# Changelog

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:cl: Ichai
- tweak: Change the AI Hologram to AI eye
# Description

This PR fixes an ANCIENT bug with the clothing system, whereby it wasn't
possible to have individual non-hardcoded clothing layers at the same
time as species-specific layers. Now we can have species-specific shaded
layers, such as the lights on hardsuits/tacsuits. To make use of this
new feature, I've started making new sprites for "Unpainted" suits,
which will largely replace the suits you get from either Cargo or the
Techfabs. Unpainted suits will generally be gunmetal grey, unless they
are made of a notably different material.

# TODO

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


![image](https://github.com/user-attachments/assets/80bb19f8-58fa-4b2c-b250-4f587cee1283)


![image](https://github.com/user-attachments/assets/46f131e7-ce82-4398-b5ed-d1f08343ebdf)


![image](https://github.com/user-attachments/assets/1fb971d9-816c-4ea5-b085-fd9e58a25152)


![image](https://github.com/user-attachments/assets/fb22bcdd-f230-49fd-b14d-22e0994dc629)

New unpainted Elite Tacsuit

![image](https://github.com/user-attachments/assets/0dc14c82-3519-46a1-84bf-2f60063b27a8)

</p>
</details>

# Changelog

:cl:
- add: Clothing now supports having multiple species-specific layers,
and species-specific shaders.
- add: New "Unpainted" engineering hardsuit, and "Unpainted" Shanlin
Tacsuit. More to come soon.
- add: Unpainted variant of the "Shiwei" tacsuit(AKA: Elite suit). This
one is uniquely titanium white instead of the standard gunmetal grey. It
can either be ordered through cargo at an exhorbitant cost, or
manufactured with the Prototype Tacsuits research.
# Description

These weren't sanitized because I woefully assumed that nothing could
actually escape the bounds of an asymptote equation. Lo' and behold
floating point precision rounding errors can.


![image](https://github.com/user-attachments/assets/cda09b59-f81e-47ca-a4b6-27e12fb8aa94)

# Changelog

:cl:
- fix: Fixed an issue where Glimmer can reach infinite values under
certain conditions.
aaaaaaaaaaaaaaaaaaaaaaaaaaaa
# Description

Thanks to MajorMoth for making these sound effects! This PR adds custom
sound effects to Hardsuits & Tacsuits that are generated when the wearer
moves. However while making this PR, I ran into three different bugs
with the EmitSoundOnMoveSystem, so I fixed all 3 of them!

# TODO

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


https://github.com/user-attachments/assets/cb5d3873-3eb7-4cab-8ec2-2ba5b5d6480d

</p>
</details>

# Changelog

:cl: VMSolidus and MajorMoth
- add: Hardsuits now have sounds made when the wearer moves!
- fix: Fixed several bugs with EmitSoundOnMove. It no longer plays the
same sound 7 times in a row for the client. It can now differentiate
between items that must be worn to make sounds and otherwise. It can
also have variable distance needed to travel to make a sound.
- add: Hardsuits and Tacsuits are now separated into Light, Medium, and
Heavy categories, with each category having its own sound effects, mass,
throwing statistics, and don/doff time. Most hardsuits are Light. Most
Tacsuits are Medium. Some suits like Warden, Juggernaut, Nukie
Commander, and Mysta Bombsuit are heavy.
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# Description

---

Holopads can finally be right clicked as well as show up in the context
menu. Mappers rejoice.

---

# Changelog

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:cl:
- fix: Fixed holopads being unable to be right clicked on.
# Description

This PR adds sound effects for tactical webbing type items. Clicky
clinky sounds for when you move. Also fixes some mixing issues with
belts in general being entirely too loud.

# TODO

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


https://github.com/user-attachments/assets/0b24a71c-35e2-4ea4-ae90-782868902e6d

</p>
</details>

# Changelog

:cl:
- add: Added sound effects for all variety of "Tactical Webbing", such
as Security Webbing, Chest Rigs, etc.
HELP, MY BIRBS CAN'T CHIRP. FIX THIS IMMEDIATELY.
# Description

Yes this is a spite PR. I found out Barotrauma gibs you pretty much
INSTANTLY. So this removes the ability for Barotrauma to damage body
parts.

# Changelog

:cl:
- fix: Space no longer gibs you instantly.
# Description

I only just now found out that the stock cloner doesn't transfer your
character's appearance. And neither does the Metem machine if you win
the roll. This fixes that.

# Changelog

:cl:
- fix: Both standard Cloner, and Metem Machines(when you win the psychic
willpower roll) now correctly transfer over your old character
appearance.
# Description

They're *just a bit* too loud. A 5db reduction should be enough. My
salvage techs were complaining of migraines.

# Changelog

:cl:
- tweak: Made hardsuits 5db quieter.
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