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Upstream Merge #267
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Upstream Merge #267
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…rds#31842) change name change to label
* fixes a ton of contraband issues * pen * give the armor suit storage * pulse carbines go brrr
* clean up robotics lathe recipes * add result --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
* clean up security lathe recipes * add result --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
Rather than doing goofy hacks we just use what sprites are near the mouse.
For realsies :)
…pace-wizards#32094) * Reapply "FTL + AI fixes (space-wizards#31952)" (space-wizards#31968) This reverts commit c46a4ab. * Update
…28262) * Add reagent whitelist to Injector component and system * Apply suggested Changes * Remove LINQ function for performance * Update Content.Server/Chemistry/EntitySystems/InjectorSystem.cs Co-authored-by: Ed <[email protected]> --------- Co-authored-by: Ed <[email protected]>
…space-wizards#27570) * First clumsy implementation of guidebook protodata * Support for Properties, format strings * Better null * Rename file * Documentation and some cleanup * Handle errors better * Added note about client-side components * A couple of examples * DataFields * Use attributes like a sane person * Outdated doc * string.Empty * No IComponent? * No casting * Use EntityManager.ComponentFactory * Use FrozenDictionary * Cache tagged component fields * Iterate components and check if they're tagged
* doesn't apply traits for borg or ai * add some comment and summaries * weh weh * well ok Co-authored-by: Ed <[email protected]> --------- Co-authored-by: Ed <[email protected]>
* SmartTomato * Fix * RemovingExtraLines * Update Resources/Locale/en-US/ghost/roles/ghost-role-component.ftl Co-authored-by: slarticodefast <[email protected]> * Update Resources/Prototypes/Accents/full_replacements.yml Co-authored-by: slarticodefast <[email protected]> * Update Resources/Prototypes/Entities/Mobs/NPCs/miscellaneous.yml Co-authored-by: slarticodefast <[email protected]> * Update Resources/Prototypes/Entities/Mobs/NPCs/miscellaneous.yml Co-authored-by: slarticodefast <[email protected]> * Update Resources/Prototypes/Entities/Mobs/NPCs/miscellaneous.yml Co-authored-by: slarticodefast <[email protected]> --------- Co-authored-by: Ed <[email protected]> Co-authored-by: slarticodefast <[email protected]>
* Updated sprites for AI HUD * Epic test fail * Merged AGhost actions and AI actions together again. * Seperate comms and bugfix. Fixed broadcast. * Stuffs * Update station_ai.yml * Update station_ai.yml * :| * Update silicon.yml * oopsie daisy * stuff * further stuff * oh my god * Appeasing the gods
* fix missing circuitboard recipes * and another one
If an error occurs while loading a replay, it's *supposed* to show a popup "hey do you wanna continue with error tolerance", and it does do this. But because of spaghetti in the replay state code, it also immediately tries to reload the replay without input, as a consequence of trying to reset to the game's default state. Now the replay load system has a proper game state for "replay load failed", with nice presentation and explicit formatting and 10% less italian cuisine.
* Bruh * well * yes
space-wizards#27624) * new mutations * translation string fix * add haloperidol to plant * fix * add FoodSequence * food sequence fixes
…8373) * Set PDA uplink and music default visibility to false space-wizards#27376 seems to be the PDA receiving state before first PDA UI open * Log error on PDA state received before first open * Fix logging * Fix error message --------- Co-authored-by: metalgearsloth <[email protected]>
* clean up clothing lathe recipes * add result * --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
…2170) Use Transform instead of TryComp
Co-authored-by: PJBot <[email protected]>
* Localize RenameCommand and delegate most of the process to MetaDataSystem.SetEntityName() * Make renaming rely on the EntityRenamedEvent. Fix issue where renaming would keep old Examine text Requires engine change * Fix localisation strings * Make PDA search be based on a renamed entity's Uid instead of its old name To do this the pda component now has an PdaOwner field which gets assigned when it is given as a loadout to a player * Fix bad merge??? huh * Use AllEntityQuery
Instead of each mutation being a flag that gets checked at some unique point in BotanySystem somewhere, they're now EntityEffects that get applied when the mutation occurs and when produce is harvested. One new list was added to SeedData so that multiple other fields could be removed. All the non-stat-change mutations that have been rolled are added to the Mutations list, and get applied to the plant when the mutation occurs or when a seed with the mutation is planted. Produce get mutations applied at harvest if they apply to the produce, and carry all of the plant's mutations over as a seed. This gets rid of the one-off checks for things like Slippery, Bioluminescent, Sentient, etc. The base odds of a mutation applying should be equal to the odds of the original mutation check. It pretended to have 1 bit flip (on averge) per mutation power, and odds of each mutation was the odds of one of its bit being flipped (1 /275 * bits). The 'thermometer code' applied for numbers will be replaced with simple random rolls, as both average out to the middle value. The new checks are much easier to understand and don't obfuscate the actual changes of something happening behind 3 layers of math. The biggest player-facing change is that Potency will be able to get over 65 significantly more often than it did in the previous system, but it will be just as common to get low values as high ones. Mutation definitions have been moved to a .yml file. These include the odds per tick per mutagen strength of that mutation applying that tick, the effect applied, if it applies to the plant and/or its produce. This makes mutations simpler to add and edit. This PR is limited specifically to the mutation logic. Improving other aspects of the system will be done in other PRs per the design document. Mutations was chosen first because its got the largest amount of one-off checks scattered all over that could be consolidated. Once this is merged, mutations could be contributed to the codebase with minimal extra work for later botany refactor PRs.
Co-authored-by: deltanedas <@deltanedas:kde.org>
* localize skeleton accent * commit number 2 * remove that from this * this * babushka
* Traits languages * Update traits.ftl Silly thing * No russian --------- Co-authored-by: Ed <[email protected]>
nerf meteor penetration force
Fix plushie cutlass animation
* -added rubber chicken toy * -Removed faulty SolutionContainerManager type -Replaced default toy squeak sound with rubber chicken sound for on-trigger and on-collide. * fixed raw material cost * adjusted material composition * - Added rubber chicken to CrateFunToyBox - Added rubber chicken to MaintFluffTable under "uncommon group" so that it will spawn in maintenance * Update Resources/Prototypes/Entities/Objects/Fun/toys.yml --------- Co-authored-by: gambesun <[email protected]> Co-authored-by: slarticodefast <[email protected]>
sentient does not apply to produce Co-authored-by: PraxisMapper <[email protected]>
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Matches a bunch of our custom recipes and such to new conventions, fixes some conflicts.