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Upstream Merge 02-12-25 #85
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Aidenkrz
merged 86 commits into
Goob-Station:master
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angelofallars:upstream-merge-02-12-25
Feb 14, 2025
Merged
Upstream Merge 02-12-25 #85
Aidenkrz
merged 86 commits into
Goob-Station:master
from
angelofallars:upstream-merge-02-12-25
Feb 14, 2025
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<!-- 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 --- Revamped the AI core in Glacier as well as added some holopads. Placed down a NTR office, 'cuz why not. <!-- 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>   </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: Holopads are now in Glacier. - add: Nanotrasen Representatives and Blueshield Officers now both have an office in Glacier. One slightly better than the other.
<!-- 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]? --> Ports the "Bagel Station" map, adding all the things needed to work on EE --- <!-- 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 --> # Media MapRender is not working :( --- # 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: Ichai - add: Bagel Station added to the rotation.
<!-- 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]? --> Added 4 new law boards for AI: 1- NT Agressive 2- Quarantine 3- CCTV 4- TYRANT Now the AI can see through Borg and has become a target for the Ion Storm --- # 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: Ichai - add: Added 4 law boards to the game: NT Agressive, Quarantine, CCTV and TYRANT to the AI - tweak: AI can see through borgs - tweak: AI is now affected by ion storm --------- Signed-off-by: Ichaie <167008606+Ichaie@users.noreply.github.com>
🆑 - fix: Salvage vendors will no longer accept any inputs to buy an item. Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
<!-- 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 dwarf species has not been enabled in however long, removed them from the guidebook as they are no longer relevant. Use custom species to make a dwarf. --- # 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: - Remove: Dwarves from guidebook, begone beer boy.
# Description If a damageable entity gets hit three times in a quick succession, it will get stuck slightly red. This effect is clientside-only, but will be present on all clients that had this happen in their PVS range. Presumably this was happening because TryComp returns the requested component even if it's shut down and is about to be removed. --- # TODO - [ ] Find a way to cope with the mental illness this gave me --- <details><summary><h1>Media</h1></summary> <p> <details><summary>Before</summary> <p> https://github.com/user-attachments/assets/5f9a8510-8faa-49df-9cac-b9312e330f53 </p> </details> <details><summary>After</summary> <p> https://github.com/user-attachments/assets/f1d88ebb-3e6c-460d-b4cc-9e93918f1015 </p> </details> </p> </details> --- # Changelog :cl: - fix: Fixed damageable entities being stuck red after being damaged several times in a quick succession.
# Description Implements the softcrit functionality. Similiar to critical state but spessmen will be able to communicate and crawl around, but not pick up items. Also supports configuring what is and isn't allowed in different MobStates (per mob prototype): you can enable picking up items while in softcrit so people can pick up their lasgun and continue shooting after taking a 40x46mm to their ass cheeks from the guest nukies while being dragged to safety.  <details> <summary><h1>Technical details</h1></summary> New prototype type: "mobStateParams" (`MobStateParametersPrototype`) Used to specify what can and can't be done when in a certain mobstate. Of note that they are not actually bound to any `MobState` by themselves. To assign a params prototype to a mobstate, use `InitMobStateParams` in `MobStateComponent`. It has to be a prototype because if I just did something akin to `Dictionary<MobState, Dictionary<string, bool>>`, you'd have to check the parent and copy every flag besides the one you wish to modify. That is, if I understand how the prototype system works correctly, which I frankly doubt. <!-- Working on softcrit made me hate prototypes. --> MobStateComponent now has: - `Dictionary<string, string> InitMobStateParams`, for storing "mobstate - parameter prototype" pairs. `<string, string>` because it has to be editable via mob prototypes. Named "mobStateParams" for mob prototypes. - `public Dictionary<MobState, MobStateParametersPrototype> MobStateParams` for actually storing the params for each state - `public Dictionary<MobState, MobStateParametersOverride> MobStateParamsOverrides` for storing overrides. `MobStateParametersOverride` is a struct which mirrors all `MobStateParametersPrototype`'s fields, except they're all nullable. This is meant for code which wants to temporarily override some setting, like a spell which allows dead people to talk. This is not the best solution, but it should do at first. A better option would be tracking each change separately, instead of hoping different systems overriding the same flag will play nicely with eachother. - a shitton of getter methods TraitModifyMobState now has: - `public Dictionary<string, string> Params` to specify a new prototype to use. - Important note: All values of `MobStateParametersPrototype` are nullable, which is a hack to support `TraitModifyMobState`. This trait takes one `MobStateParametersPrototype` per mobstate and applies all of its non-null values. This way, a params prototype can be created which will only have `pointing: true` and the trait can apply it (e.g. to critstate, so we can spam pointing while dying like it's a game of turbo dota) - The above is why that wall of getters exists: They check the relevant override struct, then the relevant prototype. If both are null, they default to false (0f for floats.) The only exception is OxyDamageOverlay, because it's used both for oxy damage overlay (if null) and as a vision-limiting black void in crit.. MobStateSystem now has: - a bunch of new "IsSomething"/"CanDoSomething" methods to check the various flags, alongside rewritten old ones. -  lookin ahh predicate factory </details> --- # TODO done: - [x] Make proper use of `MobStateSystem.IsIncapacitated()`. done: some checks were changed, some left as they did what was (more or less) intended. <details>Previous `IsIncapacitated()` implementation simply checked if person was in crit or dead. Now there is a `IsIncapacitated` flag in the parameters, but it's heavily underutilized. I may need some help on this one, since I don't know where would be a good place to check for it and I absolutely will not just scour the entire build in search for them. </details> - [x] Separate force-dropping items from being downed done: dropItemsOnEntering bool field. If true, will drop items upon entering linked mobstate. - [x] Don't drop items if `ForceDown` is true but `PickingUp` is also true. done: dropItemsOnEntering bool field. If true, will drop items upon entering linked mobstate. - [x] Actually check what are "conscious attempts" are used for done: whether or not mob is conscious. Renamed the bool field accordingly. - [x] Look into adding a way to make people choke "slowly" in softcrit as opposed to choking at "regular speed" in crit. Make that into a param option? Make that into a float so the speed can be finetuned? done: `BreathingMultiplier` float field added. <details> 1f is regular breathing, 0.25 is "quarter-breathing". Air taken is multiplied by `BreathingMultiplier` and suffocation damage taken (that is dealt by RespiratorSystem, not all oxy damage) is multiplied by `1-BreathingMultiplier`. </details> - [x] make sure the serializer actually does its job done: it doesn't. Removed. - [x] Make an option to prohibit using radio headsets while in softcrit done: Requires Incapacitated parameter to be false to be able to use headset radio. - [x] Make sure it at least compiles not done: - [ ] probably move some other stuff to Params if it makes sense. Same thing as with `IsIncapacitated` though: I kinda don't want to, at least for now. --- <details><summary><h1>No media</h1></summary> <p> :p </p> </details> --- # Changelog :cl: - add: Soft critical state. Crawl to safety, or to your doom - whatever is closer. --------- Signed-off-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
<!-- 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 Provides a guidebook entry for our giants and puts them on the list of species. They've been here since the start, why the hell have they been missing for so long? <!-- 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]? --> --- <!-- 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> # 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: Oni Statistics, lore and information to guidebook - add: Oni to species parent guidebook entry
<!-- 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 It's simple as it sounds, really. Adds part upgrading to these machines. The experimental anomaly vessel becomes a stronger demon core every time you upgrade it because I wanted to keep the "More Good but Dangerous" motif and to keep it somewhat balanced... --- <!-- 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> i don't feel like opening up OBS today... </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: Added part upgrading to the artifact analysis machine. - tweak: Tweaked default artifact analysis scan time to 40 seconds. - fix: Fixed anomaly vessels not actually upgrading. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
# Description Fixes inheritance on the industrial ore processor so that it correctly inherits its recipes from the regular ore processor. Now you can make Tungsten on your fancier ore processor with a material multiplier. # Changelog :cl: - fix: Fixed industrial ore processor not inheriting its recipes from the standard one. You are now able to make Tungsten Carbide on your upgraded ore processor.
traits need to be updated with new "params" @RedFoxIV
# Description Howdy, y'all. I'd like to give special thanks to Qulibly, who originally designed this shuttle. I'm posting an update to the Northway For EE here: As of right now, I can't get FTL working, but everything else works perfectly. Northway low pop 25 I may make a station map for shipping ports for big ship expeditions. <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog :cl: Mike32oz, Qulibly - add: Northway Map rotation pool. - tweak: Northway For EE. - remove: The pirate plundered her FTL Drive, but Northway's wings may be clipped, but she is still flyable.
<!-- 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]? --> Adds Lambda Station, a new High Pop map to the rotation! --- <!-- 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> WARNING: The map image is an old version, I couldn't get a more updated image due to problems with the render.  </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: Ichai - add: added Lambda Station, a new High Pop map to the rotation! - tweak: Added holopads in RadStation --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: stellar-novas <stellar_novas@riseup.net> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
<!-- 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]? --> Adds 10 new Law Boards for AI AI Please State Laws. --- # 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: Ichai - add: Added 10 new Law Boards to the AI: Plasma Flood, Mother Drone, Druid, Cowboy, Chaplain, Clown, Janitor, Engineer, Research and Medical.
# Changelog :cl: - fix: Fixed alerts being halfway down the screen Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
<!-- 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]? --> Before the Nanotrasen figured our microreactors, there were small fission cells! These were, for inexplicable reasons, discontinued. Still, the research is an essential step towards the microreactors we know today. The capacity of a micro-rtg is a bit lower than a microreactor, but not by much. They take about a minute and a half to completely fill themselves. They also need one more sheet of uranium to make, which meant the lining needed to be a bit thinner to still fit inside standard slots. So they use a bit less glass and steel! Surely this has no negative consequences. When you're right up against a cell, it'll deal around ~0.1 radiation damage. If you hold it, that goes up to 0.15. --- <!-- 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>    https://github.com/user-attachments/assets/dd0afce2-b613-4183-8296-8c86c4782407 </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: Timfa - add: Added micro radioisotope thermoelectric generators! They're totally safe and fun for the family!
RSI Diff Bot; head commit f3ac53b merging into b1985a4 Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi
Resources/Textures/Mobs/Aliens/Xenos/rouny.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi
Resources/Textures/DeltaV/Structures/Doors/Airlocks/Glass/roboticist.rsi
Resources/Textures/DeltaV/Structures/Doors/Airlocks/Standard/roboticist.rsi
Resources/Textures/_DEN/Clothing/Head/Hats/seniortrooperhat.rsi
Resources/Textures/_DEN/Clothing/Uniforms/Jumpsuit/seniortrooper.rsi
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FIXED ARACHNE NOSLIP <!-- 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]? --> Messed up last time and added "- type: NoSlip" to the dummy instead of the actual player race, this fixes that. --- <!-- 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>  </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: -fix: Fixed arachne noslip --------- Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
…ngines into upstream-merge-02-12-25
<!-- 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 makes minor changes to the BoxStation map and increases the minplayers to 35. --- <!-- 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>    </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: Ichai - tweak: Box Station: gravity generator has been moved to engineering and and the Vault was moved closer to the bridge.
# Description Saltern's "Generator Room" had an empty Uranium crate, instead of a filled one. This tiny one-line fix replaces the spawn for it with a filled uranium crate. You now have enough materials roundstart to give the station 1 hour and 30 minutes of battery+generator power, which is a completely absurd amount of time available for someone to setup solars(you literally don't even need to setup the supermatter. Saltern is unique among other stations in that it can run on solars alone). # Changelog :cl: - tweak: Saltern's generator room now correctly spawns with a crate containing uranium fuel. As a reminder, Saltern is unique among all other maps in that it is the only map which can be run on its solars alone. The generators and generous battery backups are there to provide more than adequate time to setup your choice of solars or supermatter.
# Description We have a very large number of maps that outright have not received any meaningful updates in over a year. All of them being maps that we inherited from DeltaV during the initial forking. I've spent the entire past year trying to find people willing to maintain them, but to no avail. The rot is incredibly noticeable, and is particularly egregious when they get compared to maps being maintained by SiN Mapping Team and Estacao Pirata. We can't guarantee the quality of these maps, and the original maintainers from DeltaV have expressed zero desire to offer any assistance with maintaining them. I put it to a vote last night on the EE Discord, in order to find out which of the DeltaV maps were actually worth keeping, and the vote was overwhelmingly in favor of Shoko, Glacier, and Lighthouse. I'm willing to work with my existing map maintainers to focus on getting these three maps the care and attention they need in order to be on par with the quality expectation that maps like Gax and Lambda managed to set. If we want more maps, we need people willing to maintain the maps. These maps aren't being removed from the game, just set aside and essentially marked as "Unsupported". If in the future someone wishes to step forward and claim responsibility for one of the maps, they can submit a PR to re-rotate the map in question, assuming it is paired with *some* amount of work done to refurbish the map. It doesn't need to be a full rework, just enough work to prove the map is being taken care of.  # Changelog :cl: - tweak: Removed the following maps from rotation: Pebble, Edge, Tortuga, Arena, Asterisk, Hive, Hammurabi, and Submarine. These maps aren't permanently gone, they just won't appear in the map vote list. If you want to see them return in an official capacity, and have any talent/desire for mapping, feel free to submit a PR to give one of these maps the attention and care it deserves. None of them have received any updates in over a year.
# Description Goddamn do I love Adderall. This PR lays the entire groundwork needed for the "Glacier Rework", and it does so by fixing every problem I could think of between FTL and StationBiome that was preventing it from being a reality. Essentially, I'm hitting several birds with one stone by refactoring both systems to be a LOT more flexible. You can technically say that this basically is also partly enabling Lavaland maps, since I conveniently included options in the StationBiomeComponent to generate dungeons. Technically a planet map should probably also have a RestrictedRangeComponent added to it so that players can't wander so far from the station that they generate a truly excessive number of entities. Yes, this does infact mean you can now run Nukie gamemodes on planet maps. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/7a3730af-c521-42d4-8abd-5aa5989c369c </p> </details> --- # Changelog :cl: - add: Shuttles can now take off and land from planet surfaces. They however will still respect exclusion zone beacons set by stations. Maybe in the future there might be a special shuttle (drop pod) that is set to ignore these exclusion zones. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
# Description Plasmamen receive these changes: - Density reduced by 13.5% (185 to 160) - Reference: Human density = 185, Felinid density = 140, Skeleton density = 130. - Slash resist increased from 15% to 20%, Piercing resist increased from 25% to 40% - Reference: Skeletons take 10% more Blunt, 20% less Slash, 40% less Piercing damage. - Upon being gibbed or ashed, spew out plasma everywhere - Not in changelog to catch players by surprise- Reduce price of extinguisher refill in Loadouts to 5 points to 4 points. ## Why / Balance Plasmamen are "just" skeletons, so it makes sense that they'd be lighter than average. But not Felinid-levels of light, because that's not really the selling point of Plasmamen and would increase their difficulty in an unintended direction. Why they'd be heavier than Felinids and Skeletons can be explained by the plasma in their body having a lot of weight. To compensate, they will get 20% Slash and 40% Piercing resist. For comparison, Slime People have a 40% resistance to Blunt, a more common damage type than Piercing. This will give Plasmamen a niche of being excellent against spears and ballistic weapons especially with additional armor, while still being vulnerable to Space Wind throwing Blunt weapons and opponents closing in on them with a Blunt weapon. ## Media **Plasmaman Gibbing** https://github.com/user-attachments/assets/bd7c0edc-37dc-4ab4-ab1e-170f78306b24 **New Guidebook Description** <img width=450px src="https://github.com/user-attachments/assets/d70ed0ed-e0cd-4079-9d99-4d6bf012ed7e"> ## Changelog :cl: Skubman - tweak: Plasmamen now have a slightly lower density and thus lower weight than the average species (this is a nerf). - tweak: Plasmamen have their Slash resist increased from 15% to 20%, and their Piercing resist increased from 25% to 40% (this is a buff). - tweak: The cost of the envirosuit extinguisher refill in Loadouts has been reduced from 5 points to 4 points.
# Description ## **!!! DO NOT "Squash and commit", ONLY "Create a merge commit" !!!** Merges some PRs from The Den, YML changes only: - TheDenSS14/TheDen#168 - Change: Added the new Loadout items to the appropriate CharacterItemGroup prototypes. - TheDenSS14/TheDen#202 - Change: Converted owl hooting from stereo to mono to fix console errors. - TheDenSS14/TheDen#203 - TheDenSS14/TheDen#205 - TheDenSS14/TheDen#220 - TheDenSS14/TheDen#224 - TheDenSS14/TheDen#236 - TheDenSS14/TheDen#246 Mapper-only PRs: - TheDenSS14/TheDen#247 - TheDenSS14/TheDen#250 ## Changelog :cl: The Den Contributors - add: Added a Trooper Uniform and Hat for Security use. (by Rosycup) - add: Harpies have gained the ability to hoot. (by KyuPolaris) - add: Added ability for Arachne to produce silk. (by KyuPolaris) - tweak: Tweaked tool belts to take more tools and mantis belts to be able to fit certain epistemics tools. (by Rosycup) - add: Hopping, that's it. *hop and *hops now triggers the jump emote. (by KyuPolaris) - fix: Shadowkin are now able to select Psionic Power traits without taking the Latent Psychic trait. (by Rosycup) --------- Co-authored-by: Rosycup <178287475+Rosycup@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Tabitha <64847293+KyuPolaris@users.noreply.github.com> Co-authored-by: KyuPolaris <tabi@kyuudev.me>
# Description Adds a .20 rifle rubber ammo box to the bartender loadout. This brings the Argenti in line with other bartender weapons which can come with extra ammo. Also adds an age requirement to the Argenti, repeater rifle, and .45 magnum rubber ammo box to comply with space law. --- # Changelog :cl: - add: Added .20 rifle rubber ammo box to bartender loadout - add: Added age requirement to Argenti, repeater rifle, .45 magnum rubber ammo box --------- Signed-off-by: GNUtopia <93669372+GNUtopia@users.noreply.github.com>
ENABLES WAROPS <!-- 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]? --> Turns war ops back on since delta-v turned them off apparently. <!-- 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>  </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: -tweak: reenabled war ops --------- Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
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No merge conflicts, yay!