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Update 2 8 2025 #131
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Update 2 8 2025 #131
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* Vulpkanin Mask/Helmet Sprite updates * Adjust copyright
* Corpsman Glasses Added Corpsman Glasses to the game, added it to Corpsmans lockers, and added a crafting recipe for them. * Corpsman Glasses Added Corpsman Glasses to the game, added it to Corpsmans lockers, and added a crafting recipe for them. * Corpsman Glasses Added Corpsman Glasses to the game, added it to Corpsmans lockers, and added a crafting recipe for them. * Corpsman Glasses Added Corpsman Glasses to the game, added it to Corpsmans lockers, and added a crafting recipe for them.
* make cats attack mouse toy * make toy mouse bit work * pro * pro --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
* Musket + parts * Graphs for Musket and Parts * Recipes for Musket + Sprites * Fix 1 * Fix two * Flintlock * Fixes * Fix 3.0 * null is nulled * forgor graph * fireRate isn't all lowercase.. * actually make ammo craftable * Craftable Flintlock Fix * Update improvised.yml * Update musket.yml * I gib up * Make firerate 1 shot every 8 seconds and it doesn't reset when you switch hands. * why. * Forgor * forgor * Update Resources/Textures/DeltaV/Objects/Misc/bayonet.rsi/meta.json Co-authored-by: Colin-Tel <[email protected]> Signed-off-by: Tryded <[email protected]> --------- Signed-off-by: Tryded <[email protected]> Co-authored-by: Colin-Tel <[email protected]>
* Vulp helmets: The reckoning * Delete equipped-HELMET-vulpkanin.png * Update meta.json * paramed --------- Co-authored-by: Velcroboy <[email protected]>
Co-authored-by: Velcroboy <[email protected]>
* Add awoo as howl trigger Signed-off-by: no <[email protected]> * Actually add awooing for real this time --------- Signed-off-by: no <[email protected]> Co-authored-by: Colin-Tel <[email protected]>
* feat: Laika and other secdogs now have vulpkanin vocal emotes * tweak: better organization of secdogs inventory ui * feat: id card slot for secdogs * Revert "feat: id card slot for secdogs" This reverts commit c9d30d97a08a993bf723b05c9ba7e6dc64e697bd.
* Adds new Lobby Track the funny YT documentary song * Update attributions.yml changed source --------- Co-authored-by: Null <[email protected]>
Add AllowSuitStorage to armors
An implementation of DeltaV-Station/Delta-v#1252 for Einstein Engines.
* Add wielded in hand sprite for musket * actually adding the sprites in YML * Add a missing tag
"Yeah you ever heard of consequences in video games? Maybe don't FUCKING die next time."
* Porting tiger tail sprite from SS13 for felinids. Yes, im aware that the copyright currently says "Null" Remind me if i forget when its open request. I have currently just only made it work and somewhat looped it manually the waggin version because aparently ss13 only needs half the animation to then just reverse it and complete the loop. How lovely. And yes, im uploading it to github incase I fuck up or it gets corrupted on my pc. * eh
* make changes * fix yaml linter bug * locales * consolidations * fix DeltaV comment appearing in uplink * e * Update emag.yml Signed-off-by: WarMechanic <[email protected]> * emag invalid target locale * change id 'airlockaccessoverride' to 'doorjack' * name consolidations + doorjack sprite * Update Resources/Locale/en-US/deltav/store/uplink-catalog.ftl Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: WarMechanic <[email protected]> * Update Resources/Locale/en-US/store/uplink-catalog.ftl Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: WarMechanic <[email protected]> * Update Resources/Locale/en-US/emag/emag.ftl Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: WarMechanic <[email protected]> * Update Resources/Prototypes/DeltaV/Catalog/uplink_catalog.yml Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: WarMechanic <[email protected]> * Update Resources/Prototypes/DeltaV/Entities/Objects/Tools/emag.yml Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: WarMechanic <[email protected]> * deltanedas --------- Signed-off-by: WarMechanic <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
* Brings a glass producing plant to Botany * Linter fix attempt 1 * Adresses adjustments requested by Reviewer --------- Co-authored-by: Alchebun <jimmy.12.or#gmail.com>
* 2 New plants! :D * adjustments requested * You're a Butt * Revert "You're a Butt" This reverts commit 10f6ef8d174008e95c330d98602a769fcb91c8a2. * still a butt. * Revert "still a butt." This reverts commit cc5eac74969da7880cc370b637e146877ee644eb. * Update Resources/Textures/DeltaV/Objects/Specific/Hydroponics/Cosmic_Revenant.rsi/meta.json Co-authored-by: Colin-Tel <[email protected]> Signed-off-by: Alchebun <[email protected]> --------- Signed-off-by: Alchebun <[email protected]> Co-authored-by: Alchebun <jimmy.12.or#gmail.com> Co-authored-by: Colin-Tel <[email protected]>
…ag for thief. (#1759) Fix mysta cloak
Co-authored-by: Velcroboy <[email protected]>
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Add files via upload Signed-off-by: dge21 <[email protected]> * Update flavor-profiles.ftl Signed-off-by: dge21 <[email protected]> * Add files via upload Signed-off-by: dge21 <[email protected]> * Update flavors.yml Signed-off-by: dge21 <[email protected]> * Update drinks.ftl Signed-off-by: dge21 <[email protected]> * Update drinks.yml Signed-off-by: dge21 <[email protected]> * Update drinks.yml Signed-off-by: dge21 <[email protected]> * Update drinks.yml Signed-off-by: dge21 <[email protected]> * Update drinks.yml Signed-off-by: dge21 <[email protected]> * Rename Icon_empty.png to icon_empty.png Signed-off-by: dge21 <[email protected]> * Update meta.json Signed-off-by: dge21 <[email protected]> * Update drinks.yml Signed-off-by: dge21 <[email protected]> --------- Signed-off-by: dge21 <[email protected]> Co-authored-by: Tad "Taddy" Johnson <[email protected]>
* feat: blue and purple tomato soup * tweak(bluepurpletomatosoup): incorporate description feedback * style: Add newline at end of soup.yml --------- Co-authored-by: Tad "Taddy" Johnson <[email protected]>
Update research_director.yml
* Add files via upload Signed-off-by: Aikakakah <[email protected]> * Create meta.json Signed-off-by: Aikakakah <[email protected]> * Add black turtleneck Signed-off-by: Aikakakah <[email protected]> * Update theater.yml Adds black turtleneck to the theatre vend. Signed-off-by: Aikakakah <[email protected]> * Update jumpsuits.yml Added black turtleneck Signed-off-by: Aikakakah <[email protected]> * Added the option to roll up the sleeves of the turtleneck. * Fixed the sprites * Updated copyright in meta.json --------- Signed-off-by: Aikakakah <[email protected]>
lets fucking go
* meow * meow * meow * meow * meow * meow * meow * meow
i swear to fucking god
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: deltanedas <@deltanedas:kde.org>
<!-- 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 <[email protected]> Co-authored-by: VMSolidus <[email protected]>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description 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 <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# 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 <[email protected]> Co-authored-by: stellar-novas <[email protected]> Co-authored-by: VMSolidus <[email protected]>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> 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.
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THREE NEW MAPS, LET'S GO