Open
Conversation
<!-- 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]? --> minor fixes on Gax: * fixed xenoarch doors locking incorrectly * Named several airlocks, making them easier to locate * fixed AI turret not connected * added a mining shuttle console to LO Office --- # 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: Emilly - fix: Gax: minor fixes
# Description Added a port for the mining shuttle. Fixed logistics firelocks being closed and unlinked round-start.  # Changelog :cl: mrs - add: Asterisk: Lavaland shuttle dock. - fix: Asterisk: Logistics firelocks.
# Description Fixes the inability to surgically insert a slime core. --- <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog :cl: - fix: Slimes can now have cores surgically inserted Signed-off-by: GNUtopia <[email protected]>
# Description Fix mining voucher not allowing the selection of the initial kit and not appearing when selecting a backpack other than Salvage in the loadout. --- <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- :cl: - fix: Fix mining voucher not allowing the selection of the initial kit - fix: Fix mining voucher not appearing when selecting a backpack other than Salvage in the loadout
<!-- 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]? --> Smol PR that replaces the medipen box in CMO's (filled) webbing with the medipen case. (Same thing but now uses the syringe case as the parent entity, and has a new name n description) Also reverts the bruizine recipe back to the old one because it's supposed to be harder to make :godo: --- <!-- 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: Changed the medipen box used in the CMO's filled webbing into the medipen case. - tweak: Reverted bruizine recipe back to the old one.
# Description This fixes the header in the IPC guidebook entry by adding a single line. DeltaV fixed this. --- Signed-off-by: Kirby <[email protected]>
# Description Adds a sprite for having the terminus equipped to your back, and allows you to wear it in suit storage or back. --- <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: Added the ability to wear the terminus on your back. Co-authored-by: Timfa <[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 --- Gives the nukie plush some in-hand sprites in the vein of the lizard plushie. <!-- 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: Nukie plushies are now visibly seen in your hands. --------- Signed-off-by: Timfa <[email protected]> Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Timfa <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description A bunch of changes to security loadouts. Making it slightly less cluttered and adding a couple new items. Main changes are: Weapons are split in to their own tab to remove make main gear tab less cluttered. Some of the fancy uniforms from standard security are made senior officer exclusives. Senior officer now gets some additional exclusive gear like filled judo belt, disabler smg and previously unused mk 32 pistol. mk 32 "Universal" is now fully integrated in to research and security techfab, including all the special types of mags locked behind the appropriate research. Head of Security gets their own version of judo belt, it's the same stat wise but has a recolored sprite to fit with the rest of HoS' gear. <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: Kirisune - add: mk 32 "Universal" non-lethal and security versions together with special incendiary, uranium and shrapnel mags. - add: mk 32 "Universal" integrated in to research and unlocking at "Advanced Weapons" at tier 2 armory. Special mags are locked behind relevant ammo researches. - add: mk 32 "Universal" integrated in to security techfab. The pistol and its mags cost slightly more to make then N1984. Standard empty, lethal and non-lethal mags can be made round start. - add: mk 32 "Universal" as a loadout option for senior officer costing <s>5</s> 6 points to pick, mags costing 4 points each. - add: Filled corporate judo belt as a loadout option for senior officer costing 2 points. Belt is filled with standard security belt items excluding stun baton. - add: Disabler SMG as a loadout option for senior officer costing 2 points. - add: Filled corporate judo belt as a loadout option for Head of Security with a unique sprite and costing 2 points. - tweak: Disabler SMG stamina damage increase from 15 to <s>25</s> 20. Still lower then a standard disabler but now its more reasonable to carry it as a duty weapon despite how bulky it is compared to other options. - tweak: Security formal suit, senior trooper uniform and senior trooper hat are now senior officers exclusives. - tweak: mk 32 "Universal" added missing accuracy components making it not be laser accurate. - tweak; mk 32 "Universal" decreased fire rate
# Description Adds a number of new ways to juggle minds. The pAI adapter, craftable by hand, allows a pAI to act as a positronic brain. The machine-man interface allows positronic brains (or adaptered pAIs) to act as biological brains. It is a tier 2 research and exclusive to the exosuit fabricator. Additionally finagles some components so that biological brains in MMIa can be used to control IPCs. --- <details><summary><h1>Media</h1></summary> <p>      </p> </details> --- # Changelog :cl: - add: Added machine-man interface - add: Added pAI adapter - tweak: Allowed MMIs to function as IPC brains
<!-- 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 lone abductor and possibly(?) the duo abductors. --- # TODO <!-- 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 --> - [X] Figure out why abductors aren't spawning as the abductor race. - [X] Make sure it's not a buggy mess. --- <!-- 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> --- # Credits Thank to [Starlight ](https://discord.com/invite/wAyQKB78fH)for the original version! Darkrell, Rinary, and Landosaur made the funny little guys.  # 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: Darkrell, Rinary, Landosaur - add: The Abductors are here to replace your organs. Gleep Glorp! --------- Co-authored-by: gluesniffler <[email protected]> Co-authored-by: Solstice <[email protected]> Co-authored-by: SX_7 <[email protected]> Co-authored-by: Theodore Lukin <[email protected]> Co-authored-by: Piras314 <[email protected]> Co-authored-by: Ilya246 <[email protected]>
# Description The bug with the traits menu related to psionics is a significantly more complicated issue, so I'm fixing that separately, it notably involves touching a different system entirely than anything in this PR. The biggest ones this fixes are Psi-Invis and Anoigo. Others are a variety of other powers that were supposed to be checking "Is the target insulated?" but weren't. To make it easier to check, I added an overload for the OnAttemptPowerUse function that accepts a Target EntityUid, which extends the insulation check to a second entity, which all of the pre-existing targetted powers now use. Which simplifies the need to constantly write the checks over and over again. The biggest fixes this patch from to Psi Invisibility, and to an underlying secondary problem that I discovered as a result of more closely examining the cause of the Invis bugs. So now the client gets networked their casting stats. Both Psi-invis and Anoigo have had their audio fixed (it was a typo in both cases). Anoigo now also checks if the target has insulation. This last point is relevant because certain "High Security" doors have had their components psifoil insulated to protect from people with a rare and obnoxious power from forcing their way in. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/ba53df07-5ed9-4b08-b787-a6f6b347c8a3 </p> </details> # Changelog :cl: - add: NT has had its station's "High Security" doors such as Command, Security, and Vault doors shielded with psifoil around their components. They can no longer be forced open by the Anoigo power. - tweak: Anoigo, Dispel, Mindswap, Healing Word, Breath Of Life, Pyrokinesis, and Noospheric Zap now all don't work if the target has psionic insulation. - fix: Psionic Invisibility now actually works as advertised. - fix: Psionic Invisibility and Anoigo now actually produce a sound, as well as properly enforce their cooldowns. - tweak: Anoigo reclassified as a "Dangerous" power, it now also costs 10 points for Elementalists. - remove: Prisoners can no longer be Psionic. - fix: Mantis can no longer summon his black blade if his hands are full. --------- Signed-off-by: VMSolidus <[email protected]>
# Description Yea so it turns out that magboots were previously extremely dependent on having other components work with them to do the "Magboot" ability. This doesn't at all comply with ECS standards, since the expectation I have is that the MagbootComponent ALONE should be sufficient to make an item into "Magboots". This PR addresses this issue by refactoring Magboots(and also ClothingSpeedModifier) to no longer depend on each other for this behavior. MagbootsComponent is now responsible for handling its own NoSlip, Gravity Immunity, and Movement Speed. This behavior will also be extremly useful for supporting things such as Modsuits and Hardsuit/Tacsuit upgrades, as well as Clothing Attachments in general(which is another thing I'm working on). I have attached a video demonstrating that I have tested this PR and verified that it works. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/f4b602ff-54b9-4df2-a0a0-e3f691c45bf2 </p> </details> # Changelog :cl: - fix: Fixed various bugs related to Magboots and Integrated Magboots on hardsuits. - tweak: All Modsuits as well as tacsuits contributed by Goobstation now also include Integrated Magsuits.
<!-- 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]? --> Yeah so last time I did an accent/language fix (Simple-Station#2212) I kinda forgot about the scottish, frontal lisp and stutter ones so this PR does exactly the same thing as the PR linked, just for the missing accents. (Commenting out the lines that were supposed to let us make accents fully free as they don't work for now, which were the ones that specify how many trait slots and slots in the character item group the trait takes up) --- <!-- 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/bd8a7e15-7f83-4330-b1d7-d3edd203b291 </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 the scottish, stutter and frontal lisp accents not working.
<!-- 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]? --> Fix the admin command category to spawn stamps and passports Also fix their missing ftl --- # Media https://github.com/user-attachments/assets/95adae52-2c10-417e-8efa-a2f57051c3b0 https://github.com/user-attachments/assets/bcf3846d-7d82-4759-8822-6e9342609ad8 # 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 admin commands for spawning stamps, passports, and their related localization missing --------- Signed-off-by: Timfa <[email protected]>
# Description If wizden are okay with doing this then screw it I'll do it to DeleteAllThenGhost too. space-wizards/space-station-14#34021 # Changelog No CL this isn't playerfacing but great for my sanity.
# Description Darkswap no longer makes you noninteractive with a ton of different things, like *breathing*, or *gravity*, or *space*. It also now has an enforced time limit via continuous stamina damage. Additionally it has now picked up a notable weakness/counterplay in the form of a unique flash vulnerability. When exposed to a flash effect, you immediately take a ton of stamina damage and are dropped out of the dark realm # TODO <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/e9c061a4-d310-4ff0-8917-86ddc492fa0b </p> </details> # Changelog :cl: - add: Added a "Flash" weakness to DarkSwap. Being hit by any flash, even if you have flash protection, causes you to instantly drop out of the dark realm and take a massive amount of stamina damage. - add: DarkSwap users now take continuous stamina damage while in the dark realm. - remove: DarkSwap no longer makes its user immune to Space, Gravity, and Vacuums.
Pretty much exactly as the title says. I had to follow a very long and undocumented codepath to find out what Refresh: True does in this context to verify that it's, "SET The stun cooldown to 2s rather than add +2s" # Changelog :cl: - fix: Space wind no longer causes its victims to accumulate infinite stun time.
… Projection (Simple-Station#2376) <!-- 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 Shortens duration of fog made by Shadeskip to 12 seconds so it doesnt last longer than it needs to for an escape, shortens Darkswap's fog tile to last 5 seconds, makes shadeskip's portals dissapear along with it and allowes harmless shadow cats to rarely spawn on cast, Shadeskip additionally a different sound. Psionic insulation now prevents all psionic powers from being cast Telegnostic projections can now speak over telepathy, they also have the Psychognosis and xenoglossy _for now_, their description was also changed <!-- 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]? --> Description. --- # TODO <!-- 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 --> - [x] Task - [x] Completed Task --- <!-- 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: Shadeskip now has a new sound. - tweak: Shadeskip now lasts 12 seconds, and its portals despawn with it - tweak: Darkswap's haze cloud on cast now lasts 5 seconds - tweak: Telegnosic projections can now speak telepathically - fix: all psionic powers are now disabled if the caster is psionically insulated.
<!-- 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 Adds the East-Orion Company as a selectable Employer. The reason this company is being added is simple; there are a number of employers spread out over the various jobs on the station. However, there is no company yet that gave Hydroponics any attention. With my Nederlandic nationality already hinting at farming and agriculture, I decided that this might be something I could expand upon to give Hydroponics some representation among megacorporations. The East-Orion Company takes inspiration from various real-life sources. The most obvious arethese: New-Nederic, referencing New-Holland, a tractor manufacturer, representing the Hydroponics side of the East-Orion Company Farmer's Civil Union, referencing the BoerenBurgerBond, a political party representing farmers across the Netherlands, who I used as inspiration for the Security-side of the East-Orion Company. The Hydroponics uniform uses colours taken from New-Holland tractors, while the FCU security jumpsuits mimic the design of the police uniform used in the Netherlands. In addition, the East-Orion Company Botanists can select a new plant clipper in their loadout. This functions the same as normal plant clippers, except that they deal less damage to plants when taking a sample from them. --- <details><summary><h1>Media</h1></summary> <p>      </p> </details> --- # Changelog :cl: - add: Added the East-Orion Company as a selectable Employer, focusing on Hydroponics. They have alternate Hydroponics uniforms, alternate Security uniforms, and a high-quality plant clipper that is more gentle on plants when taking a sample. --------- Signed-off-by: Timfa <[email protected]> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
…e-Station#2360) # Description Current implementation of `PowerCellSystem.Update()`: ```csharp public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator<PowerCellDrawComponent, PowerCellSlotComponent>(); while (query.MoveNext(out var uid, out var comp, out var slot)) { if (!comp.Enabled) continue; if (Timing.CurTime < comp.NextUpdateTime) continue; comp.NextUpdateTime += comp.Delay; if (!TryGetBatteryFromSlot(uid, out var batteryEnt, out var battery, slot)) continue; // TCJ: "Multiplying by frameTime to make this tick-invariant. Otherwise it'll draw 30x to 60x faster than you expect." if (_battery.TryUseCharge(batteryEnt.Value, comp.DrawRate * frameTime, battery)) continue; var ev = new PowerCellSlotEmptyEvent(); RaiseLocalEvent(uid, ref ev); } } ``` Multiplying `comp.DrawRate` and `frameTime` is only valid if we're running this code each tick. Right now all power costs are divided by 30 or 60, which, ironically enough, makes power consumption 30 to 60 times slower than intended. This does not affect PowerCellDrawComponents with `Delay` set to zero, since they do get updated every tick. This will negatively affect equipment that uses this component for consuming power while on. Except flashlights, because `HandheldLightSystem` handles flashlight power draw by itself. --- <details><summary><h1>Media</h1></summary> <p> <details><summary>without fix</summary>  </details> <details><summary>with fix</summary>  </details> </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 some items used less power while turned on than they should.
…n#2415) # Description Howdy y’all, sorry it took a while, but here’s the glacier you’ve been asking for, back to the mountain’s top with a new Evac shuttle. Arrival shuttle docks correctly. I replaced the security checkpoint at arrivals for blocking players. change to an ice cream shop. Botany, kitchen, cargo, engineering, science, and medical materials have been increased. The courtroom has a holding cell to hold defendants awaiting trial or for other temporary reasons. The Medical Department now has a crew monitor and wheelchairs. I have expanded the chemistry lab. Install the proper Cloner pod. I added an extra stasis bed in the examination/care room. Paramedic have their hard suits in their lockers issue with the airlock for Logistics cargo technicians, can now open the doors correctly. Previously, it was a Salvage airlock for no reason. The librarian has a book press with the materials needed. All senior jobs have been added. I removed the boxing ring and replaced it with the musician’s room. A small change to the AI room with the proper turrets, upload console, and robotics console. --- <details><summary><h1>Media</h1></summary> <p>     </p> </details> --- # Changelog :cl: Mike32oz - add: Glacier, New Evac shuttle. - tweak: Glacier's back to the Mountaintop, coupled with several fixes and tweaks!
# Description Last Buff PR too strong, this one just adds the increased blood regen (you need to be not hungry or thirsty for it to work tho) # Media https://cdn.discordapp.com/attachments/1359671706054168749/1370781495664316466/2025-05-10_17-16-06.mp4?ex=6820bf40&is=681f6dc0&hm=80219a25520bcef41b73a63cf2efb5bffd97334d39c493e14dd9a17b9e457514& # Changelog :cl: - add: added blood regen to Platelets --------- Signed-off-by: Raikyr0 <[email protected]>
# Description Just tweaks mindswap so that it doesn't produce error messages. No CL this isn't player facing
Co-authored-by: SimpleStation Changelogs <[email protected]>
# Description _config.GetCVar() is generally to be deprecated and replaced with the significantly better performant Subs.CVar(), since it doesn't need to fetch the CVar each time its used and instead keeps it cached. This is particularly important for systems that operate on every frame. Technically Supermatter wasn't on my list of systems to optimize, but it's a good look since it's a system we're uniquely responsible for. No actual functionality for the Supermatter has been changed, this is just a code cleanup and performance pass. # Changelog No CL since this isn't player facing.
# Description Adds two new IPC-exclusive negative traits. For 3 points, Faulty Waterproofing makes you take shock damage when splashed with or slipping in water, similarly to slimes. For 4 points, Fragile Circuits makes you shut down whenever you take shock damage. (yes, you can make it so that you instantly die for slipping in a puddle) --- <details><summary><h1>Media</h1></summary> <p>      </p> </details> --- # Changelog :cl: - add: Added Faulty Waterproofing trait - add: Added Fragile Circuits trait --------- Signed-off-by: GNUtopia <[email protected]>
# Description Updates all of the Biesel Republic Beret sprites to be on par with the other berets found in the game. The current sprites have issues with larger hair styles and lead to visual issues where hair will be coming out the top of the beret. This fixes that while retaining similar shading and the same color palette. Before and after of the berets:  Full uniform for texture contrast:  # Changelog - fix: TCAF Dress Beret On Mob Sprite - fix: TCAF Field Beret On Mob Sprite - fix: TCFL Dress Beret On Mob Sprite - fix: TCFL Field Beret On Mob Sprite - fix: TCFL Field Sentinel On Mob Sprite
# Description Slightly tweaks the TCAF webbing to have two extra pouches on the rear. Before it had a single general pouch which left it looking weirdly unsymmetrical and empty when looked at from behind. Essentially just put the butt pouches of an [alice rig](https://en.wikipedia.org/wiki/All-purpose_lightweight_individual_carrying_equipment) on it to make it look more realistic in setup.  # Changelog :cl: - tweak: Edited TCAF webbing sprite.
# Description Added 'flip' to all eyepatches that did not have it (everyone except the basic white one), also _slightly_ refactored ymls there. Ported one more sec eyepatch from skyrat, it works same as sec sunglasses, gave it to HOS and senior officer loadouts --- # TODO - [x] Test flips for each eyepatch - [x] Test loadouts - [x] Test that sprites don't look like ass and fit on head - [x] Test flash protection for new eyepatch --- <!-- 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: ported tinted security eyepatch - add: added tinted eyepatch to senior office and head of security loadouts - tweak: added flip action and sprites to eyepatches that missed them
# Description This PR significantly reworks some parts of the mood system, namely by completely restoring and reworking the saturation scale shader so that its not completely terrible. Additionally, I've added numerous new instances and locations where Moodlets can be found in the game, particularly when it comes to food and drugs, as well as a new Mood interaction with the Deep Fryer. Chef gameplay is significantly expanded via the introduction of flavor related moodlets, as well as the almighty deep fryer giving a unique, moderately strong, and long lasting moodlet to anyone who eats whatever you deep fry. Go ahead, give someone a deep fried stick of salted butter coated in chocolate. You'll make their day. The big differences with the Saturation Scale are that its now variable, with smooth transitions, with the scale scaling with your character's mood. The more depressed you are, the more desaturated the world becomes. Whereas if you have entirely too many positive mood bonuses, the world becomes incredibly vibrant. <details><summary><h1>Media</h1></summary> <p> Shoukou's Bar as seen by someone with the Sanguine trait(and no other moodlets)  Max mood  Saturnine trait:  Minimum mood(dead)  Smooth transitions for shader tone. https://github.com/user-attachments/assets/3ab55da1-eca6-4cc5-9489-f4ad13ed0f27 </p> </details> # Changelog :cl: - add: Re-enabled the "Mood shader" after significantly reworking it. Mood visual effects now scale with your character's mood, instead of only ever being near-greyscale. Being high life now makes the world more colorful and saturated. - add: A huge variety of medicines, drugs, and even food items(based on flavor!) now have mood effects. Reaching for the packet of salt now actually makes food provide a better mood buff. - add: Being Tear-gassed causes a massive mood penalty. - add: Deep frying food provides a strong mood bonus. - add: Added new Manic, Mercurial, and Dead Emotions traits. Signed-off-by: VMSolidus <[email protected]>
# Description This PR fixes a bug whereby the Holopads weren't respecting languages, and actually basically every machine in the entire game wasn't. There's an in-general broader issue that I would reaaaaaally like if UI elements in general could be differentiated by language, but that's a lot harder to do than this fix. This was shockingly easy to fix actually. # Changelog :cl: - fix: Holopads now correctly respect the speaker's language, and transmit said language to the receiver. They are no longer Universal translators. Have fun yelling at people over the holopad in whatever obscure language your character knows. - fix: Nearly every machine that can speak, now correctly respects that languages exist. For example, mice can now no longer understand what vending machines are saying.
# Description This fixes an issue whereby turrets were not capable of hitting players who lay down on the floor. Now turrets have a 50% chance to hit them anways, meaning that laying down offers some, but not perfect protection from turrets. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/599583be-d298-452c-8b1b-f32d8d545131 </p> </details> # Changelog :cl: - fix: Turrets and NPCs can now hit players who are laying down on the floor. They (by default) have a 50% chance to miss players who are laying down, meaning it still offers some protection, but not perfect protection from turrets.
# Description Port cartridge autoinjector from [Goob-Station](https://github.com/Goob-Station/Goob-Station). Prs: Goob-Station/Goob-Station#953 Goob-Station/Goob-Station#1021 Goob-Station/Goob-Station#1085 Goob-Station/Goob-Station#1798 Goob-Station/Goob-Station#2298 --- <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog :cl: Aviu00, a-person5660, SolsticeOfTheWinter, pheenty, Will-Oliver-Br - add: Added a medical and security cartridge autoinjector. --------- Co-authored-by: Aviu00 <[email protected]> Co-authored-by: a_person <[email protected]> Co-authored-by: Solstice <[email protected]> Co-authored-by: Ted Lukin <[email protected]>
# Description This PR adds shader support to markings, which can define specific layers that have a shader, and which shader is desired. I wanted to have glowing eyes like my character in Aurora does, but was frustrated that I couldn't. So here's that tiny feature now. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog :cl: - add: Markings can now use shaders. Including things like glowing light effects. You can now also have glowing cybernetic eyes. IPC head screens now glow.
Signed-off-by: GNUtopia <[email protected]>
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
in real