Merge upstream 19.02.2026#2836
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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Does what it says on the tin: <img width="1042" height="102" alt="image" src="https://github.com/user-attachments/assets/aeb00001-d34f-494d-a697-6e5f4a39e322" /> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Genuinely one of our oldest, most pervasive sprites still untouched now with a new coat of paint! <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: PositiveEntropy imageadd: New microwave sprites have been added! /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request accidentally made it so they'd only eat 'safe' tiles last time ## Changelog :cl: fix: mice eating underfloor cables /:cl:
…3#5786) ## About The Pull Request Triples the speed at which you can flip a table ## Why It's Good For The Game I feel like it should be feasible to flip a table at the start or the middle of combat for cover but its reaaaally slow ## Changelog :cl: balance: Triples the speed of flipping tables /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request four more. Twintail bangs (long and short, long mostly based off the bangs retrino made), pigtails long and ponytail 5 over eye <img width="532" height="549" alt="image" src="https://github.com/user-attachments/assets/e33f374a-08e9-4b07-825c-2708dd760aec" /> ## Why It's Good For The Game variety good. couldnt find anything to replace this time ## Changelog :cl: add: four more hairstyles /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This PR swaps a few defined variables around to help them make a bit more sense, and potentially resolves a problem currently with the orbit menu getting passed a null value ## Why It's Good For The Game I want to have my cake and eat it too ## Changelog :cl: fix: fixes the orbit menu breaking /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request basically just a shorter one <img width="1075" height="277" alt="image" src="https://github.com/user-attachments/assets/a1020c85-a40d-4b99-8cc6-097faf4a56de" /> ## Why It's Good For The Game variety good for clothes. ## Changelog :cl: add: alt thigh high /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request all of these <img width="1524" height="394" alt="image" src="https://github.com/user-attachments/assets/5e651e54-1c27-4809-97d0-e9ca9bd2aed6" /> ## Why It's Good For The Game more clothing options ## Changelog :cl: add: miniskirt+suit rolldowns /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Reimplements underbarrel guns to work off right mouse button. Underbarrel guns can be fired/interacted with while attached to a gun with right mouse. Fixes a couple bugs (flaregun runtimes, single round magazine funkiness, egun ammo toggle button not showing) Readds the riot grenade launcher, added a range cap and increased the detonation timer. Underbarrel shotgun is now properly two shots, and is now semi auto. ## Why It's Good For The Game More right mouse interactions to fill out the roster, and makes using underbarrels a lot less janky compared to the previous implementation. Fixes are good Realigns the underbarrel shotty to act like it's supposed since I figured out the single shot bug, and the riot grenade launcher nerf should stop it from being too oppressive so it can used again. ## Changelog :cl: add: RMB Underbarrels balance: Underbarrel shotgun two rounds and semi auto balance: Riot grenade launcher has it's range lowered, and grenade detonation time upped fix: Flareguns, single shot magazines, underbarrel egun ammo toggles /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
…hiptest-ss13#5496) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Basic emergency tanks are effectively removed, with extended-capacity emergency tanks replacing them. Actual extended capacity emergency tanks now use the previously unused 'emergency-tst' sprite in order to differentiate them, but they don't have any actual differences. Their volumes were kept at 2. A visual and auditory alert system was also implemented to warn a user of a tank if their tank is getting low in pressure. <img width="153" height="46" alt="image" src="https://github.com/user-attachments/assets/fb0377af-77e3-414e-8da1-da7bd14c569f" /> In the above image, the tank makes a sound and sends a voice alert regarding its pressure status. This alert only makes a sound and notification when the pressure drops below 200 kPa, and again when the pressure approaches 0 kPa. The idea for the vocal notifications are that these alarms aren't standardized, so they can be dismissed if a user is unaware to their significance -- a vocal notification makes it so that the purpose of the alarm is clear.  This gif shows the various overlay states for the pressure alert system, going from empty, to full pressure, respectively. There's also some minor unrelated cleanup of commented out code regarding energy latches ## Why It's Good For The Game A minor complaint I've heard a couple of times had to do with how readily emergency tanks emptied during use. I've also seen people only realize that their tank's run out when they get the status indicator that their character is lacking oxygen. This should help alleviate instances of that. ## Changelog :cl: add: Added an emergency tank pressure alert system balance: Increased emergency tank volumes /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Makes it so the shredder simplemob wears and has the armor base of the frontiersmen tactical armor instead of their hardsuit, which only has 2 bullet resistance iirc. ## Why It's Good For The Game the guy carrying the big gun shouldnt be dying to one candor mag might not be worth adding. --> ## Changelog :cl: balance: gives the frontiersmen shredder enemy actual armor /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This PR makes it so that people in seats, wheelchairs, gurneys, or other buckleable moveables stay buckled when moving between floors ## Why It's Good For The Game I figure this is a small little quality of life addition so that one doesn't need to keep rebuckling things between floors ## Changelog :cl: fix: fixed buckling between floors on an elevator /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
…n headsets (shiptest-ss13#5627) ## About The Pull Request <img width="303" height="100" alt="image" src="https://github.com/user-attachments/assets/172c5a53-c3ff-4416-84b5-53fb3ff1a0d6" /> <img width="317" height="72" alt="image" src="https://github.com/user-attachments/assets/aac2c901-e624-4880-84d9-b8d7829d1eb7" /> Banshee <img width="293" height="209" alt="image" src="https://github.com/user-attachments/assets/05030ef7-769d-4566-8e41-ed81b81eb4fc" /> Leyak <img width="191" height="201" alt="image" src="https://github.com/user-attachments/assets/05716224-eada-474b-888d-5de1da80754c" /> Cirrus & Gauze (Not sure about the Gauze) <img width="674" height="376" alt="image" src="https://github.com/user-attachments/assets/707fc293-ecb4-403c-aeed-569714c74421" /> <img width="574" height="441" alt="image" src="https://github.com/user-attachments/assets/ba844918-153a-4f4d-9277-c607c5a3c6ca" /> Nimbus <img width="837" height="662" alt="image" src="https://github.com/user-attachments/assets/3dff6885-ccb6-45fa-8ac2-2b743049d312" /> Mercury <img width="338" height="415" alt="image" src="https://github.com/user-attachments/assets/4d4f836d-88ad-43d1-9040-13cbde3a8ba7" /> Derecho <img width="420" height="307" alt="image" src="https://github.com/user-attachments/assets/4c409b8f-9703-4092-a0d0-0a733eee8537" /> Haboob <img width="319" height="194" alt="image" src="https://github.com/user-attachments/assets/51902e24-a929-4aea-a26b-01da3da104ae" /> Kali and Karst had pre-existing relays that I replaced Hardliners and Cybersun share the Cybersun frequency Adds servers / relays for every frequency alongside headset variants for the three factions All of the headsets and encryption keys (except for Specifically the SUNS encryption keys) share the same icons. SUNS technically has its own bowman sprite but it has no on_mobs so I just set it to default ## Why It's Good For The Game In lore the Syndicate is pretty much all but dissolved. We're closing in on 10 years since the war. Mappers also want private frequencies for the factions for their own inner collaboration instead of having to share with what could be their bitter enemies. ## Changelog :cl: add: Added new Frequencies for Cybersun (Shared with Hardliners), NGR, and SUNS add: New relays and servers for these frequencies (preset on all post-Syndicate factions) add: Captains and officers will have the new headsets del: Removed access to the Syndicate frequency (mostly) /:cl: --------- Signed-off-by: generalthrax <139387950+generalthrax@users.noreply.github.com> Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
… outpost is spawned. (shiptest-ss13#5726) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Title. Outpost subshuttle docks would attempt to spawn another another subshuttle overtop the old one if another outpost was spawned. ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> Fixes are good ## Changelog :cl: fix: Doubled Outpost Shuttles /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request <img width="813" height="878" alt="image" src="https://github.com/user-attachments/assets/539450a5-75a7-4678-9639-7b0b0771f2b0" /> Remaps the Installation Trifuge bar, and makes the interior of trifuge non-indestructible for better combat on the outpost ## Changelog :cl: add: Caldwell has put together the funds to buy a new bar for Installation Trifuge. Don't miss the opening party. /:cl:
…ropship) (shiptest-ss13#5639) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds a new ship, the Goliath-Class Fleet Tender, one of the largest independent ships to date. Come with telecomms, a massive amount of crew accommodations (including a smoking lounge and gym), medical services, and it's own dropship subshuttle complete with a pilot role. Crew roster is as follows. - 1 Captain - 1 First Officer - 1 Shuttle Pilot - 2 Sec-Dets - 2 Engineers - 1 Medical Doctor - 3 Deckhands Description ingame _One of Hardlines older vessels, Goliath-Class vessels were originally designed as fleet tenders and logistical hubs as well as resting points for flotillas of independent vessels, fitted with spacious crew accommodations unusual for Hardline vessels, telecommunications arrays, fuel mixing, and decent medical services. However with shortages caused by the ICW and the vessels high price-point for all its tech, most have been downgraded and reimagined; mostly involving selling off non-critical equipment and trading the expensive Brood-Class ferries for cheaper June-Class dropships. Nowadays most Goliath-Class vessels operate solo, using their shuttles to mine or as away-vessels or continuing in their original role as fleet tenders for Independent flotillas._ Some screenshots of it. <img width="1440" height="992" alt="image" src="https://github.com/user-attachments/assets/b87539c3-08d3-4d2a-8f1e-bf0649f76836" /> <img width="1440" height="992" alt="image" src="https://github.com/user-attachments/assets/ddaed0eb-c15b-4048-aa7b-240de6dc7562" /> <img width="384" height="224" alt="image" src="https://github.com/user-attachments/assets/762ea708-5223-4b04-a5f0-463f36f6fe36" /> Atmos and Engineering ingame. <img width="1317" height="606" alt="image" src="https://github.com/user-attachments/assets/25503b10-14fc-43bc-b17a-7b6ce706cfb1" /> <img width="1384" height="496" alt="image" src="https://github.com/user-attachments/assets/0e211d39-49ea-4d3a-bf43-c14fb3332e07" /> Command, Security, and the Bridge. <img width="1047" height="734" alt="image" src="https://github.com/user-attachments/assets/f7cf753e-32b7-43fb-a989-f276f7cd74c7" /> Crew Quarters and the cargo bay! <img width="1448" height="1079" alt="image" src="https://github.com/user-attachments/assets/ee24666a-aa76-440b-a23f-dd825f00c596" /> June-Class in dock. <img width="794" height="542" alt="image" src="https://github.com/user-attachments/assets/b8776a79-cfbe-4ef2-b930-bf0b1930fa91" /> ## Why It's Good For The Game Indies (finally) get a subshuttle ship. Also Indie telecomms. Rejoice. ## Changelog :cl: add: Added the Goliath-Class Fleet Tender, for collaboration with other Independents (or being greedy) add: Added the June-Class Dropship, for pretending you're the Baystation Exploration team all over again. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
resolves shiptest-ss13#5769 ## Changelog :cl: fix: stray pipe on thousand eye perch /:cl:
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Pull Request содержит конфликты. Устраните их, чтобы мы смогли оценить и принять запрос. |
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Описание / Что этот PR делает
Мержит апстрим на состояние 19.02.2026 (коммит 0d7f062), то есть всё то, что было пропущено в
Реворк щитов от оффов
Реворк плазмакаттера
Ваунды роботов
Убирает модульные карго паки, представленные в
т.к. считаю комментирование целых файлов апстрима и создание их дубликатов в модуле - избыточным, что доказывает тот факт, что модульные файлы не обновляются несмотря на обновления закоментированных файлов апстрима - пропускаются обновления, которые никто не способен заметить (лучше пусть будет видно в игре и могут сделать ищью)
Уникальные позиции в карго (которых нет на апстриме) будут сохранены.
Перекидывает большинство, что вызывало конфликты при мерже, в модульные файлы, если код то позволяет. Нет смысла писать в оффовском файле то, что можно написать в модульном, минуя конфликты в будущем
Обновляет Updatepaths, чтобы он обрабатывал лишь модульные карты
Поднимает версию пайтона до 3.10, чтобы updatepaths работал
Причина создания ПР / Почему это хорошо для игры
Обновление билда оффами - хорошо
Консоли карго приятнее в использовании
И в целом код импрувмент
Демонстрация изменений / Тестирования
Список изменений