Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Tg Update October 12th #146

Merged
merged 337 commits into from
Oct 20, 2024
Merged

Conversation

carpotoxin
Copy link
Collaborator

About The Pull Request

Fish tail features from TG, wow.

Why It's Good For The Game

Changelog

🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl:

tgstation-ci bot and others added 30 commits October 3, 2024 23:37
## About The Pull Request

The Derelict Outpost ruin is full of mobs that at absolute most 3-shot
most spacemen and have a very rapid AI. Most of this brought about by
the map being untouched as additional abilities have been given to the
type of mob that occupies it. This is far and away overtuned, so I made
the "hatchling" mobs not have health-based damage and speed scaling.

As a bonus, you get map-level varedits replaced with typepaths.

## Why It's Good For The Game

Do space ruins need very-definitely-instant-death mobs, or are we good
with just quick-death-if-you-cant-retreat-in-time mobs?

## Changelog

:cl:
balance: The hatchlings on the Derelict Outpost are marginally less
deadly, to the extent that fighting them is slightly more feasible.
/:cl:

---------

Co-authored-by: Ghom <[email protected]>
…n#86947)

## About The Pull Request
Missed accounting for the disabled setting `TLV_VALUE_IGNORE` in:
- tgstation#86917

Now if you disable an alarm setting it will not blare a warning.

## Why It's Good For The Game
Bugfix.

## Changelog
:cl:
fix: Fix air alarm disabled setting to silence warnings
/:cl:
…dating (tgstation#86998)

## About The Pull Request
Closes tgstation#86993

## Changelog
:cl:
fix: Fixed luminiscent major extract activation button not
disappearing/updating when it should've
/:cl:
…toolbox (tgstation#87001)

## About The Pull Request
fixes this by making all their tools subtypes for drones


![image](https://github.com/user-attachments/assets/52dd2fdc-9816-4135-80f3-d9f880ec44ac)
## Changelog
:cl: grungussuss
fix: fixed drones being able to store multiple of the same type of tools
in their toolbox
/:cl:
…job roundstart. (tgstation#87005)

## About The Pull Request

Fixes tgstation#86899

Assigning head positions doesn't use the `available_occupations` list
and instead just iterates through all command roles direct from some
department job helper, jumping over any that are at capacity.

This means the `available_occupations` list doesn't get updated when
head positions are assigned and can lead to an edge case where two
players can both get a single-slot job. The first player gets it via
`fill_all_head_positions_at_priority()`. The second player gets it via
being given a random role when any now-full head job doesn't get removed
from the `available_occupations` list.

There are many ways to fix this. The solution I've opted for is removing
command roles from the `available_occupations` list entirely, letting
`fill_all_head_positions_at_priority()` handle the logic for this
exclusively.
## Why It's Good For The Game

I feex.
## Changelog
:cl:
fix: Fixes a bug where the game would assign multiple players to
single-slot command roles.
/:cl:
## About The Pull Request
Does as the title says
## Why It's Good For The Game
QoL feature for borgs, allows them to always see their laws without
being in menus/reminded by the AI
## Changelog
:cl:
qol: puts silicon laws in the status panel
/:cl:

---------

Co-authored-by: Odairu <[email protected]>
Co-authored-by: MrMelbert <[email protected]>
…4.6.8 (tgstation#86988)

Bumps
[JamesIves/github-pages-deploy-action](https://github.com/jamesives/github-pages-deploy-action)
from 4.6.4 to 4.6.8.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/jamesives/github-pages-deploy-action/releases">JamesIves/github-pages-deploy-action's
releases</a>.</em></p>
<blockquote>
<h2>v4.6.8</h2>
<!-- raw HTML omitted -->
<h2>What's Changed</h2>
<h3>Bug Fixes 🐝</h3>
<ul>
<li>fix: 🐛 Added the temp deployment directory created by the action
to the git safe directory list. This resolves an issue in certain
circumstances where the deployment would fail depending on the types of
files moved around by the workflow - <a
href="https://redirect.github.com/jamesives/github-pages-deploy-action/issues/1694">#1694</a>.</li>
<li>fix: Resolved a rare deployment error where the action would
complain that <code>origin/${branch_name} is not a commit and a branch
cannot be created from it</code>. The action will continue to attempt to
track the origin branch, but if this step fails, it will create a new
untracked branch to continue the deployment from. - <a
href="https://redirect.github.com/jamesives/github-pages-deploy-action/issues/1689">#1689</a>.</li>
</ul>
<h3>Testing 🧪</h3>
<ul>
<li>test: 🧪 Improved the integration test suite so it now runs
immediately post-release to ensure that any issues do no longer in the
major version tag (<code>ie @v4</code>). This was done to combat
problems raised by <a
href="https://redirect.github.com/jamesives/github-pages-deploy-action/issues/1697">#1697</a>.</li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/JamesIves/github-pages-deploy-action/compare/v4...v4.6.8">https://github.com/JamesIves/github-pages-deploy-action/compare/v4...v4.6.8</a></p>
<h2>v4.6.7</h2>
<h2>What's Changed</h2>
<h3>Bug Fixes 🐝</h3>
<ul>
<li>fix: resolved an issue where <code>main.js</code> was not found in
the v4 major tag.</li>
</ul>
<h2>v4.6.6</h2>
<h2>What's Changed</h2>
<h3>Bug Fixes 🐝</h3>
<ul>
<li>revert: reverts a prior change that unsets safe directories to
prevent dubious ownership, this change will be re-visited later.</li>
</ul>
<h2>v4.6.5</h2>
<!-- raw HTML omitted -->
<h2>What's Changed</h2>
<h2>What's Changed</h2>
<h3>Bug Fixes 🐝</h3>
<ul>
<li>fix: resolved an issue where the full working directory was not
properly getting added to the safe directory list, preventing
deployments in certain circumstances.</li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/JamesIves/github-pages-deploy-action/compare/v4...v4.6.5">https://github.com/JamesIves/github-pages-deploy-action/compare/v4...v4.6.5</a></p>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/881db5376404c5c8d621010bcbec0310b58d5e29"><code>881db53</code></a>
Merge branch 'dev' into releases/v4</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/4e28ec411ee7adbefd875f554edf323b252c8293"><code>4e28ec4</code></a>
Update version.yml</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/c14d126dd0b27091936e85ed51249786b499ffb3"><code>c14d126</code></a>
Update integration.yml</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/91f72e309ed2ad06c50d8daae52cd7b7595630b4"><code>91f72e3</code></a>
Deploy Production Code for Commit
77b5e666121b2aa90cd82b593a978636cd94833d 🚀</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/77b5e666121b2aa90cd82b593a978636cd94833d"><code>77b5e66</code></a>
Merge branch 'dev' into releases/v4</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/ad7c547b7a8facb92af06a8eabddbbf18dc0f8fe"><code>ad7c547</code></a>
Squashed commit of the following:</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/0c6bce4c2ca2284aa9b3f105c01705f3cbd2d9c4"><code>0c6bce4</code></a>
Deploy Production Code for Commit
fb1eb73a4857aded8a8a637780df667aa47fc011 🚀</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/fb1eb73a4857aded8a8a637780df667aa47fc011"><code>fb1eb73</code></a>
Merge branch 'dev' into releases/v4</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/ff20230deef023e9c51970348365b821371aa108"><code>ff20230</code></a>
fix: resolve 'origin/gh-pages' is not a commit and a branch cannot be
created...</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/b06fcc88f913742371f1ce876e804fe609ba9130"><code>b06fcc8</code></a>
fix: make the temp branch an orphan</li>
<li>Additional commits viewable in <a
href="https://github.com/jamesives/github-pages-deploy-action/compare/v4.6.4...v4.6.8">compare
view</a></li>
</ul>
</details>
<br />


[![Dependabot compatibility
score](https://dependabot-badges.githubapp.com/badges/compatibility_score?dependency-name=JamesIves/github-pages-deploy-action&package-manager=github_actions&previous-version=4.6.4&new-version=4.6.8)](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores)

Dependabot will resolve any conflicts with this PR as long as you don't
alter it yourself. You can also trigger a rebase manually by commenting
`@dependabot rebase`.

[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)

---

<details>
<summary>Dependabot commands and options</summary>
<br />

You can trigger Dependabot actions by commenting on this PR:
- `@dependabot rebase` will rebase this PR
- `@dependabot recreate` will recreate this PR, overwriting any edits
that have been made to it
- `@dependabot merge` will merge this PR after your CI passes on it
- `@dependabot squash and merge` will squash and merge this PR after
your CI passes on it
- `@dependabot cancel merge` will cancel a previously requested merge
and block automerging
- `@dependabot reopen` will reopen this PR if it is closed
- `@dependabot close` will close this PR and stop Dependabot recreating
it. You can achieve the same result by closing it manually
- `@dependabot show <dependency name> ignore conditions` will show all
of the ignore conditions of the specified dependency
- `@dependabot ignore this major version` will close this PR and stop
Dependabot creating any more for this major version (unless you reopen
the PR or upgrade to it yourself)
- `@dependabot ignore this minor version` will close this PR and stop
Dependabot creating any more for this minor version (unless you reopen
the PR or upgrade to it yourself)
- `@dependabot ignore this dependency` will close this PR and stop
Dependabot creating any more for this dependency (unless you reopen the
PR or upgrade to it yourself)


</details>

Signed-off-by: dependabot[bot] <[email protected]>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
…on) (tgstation#86980)

## About The Pull Request

So previously I made a pr for fixing the prosopagnosia quirk, but the
code I wrote was far too ass for what was already incredibly hot code.
In the comments, Mothblocks requested using the same bitflag&signal
logic the other screentip modifiers use.

![image](https://github.com/user-attachments/assets/cd26ab56-f1e8-4be3-a847-5a4509d312c1)
I, of course, said I'd look into it in a few days.

Anyhow, 199 days later, I've made this pr.

Here we introduce a new `mob_flags` var on `/mob`, where we set
`MOB_HAS_SCREENTIPS_NAME_OVERRIDE`.
Then, based on whether this is set, the screentips system sends a signal
to the user mob to request possible name overrides.
We then make the prosopagnosia quirk set this flag and register the
signal, upon which it just sets the name to "Unknown" if it's a human.

This fixes our issues (in a saner way).
## Why It's Good For The Game

Better is prosopagnosia can't be easily obviated by just having
screentips on.
## Changelog
:cl:
fix: Prosopagnosia actually accounts for hover screentips, showing
humans as Unknown in those too.
/:cl:
## About The Pull Request

This PR aims to fix some issues on Birdshot station. The issues fixed
are as follows:

### 1. Door Naming Consistency
The two doors at the front of engineering had different names, one being
`Engine Airlock` while the other was `Main Engineering`. Both were
changed to be `Main Engineering`.


![image](https://github.com/user-attachments/assets/8221259c-e763-4944-ac2c-475ed05dcc0a)

### 2. Access Fixes for Security Officers (Engineering)
Added
`[/obj/effect/mapping_helpers/airlock/access/any/engineering/general]`
to the following doors, as Security Officers (Engineering) couldn't even
open the front door to enter the department and couldn't go to atmos
(since it required access for `construction` but Security Officers
(Engineering) get access to `engineering` and `atmospherics` only). Also
added this for the Locker Room because of the same problem.


![image](https://github.com/user-attachments/assets/4d6b692e-5158-466b-925a-1265af687e8b)

### 3. Atmospherics Maintenance Door Access
Replaced
`[/obj/effect/mapping_helpers/airlock/access/any/engineering/construction]`
with
`[/obj/effect/mapping_helpers/airlock/access/all/engineering/maintenance]`
for the Atmospherics Maintenance door present to the left of the Chief
Engineer's office.


![image](https://github.com/user-attachments/assets/dea7b9c1-0614-4cd7-a8ef-4e6dd0748ba8)

### 4. Locker Room Maintenance Door Access
Replaced
`[/obj/effect/mapping_helpers/airlock/access/any/engineering/general]`
with
`[/obj/effect/mapping_helpers/airlock/access/all/engineering/maintenance]`
for the Maintenance door in the Locker Room.


![image](https://github.com/user-attachments/assets/ead0cb3e-0608-4675-8dc2-140810db5d0b)
## Why It's Good For The Game

This change ensures that Security Officers (Engineering) can properly
access their primary workplace. Previously, they had to take an
inefficient route through maintenance to enter Engineering, which was
both inconvenient and hindered their ability to respond quickly to
emergencies. By allowing them to use the front door and access key areas
like Atmospherics, this fix improves quality of life and ensures they
can perform their duties more efficiently.
## Changelog
:cl:
fix: Security Officers (Engineering) can now open crucial doors in
Engineering on Birdshot
fix: Corrected access inconsistencies for maintenance doors in the
Engineering department on Birdshot
fix: Resolved naming inconsistency for the front doors of Engineering on
Birdshot
/:cl:
## About The Pull Request
Adds a check for icon state existence in spritesheet insert, run during
unit tests.

## Why It's Good For The Game
Inserting a nonexistent icon state via `Insert()` will corrupt the
spritesheet it's inserted to, resulting in offsets being
incorrect—specifically, it results in the entire icon's contents being
inserted. This happened downstream on Doppler Shift and broke language
icons. I fixed the issue there but figured that there should be a check
upstream for it.

`if (!I || !length(icon_states(I))) // that direction or state doesn't
exist)` This check doesn't catch it, by the way. Since it returns the
entire icon file, `length(icon_states(I))` is >0. You could do
`length(icon_states) != 1`, but then it still wouldn't catch cases where
there's a single-icon-state icon *and* the icon_state is invalid. Boo. A
test like this is the best option.

I tried using the rust-g variant of icon_states and sort-of got it
working, but I figured it'd be too fragile to justify given that it
doesn't accept actual icon instances, only paths.
…tation#86958)

## About The Pull Request
This fixes a bug that was hard to troubleshoot. While I was testing my
other PR, I noticed that I was getting inconsistent atmos readouts while
using a gas sensor hooked to an air alarm. Sometimes I would get the
readout from the tile of the air alarm, and other times it would give me
the readout of the gas sensor... I tracked it down and the root cause
was the `COMSIG_TURF_EXPOSE` signal not being properly reassigned when a
gas sensor was connected.

My fix is to transfer the signal from the air alarm to the air sensor
and vice versa when they are connected/disconnected. I also added some
redundancies in place to limit air sensors to be only connected to one
air alarm at a time. I threw in a mapping check to make sure one air
alarm isn't linked to multiple sensors to catch some accidents.

Another small fix is that air alarms now can be relinked to other air
sensors if the sensor is reset. This was a problem for round-start
linked air alarms that were paired with sensors since you could turn off
or break a sensor and then the air alarm would have it's link severed
without being able to link to any new sensors.

## Why It's Good For The Game
Air alarms are becoming more robust!

## Changelog
:cl:
fix: Fix air alarms to work correctly while connected to a gas sensor
fix: Fix paired air alarms and sensors to be able to relink to other
devices if turned off, reset, or destroyed.
/:cl:
## About The Pull Request

Washing now give you status effect that regen 4 stamina per tick.


https://github.com/user-attachments/assets/1691ac4b-d8e4-402a-98d1-3cba61c00879

BUT if you felinid you will loss 4 stamina insteed becouse cats don't
love water.


https://github.com/user-attachments/assets/e566e4d8-7f8a-47e6-aadc-b2910758d6ea


## Why It's Good For The Game

Gives more reasons to wash.

## Changelog
:cl:
add: Showers now heals stamina when you washing. But not for you
catgitls.
/:cl:

---------

Co-authored-by: MrMelbert <[email protected]>
…h of stuff (tgstation#86884)

## About The Pull Request

We have the HIDEBELT flag but it isn't used anywhere and in fact is not
functional, so I added code to examine to enable it. I also threw the
flag onto a bunch of stuff -- primarily big billowy things, or stuff
like trenchcoats. This would include hiding guns, toolbelts, plant bags,
things of that nature. If you steal the Captain's saber and throw a
bedsheet on your head, you've pulled off the perfect crime.
## Why It's Good For The Game

Adds another way to be sneaky and immensely suspicious, increasing
paranoia when some guy wearing a big shapeless suit walks into the room.


![200w](https://github.com/user-attachments/assets/6faf3e9b-1a8a-4dec-ad4f-12792cf7eba0)
## Changelog
:cl: Bisar
add: Clothing can now hide what you're wearing on your belt.
/:cl:
…adows from blood and runes) (tgstation#87013)

## About The Pull Request

Basically goes through and puts some flat objects onto the floor plane.
Also puts blood back on the floor plane, since it seems like it used to
be but may have been moved mistakenly questionmark.

This means they will not be affected by Ambient Occlusion: 


![image](https://github.com/user-attachments/assets/594b878b-e5e9-42e3-900e-3c9390c819ee)

## Why It's Good For The Game

A lot of these "flat" things look really out of place because they're
secretly "floating" due to being on the wrong plane

## Changelog

:cl: Melbert
qol: Runes, crayons, and similar decals no longer have shadows
fix: Blood and similar "mess" decals no longer have shadows (again)
/:cl:
## About The Pull Request

Some QoL changes for cargo, mostly just with the goal of cutting down on
the sheer amount of airlocks in cargo. I also added a small cargo lobby
to aid in pushing the ORM a tad closer to the miners and cutting down on
the airlocks in and out of cargo.
## Why It's Good For The Game

Less claustrophobic, more space. The changes are very minor, just small
changes to the layout without completely overhauling it.

You can see the changes below.

![image](https://github.com/tgstation/tgstation/assets/168238458/fd087ff0-71b7-4860-a2e2-11df4873c517)

re-added dnd room:

![image](https://github.com/tgstation/tgstation/assets/168238458/27a29d84-6604-4d87-a45c-d74ab2fc8761)

new cargo lobby area:

![image](https://github.com/tgstation/tgstation/assets/168238458/3db44063-d8b9-46f7-a72a-f515149a7e57)

the freed up space: 


![image](https://github.com/tgstation/tgstation/assets/168238458/5d42cb0a-07db-4554-8e2d-09eee02c5110)






## Changelog
:cl:
add: Birdshot Cargo now has a lobby and is slightly more open overall.
add: Re-added the DnD room  to Birdshot
add: re-added the skill station to the library.

/:cl:

---------

Co-authored-by: Ghom <[email protected]>
@carpotoxin carpotoxin marked this pull request as ready for review October 20, 2024 00:12
@Nerev4r Nerev4r merged commit e084e7a into DopplerShift13:master Oct 20, 2024
22 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.