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Update 2 doppla #12
Merged
Paxilmaniac
merged 394 commits into
DopplerShift13:master
from
She-Is-Trying-To-Form-Her-First-Thought:update-2-doppla
Dec 9, 2024
Merged
Update 2 doppla #12
Paxilmaniac
merged 394 commits into
DopplerShift13:master
from
She-Is-Trying-To-Form-Her-First-Thought:update-2-doppla
Dec 9, 2024
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… on a looping z level (tgstation#88130) ## About The Pull Request Closes tgstation#88004 How has this not been caught before? They have a moveloop timeout (sane) but don't delete themselves once it expires (insane) ## Changelog :cl: fix: Fixed meteors freezing in place if they continiously miss the station on a looping z level /:cl:
…f the client logs out before they've finished building themselves (tgstation#88127) ## About The Pull Request Super niche, unnoticeable in-game, found when runtime diving. Don't leave callbacks to qdeleted datums and clients in queue please. ## Changelog :cl: fix: Fixed a runtime caused by logging out while your runechat message was appearing. /:cl:
… modifier (tgstation#88141) ## About The Pull Request damage done by thrown objects to /obj is multiplied by the demolition modifier ## Why It's Good For The Game i think its supposed to respect the demolition mod i mean uhh that seems like an oversight?? ## Changelog :cl: fix: damage done by thrown objects to objects respects their demolition modifier /:cl:
## About The Pull Request Weather effects were ignoring certain areas like space. This was due to checking the area's `z` position. Some areas like `area/space` are in many different z-levels and the `z` position defaults to Centcomm `z=1`. The solution is to loop through `area.turfs_by_zlevel` and check if it has any turfs in that z-level. CC @LemonInTheDark the mutable overlay for weather effects is not applying to space. https://github.com/tgstation/tgstation/blob/7e27663517731fe8f3d955477b1a97ace5a6ff83/code/datums/weather/weather.dm#L253-L271 I'm assuming this is due to plane master shengians. I could just add the effects like the radiation nebula: https://github.com/tgstation/tgstation/blob/7e27663517731fe8f3d955477b1a97ace5a6ff83/code/datums/station_traits/negative_traits.dm#L486-L493 But this doesn't appear reversible. I'm open to suggestions. ## Why It's Good For The Game Rad storms now affect space outside the station. Other weather effects should also be consistent and not be ignored by certain misc. areas types. ## Changelog :cl: fix: Fix weather effects ignoring certain areas like space. /:cl: --------- Co-authored-by: MrMelbert <[email protected]>
…88146) ## About The Pull Request Tested on a private server with edited odds that the pulse rifle doesn't spawn when won and only the message pops. After code edit it spawned accordingly but the low odds remain. ## Why It's Good For The Game Beating one in a million odds and not getting a pulse rifle is disappointing, it should spawn now. ## Changelog :cl: fix: fixed the pulse rifle not spawning when won code: added get_turf to the pulserifle when the odds are beat. :cl:
## About The Pull Request Adds the crafting complexity to the slices of baklava, so it doesn't go from very good to nice after you slice it. Was asked to put the fix to upstream. ## Why It's Good For The Game If I have one more food suddenly degrade in quality after slicing it into multiple portions I am going to explode the fucking kitchen, especially after having to bother Hydroponics to mutate a plant specifically for it ## Proof Of Testing ![image](https://github.com/user-attachments/assets/b4cd692e-10f8-4701-a772-45aad97e8c43) </details> ## Changelog :cl: fix: Makes a sliced baklava pie keep its complexity after slicing /:cl:
## About The Pull Request Deletes _internal_organ.dm and moves all override procs from it into the main organ file, since its unused now. Fixes wrong qdel check in identity code. ## Changelog :cl: code: Cleaned up organ code /:cl:
## About The Pull Request You do realize in most cases the player must be ***wearing*** the damn thing to use it, right? Also I am truely clueless as to why we were registering to defib.loc since check_range checks for turfs anyways. ## Changelog :cl: fix: Fixed some issues with defib paddle retraction. /:cl:
…of defaulting to 1 (tgstation#88154) ## About The Pull Request Currently grinders just increase the amount of items by 1 when displaying them, which works fine for everything except stacks. This PR makes grinders take into account the amount of sheets in a stack so they properly display how many materials you put into them. ## Why It's Good For The Game You'd expect 50 sheets of silver you put in a grinder to display as 50 sheets instead of 1. ## Changelog :cl: qol: Reagent grinders display number of material sheets they hold instead of defaulting to 1 /:cl:
## About The Pull Request bro its a hammer (speaking of, i feel like it should fit on the toolbelt & be a crowbar. but that's basically 1:1 the preexisting claw hammer, idk) ## Why It's Good For The Game bro it's a hammer. ## Changelog :cl: qol: carpenter hammer fits on belt slot code: renames belt_icon_state to inside_belt_icon_state for intelligibiility /:cl:
…#88084) ## About The Pull Request Somewhat of a port of ParadiseSS13/Paradise#26401, albeit re-done from scratch (with the power of find and replace) Caller is a protected/reserved var in 516. We use it a lot. It's used in more places than this, but I'm a perfectionist and can't think of better names for most of the other uses (mostly mob AI, holocall, and `InterceptClickOn` related), so I'm just doing pathfinding for now. ## Why It's Good For The Game Prep for compiling on 516 ## Changelog No user-facing changes - this is merely renaming vars.
## About The Pull Request This can be called after victim gets qdeleted from bodypart cleanup, runtimes here prevent wound from cleaning itself up which in return prevents the bodypart from deleting properly. ## Changelog :cl: fix: Fixed a runtime in cranial fissure remove code /:cl:
## About The Pull Request This PR adds a small, pre-canned virus to the game, the "Localized Weightloss Malfunction" virus, or weightlessness virus. Weightlessness is a weak contact virus that can only spawn due to randomized virus spreading virus. The virus itself applies weightlessness via having the mob produce their own internal supply of gravitium, resulting in a lack of control from gravity. This is a bit of a patch job, and if we'd like to make this apply a more specific status debuff that can be managed, but this works well enough for proof of concept anyway. ![image](https://github.com/user-attachments/assets/fb1783b2-db7c-49b6-b973-1b7ee35565b7) The disease is cured via liquid dark matter, but has a reasonable chance to self-cure as well similar to most diseases do nowadays. ## Why It's Good For The Game Seemed like an interesting mechanical intersection, and while it can be frustrating, it is by no means a round removal virus. It is debilitating enough that it would necessitate a medbay visit. Liquid dark matter also serves as a occasional grenade chemical, but giving it a medical use provides another inch of plausible deniability. I made this PR a little bit ago on a whim, and it's been sitting on my repo for a hot second here, so I thought I'd get this moving if there's no major issues.
…First-Thought/epic-loot-episode-2 Epic Loot Episode 2
[MODULAR] EMLocker and FireLocker Re-Sprite/Re-Balance
Co-authored-by: _0Steven <[email protected]> Signed-off-by: Nerevar <[email protected]>
…wntheroad An Extremely Small Tweak To Honorbound
Bugfix To My Last PR Because I Wasn't Paying Attention
HoP outfit resprite
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