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Pulse of entropy description fix #2
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…rference (tgstation#82960) ## About The Pull Request This touches up on the bitrunning ghost roles that come with some maps, namely Corsair Cove and Syndicate Assault. The gist of it is: Ghost role spawners and Digital Anomalies (the random event boss mobs) are now restricted from entering the VDOM safehouse, and other areas where critical equipment is stored. Here's an example from Syndicate Assault -- The X-ed out area is considered "out of bounds" for digital anomalies/ghost roles: ![image](https://github.com/tgstation/tgstation/assets/28870487/b0752dd4-102b-4b64-8c21-c100a58c1a96) Additionally, this also fixes the matter of pirate ghost role spawns creating their own antag datum/pirate team, which would carry into the roundend report. Since these are no longer legitimate pirate spawners and are now specifically designed spawners for virtual domains. Naturally, emagging the server jailbreaks all of these restrictions and notifies any virtual entities. The new subtype of spawners should also be scalable enough that new VDOMs should be able to implement new ghost role spawners with ease. ## Why It's Good For The Game It's one thing to have sentient mobs to fight, which can shake up the otherwise somewhat static nature of bitrunning maps, but when players are tossing equipment, spawncamping, or otherwise making it impossible for the runners to fight them it ends up being unfun for everyone involved. You can't get into a good fight with a bitrunner avatar if their only recourse is to wipe the map and everything (YOU) in it. This ensures a level of fairness between the (typically vindictive) ghost roles of a VDOM and the players. Also, pirate spawns don't make a new pirate team/datum. That's one of the fixes I was aiming for with this. ## Changelog :cl: Rhials balance: Virtual domain ghost roles can no longer enter the safehouse/"equipment" areas of a domain. fix: Pirate virtual domain ghost roles will no longer make a pirate team antag datum. /:cl: --------- Co-authored-by: Jeremiah <[email protected]>
## About The Pull Request Per request of MSO, drops the fallback icon generation for clients under 515.1635. Lootpanel warns about this anyways and you had ample time. ![image](https://github.com/tgstation/tgstation/assets/42397676/b7064b28-13b9-4cd1-ad99-33f3e665209b) Saves some time from SSlooting. ## Why It's Good For The Game Pushes players to use a better client Saves some server cost from older clients ## Changelog :cl: fix: Lootpanel now requires 515.1635 to generate most icons. TG support for 514 ended May 1. Update your client to fix the icons. /:cl:
## About The Pull Request Setting RD suplex skillchip as common chip. Adding Roboticist's skillchip into RD. Skillchip's categories are global defines now ## Why It's Good For The Game RD is literally the most skilled scientist and roboticist. CEO of all Silicons. Why he doesn't have robo wires trait?
## About The Pull Request Spies can now use other spies' uplinks. ## Why It's Good For The Game Every other antagonist in the game has a recovery method for their main gimmick or has their main gimmick baked into their mind and thus cannot be taken from them. This sucks ass for spies because they have zero recovery so they're left with the broken ass freeform objectives that don't green or redtext that maintainers and admins told me were bad for Families but are suddenly okay here I guess. Spies being able to jack and use other spies' PDAs means you can now recover your primary gimmick by tracking down other spies, which improves spy gameplay and also discourages sharing loot.
…gstation/tgstation/actions/runs/8977813552/job/24657813451 the changelog workflow errors when theres nothing in the pr body, which causes a useless notification. now it should be fixed (tgstation#83122)
…3093) Bro it's a different station with different wires!
## About The Pull Request Firstly adds `var/datum/fish_source/fishing_datum` to `/turf/open/water`, allowing a much easier way of adding lootpools to water tiles, and sets its default to `/datum/fish_source/portal` Secondly, adds a small pool for fishing in the metastation garden. This sadly means Betsy had to move in with the chickens. ## Why It's Good For The Game Should show more people that fishing actually exists, and give you something more to do in the face of chaos and murder. ![image](https://github.com/tgstation/tgstation/assets/49160555/023ddebe-5938-402c-97af-d5def27069be) This is mostly a test run. I plan on following up with more pools on other stations if people like this one ## Changelog :cl: @MrEmre12, @Majkl-J add: Fishing pool introduced to metastation garden refactor: All water tiles now handle fishing through a unified fishing_datum variable /:cl: --------- Co-authored-by: Vire <[email protected]>
## About The Pull Request To see the wires in a photo of blueprints you first must squint at them. ## Why It's Good For The Game Realism, a picture of blueprints taken from across the room makes it difficult to see what's up ## Changelog :cl: Melbert balance: To see wires in photos of blueprints, you first must squint at the photo. /:cl:
## About The Pull Request This fix makes it so the effect of you falling is always applied if you receive the knockdown effect. Currently, you can make yourself immune to being disarmed by shoves or any other effect that applies knockdown by laying down. We've all seen the tactically crawling desword user using this to avoid being disarmed. This fixes that. No GBP because I got GBP for a separate PR that I tagged wrong ## Why It's Good For The Game Lying down in the middle of a hand-to-hand fight flies in the face of common sense. I'm working on another PR to rebalance being prone in melee combat, but this itself is a simple fix of what seems to be a long-standing exploit. ## Changelog Receiving the effects of a knockdown will now always disarm you, instead of only when you're not laying down. :cl: Bisar balance: Knockdown effects will know consistently disarm, instead of failing to disarm if you're already lying down. /:cl:
## About The Pull Request **Edit: Since writing, this pr has been updated to address failing CI based on code-general suggestions, invalidating the previous descriptions. The previous descriptions has been included as spoilers for posterity** Right, so, this has gone from just a simple pride pin fix to realizing CI fails with it to doing a more complex lasting fix based on suggestions. Recap time. Objects get reskinning set up if they have `unique_reskin` set when `Initialize(...)` runs. https://github.com/tgstation/tgstation/blob/9145ecb7e1e44635a1056fc704adfa3d764325e6/code/game/objects/items.dm#L267-L269 Because pride pins use a global list, we set it in `Initialize(...)`... After we call the parent. https://github.com/tgstation/tgstation/blob/9145ecb7e1e44635a1056fc704adfa3d764325e6/code/modules/clothing/under/accessories/badges.dm#L196-L198 Obviously this fails. However, moving this *before* `Initialize(...)`, while fixing the issue, causes CI to fail due to calling `register_context()` twice. Why? Well, it's simple. We automatically call `register_context()` if we have `unique_reskin` set, as seen above, but we *also* call it on accessory `Initialize(...)` due to it having its own context. https://github.com/tgstation/tgstation/blob/0c562fd74299f8ce92a81c0a932b8ec4862189af/code/modules/clothing/under/accessories/_accessories.dm#L29-L31 This causes it to try register the same thing twice, which doesn't _break_ things, but it sure as hell isn't clean. So talking about this with San in code general, we decided to try go with the following: We add two new procs, `setup_reskinning()` and `check_setup_reskinning()`, and handle all this fuckery within those. This lets subtypes override them with their own new checks or differences in setup. Then we override `setup_reskinning()` for `/obj/item/clothing/under` and `/obj/item/clothing/accessory` to not register context again, and do the same for `/obj/item/clothing/accessory/pride` but while also setting `unique_reskin`. This fixes it. <details> <summary>Previous implementation for posterity</summary> Back from my short code break, time to fix some of the things I've been annoyed by. Firstly, I noticed pride pins could no longer be reskinned since the alt-click refactor. Looking into it, this seems to be because we now only register this on `Initialize(...)` if `unique_reskin` has been set: https://github.com/tgstation/tgstation/blob/9145ecb7e1e44635a1056fc704adfa3d764325e6/code/game/objects/items.dm#L267-L269 While due to using a global list we don't set this in the item definition, but in `Initialize(...)` : https://github.com/tgstation/tgstation/blob/9145ecb7e1e44635a1056fc704adfa3d764325e6/code/modules/clothing/under/accessories/badges.dm#L196-L198 Where we call the parent proc _before_ setting `unique_reskin`, and thus not registering our ability to reskin. So all we do is set this to our global list _before_ we call the parent proc. ```dm /obj/item/clothing/accessory/pride/Initialize(mapload) unique_reskin = GLOB.pride_pin_reskins // Set before parent proc checks for it. . = ..() ``` This fixes it. </details> ## Why It's Good For The Game Fixes pride pin reskinning. Theoretically makes it easier to avoid this happening in the future, and allows `setup_reskinning()` to be manually called in the case of values being edited post-initialize. <details> <summary>Previous pitch for posterity</summary> Fixes pride pin reskinning. </details> ## Changelog :cl: fix: Pride pins can be reskinned again with alt-click. /:cl:
## About The Pull Request Implements dynamic scaling for spies. TL;DR On average less spawn, but there is a chance it scales up to add even more. Old ![image](https://github.com/tgstation/tgstation/assets/51863163/5ecdf146-7922-42ea-8051-8a30cddde7a6) New ![image](https://github.com/tgstation/tgstation/assets/51863163/ce9f51a1-4d99-4fe7-be65-32003fbec605) ## Why It's Good For The Game Maybe more dynamic rounds? Just for testing really ## Changelog :cl: Melbert qol: Spies may spawn in less numbers, but rarely may also spawn in more numbers. /:cl:
…wed hook to the market. (tgstation#82972) ## About The Pull Request Jacq has come up with the suggestion of adding a unit test to the blackmarket. I agreed ~~and I think I deserve the NO GBP label because both of these missing items are actually my fault~~. ## Why It's Good For The Game Let's avoid issues like this in the future. ## Changelog :cl: fix: Added the missing bulwark MOD module and the jawed fishing hook to the black market. /:cl:
## About The Pull Request `check_tier_progression` expects a human, but is being passed a machine, so it runtimes on `has_status_effect` ## Changelog :cl: Melbert fix: DNA infusing tiers works again /:cl:
## About The Pull Request All mineral turfs can be auto-mined by just walking into them if piloting a mech. This PR mostly just reorganizes the action() to accommodate it and add a new proc for listening to a signal. ## Why It's Good For The Game Less work on your mouse finger. ## Changelog :cl: qol: Mech drills can auto-mine by walking into rock. /:cl:
## About The Pull Request Simple fix. Added some defines in place of "Teleporter" and "Gate". Added some var comments ## Why It's Good For The Game Fixes tgstation#82667 ## Changelog :cl: fix: Silicons can set the teleporter destinations again. /:cl:
## About The Pull Request Updates pipeguns with a brand new set of sprites. Also comes with pipe pistols; plinkier versions of the pipegun. ![ye pipeguns](https://github.com/tgstation/tgstation/assets/40847847/dd8ea3db-aa5a-403e-9eca-c3aa2c38b694) ![image](https://github.com/tgstation/tgstation/assets/40847847/9015f1fe-8ed2-4724-844d-7d550d35b890) ![image](https://github.com/tgstation/tgstation/assets/40847847/0d99551a-ecc4-4f2b-a397-46c5f26437f7) Alters pipeguns away from utilizing shotgun/rifle ammunition towards a bespoke junk round ammo. These shells are crafted similarly to current improvised shells. This also removes improvised shells as a shotgun ammo type. (these new shells aren't shotgun shells to begin with, they're more like rifle bullets) Crafting junk rounds produces an entirely unknown projectile in the shell. You won't know what you get until you fire the gun. Almost in every instance, however, the shot is beneficial towards killing things. And they all do about the same amount of damage, so there is hopefully never a round you didn't want to fire in the gun. Fighting someone with a pipegun is usually predictable for what amount of damage it will do, but any additional effects it might have is going to be an unknown factor. They also brutalize borgs, which is a quality that improvised shells had previously. Pipeguns operate as they did before, and do roughly 40 damage per shot with the majority of their ammo types (less than what they do currently with .310). They only have one shell in the gun at a time, so every time they're fired, they must be reloaded. Pipe pistols do roughly 15 damage per shot, but hold more ammo than the bigger pipegun. However, they're more likely to veer off-course. There are regal versions of each of these weapons, and each are more potent respective of their general rarity. Having one is going to be a lot more noteworthy. ### Minor changes Some more clothing items can carry pipeguns in their suit storage. The icemoon hermit spawns with a heroic laser musket rather than a regal pipegun (partially because it is too difficult for the hermit to get more ammo for their gun, and also because the regal pipegun is a more powerful weapon than previously) ## Why It's Good For The Game It has been a few years since I added the pipegun, and time was never particularly kind to it. There are alternative weapons now with interesting mechanics of their own. The ammunition it used has changed considerably. And it simply didn't ever feel like a 'junk gun' in a way that was fun. The original mechanics added to give it that feeling were just not fun to experience and were removed. So the pipegun has been left as 'a shitty version of X'. Even the regal pipegun was, at the end of the day, a shittier version of either a shotgun or cargo rifle. It didn't feel right not having some kind of unique quality to using these weapons that help them express themselves as unpredictable trash weapons built inside of maintenance. But I expressly didn't want to make it 'unpredictable' in a way that felt unfair on the person getting shot either. So just giving it more damage was right out. As a compromise, I reduced the overall lethality of the weapons while introducing a gimmick that will appeal to those wanting to play out the role of a homeless lunatic with a shitty homemade gun stalking maintenance. A 'chaos gun' so to speak. Maybe that will appeal to people. ## Changelog :cl: balance: Reworks pipeguns to use an unpredictable 'junk round'. You won't know what you're shooting until you fire it. add: Introduces a pistol version of the pipegun; the pipe pistol. It is inaccurate and does significantly less damage, but more portable and has more ammunition in the gun. image: Updates the visuals of the pipeguns. balance: Also improves the Regal varieties of these weapons. By a lot. balance: More articles of clothing can be used to carry pipeguns in suit storage. balance: The Icemoon Hermit comes with a Heroic Laser Musket instead of a Regal Pipegun. remove: Improvised shells (the shotgun shell) has been replaced with improvised junk shells (which don't work with shotguns but do work with pipeguns). /:cl: --------- Co-authored-by: Jacquerel <[email protected]>
…3259) ## About The Pull Request Fixes a bunch of hearts so they no longer turn into errors when you take a bite out of them... for whatever reason. Fixes tgstation#83147 ## Why It's Good For The Game Immersion: ruined ## Changelog :cl: fix: Fixes a bunch of hearts turning into errors when you try to eat them /:cl:
…tgstation#83233) ## About The Pull Request This adds 1 extra pump, better stock parts for the temp units, and 2 canisters of co2 and nitrogen ## Why It's Good For The Game For nukies buying ordnance keycard is semi rare, this adds extra gasses to let them show their atmos knowledge more by allowing them to create better bombs(as thats kinda the point of the whole keycard since its also a timesink to create said bombs) ## Changelog :cl: balance: Nukies ordnance now include more gasses and stock parts /:cl:
## About The Pull Request Renames the ruin to include the required prefix "Lava-Ruin". Removes the now unnecessary suffix. ## Why It's Good For The Game ## Changelog The names have this prefix system for easier string-searching. If they don't have the prefixes, they're harder to find and sort. :cl: fix: adds missing prefix to name of The Lizard's Gas Lava land ruin. /:cl:
…overs (tgstation#83252) Properly fixes tgstation#7617 🆑 ShizCalev fix: Malf AI can now override/overload closed turrets. fix: Fixed a scenario in which a turret would have its covers closed while still firing. /🆑 cleaned up a dumb proc that was added at the machinery level for literally only turret covers, and added support for fixing turrets in the future (through atom_fix(), which is essentially unused at this time.)
## About The Pull Request Made more common tgui bits in typescript with tests. Not much else to see here ## Why It's Good For The Game Typescript conversion + More documentation + type safety You now get full docs and type info as nature intended: ![image](https://github.com/tgstation/tgstation/assets/42397676/17a7aad6-56d3-4e22-89fa-585cda4c5315) --------- Co-authored-by: Style Mistake <[email protected]>
…ries (tgstation#83228) ## About The Pull Request Replaces the Ansem, SC/FISHER, and suppressor in the Sam Fisher gimmick bundle with the Ansem/SC, a variant of the Ansem that: - has an integral suppressor (read: acts like it's always suppressed, because it is) - an underbarrel light disruptor (functionally identical to the SC/FISHER, fired with RMB) (note: firing the disruptor in combat mode causes the main gun to fire as if it were being fired akimbo. which it shouldn't, but I'm not sure how to make it not do that) - is longer, visually, but not storage-wise, and also visibly has an underbarrel light disruptor ![image](https://github.com/tgstation/tgstation/assets/31829017/0842d9b9-9b24-4833-aeae-631c3bf1a5d5) Also added code support for integrally suppressed ballistic guns (with no separate suppressor overlay), handled by the can_unsuppress variable. Also fixes the SC/FISHER disrupting APCs for ten times longer than they probably should have been disrupted. ## Why It's Good For The Game In regards to the Ansem, SC/FISHER, suppressor: The Sam Fisher gimmick bundle having the Ansem and SC/FISHER as separate items always kinda bugged me, since it seemed too clunky for a sneaky-beaky operator-type to have to juggle two guns (one which you had to bump to normal-size, leaving it unable to fit in the belt) to break lights and then shoot dudes in the back of the head. So now it's one gun, like the M-90gl and its grenade launcher. I think the bundle's rare enough that it's fine to give them this much. In regards to the APC thing: Shooting an APC with a gimmick gun and leaving it unpowered for two minutes seemed unintentional. In regards to the code support for integrally suppressed guns: Maybe someone else will want to put in another integrally suppressed gun? It was relevant for this use-case. ## Changelog :cl: qol: The Ansem, suppressor, and SC/FISHER included in the Fisher gimmick bundle now come together as one whole gun, the Ansem/SC. It's integrally suppressed, and fires the disruptor on right-click. fix: The SC/FISHER disrupts APCs for an appropriate amount of time, not ten times the intended disruption length. /:cl: --------- Co-authored-by: Hatterhat <[email protected]> Co-authored-by: Zephyr <[email protected]> Co-authored-by: Ghom <[email protected]>
## About The Pull Request adds more machines to the malf AI overload ability blacklist: shuttle consoles and gateway console closes tgstation#83223 ## Why It's Good For The Game bug fix ## Changelog :cl: fix: fixed malf AI being able to overload shuttle consoles and the gateway control console /:cl: --------- Co-authored-by: Ghom <[email protected]>
<!-- 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 Ctrl clicking your jumpsuit will max its suit sensors https://github.com/tgstation/tgstation/assets/96586172/3b7275ee-404a-49d1-b378-63de794d22ee <!-- 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 Nice little change that makes maxing your sensors easier <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: grungussuss qol: suit sensors can now be maxed by ctrl clicking your jumpsuit /: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 ### Pictures below (You have to click them) <Details> <Summary> The prodigal bar returns to its home on the first floor, re-combining the kitchen and the bar's atrium into one room off of the main hallway. I didn't want to leave the Clown and Mime out, though, so I added a mini stage by the bar's entrance, for stand-up.</Summary> ![image](https://github.com/tgstation/tgstation/assets/51863163/a9500c1f-0e58-40fe-9c65-332ef7877cba) </Details> <Details> <Summary> The lower bar area is not entirely dead, however, Where it once was now lies an expansion of Hydroponics, as well as a gambling lounge and stage for the clown and mime. </Summary> ![image](https://github.com/tgstation/tgstation/assets/51863163/bd8ff0ed-12a2-4537-a9d1-93b59498ece1) </Details> <Details> <Summary> The maintenance in and around the upper service area and dorms have also expanded, adding a connection between serv maint and sec maint. </Summary> ![image](https://github.com/tgstation/tgstation/assets/51863163/78a6b3fb-97cd-4e74-a957-6a163653f985) </Details> Other notes: - Standardizes some decal styles in the main hallway - Adds a single air alarm to the brig (I noticed it was missing one while running mapping verbs) ## Why It's Good For The Game I really, really like the design behind the Icebox bar, the "seedy gambling bar underneath the station" is supreme vibes, but unfortunately it really hampers visitation. Bars should really be front and center on the station to people walking by can see what shenanigans are going on, who is around, if the bartender is serving drinks, etc... which is difficult when it's hidden under the kitchen. This PR aims to bring it back to the front, and kinda bring back the kitchen-bar connection, while not entirely abandoning the vibes of the bar as-is. ## Changelog :cl: Melbert add: Icebox: The bar returns to its home. add: Icebox: Standardizes some decal styles in the main hallway. fix: Icebox: The lower brig's missing air alarm has been found. /:cl:
## About The Pull Request Instead of iterating over an assoc list and doing a list access, which has a complexity of O(nlog(n)), it is better to just store a 2 tuple and access that to get a complexity of O(n) Check code to see what I mean. ## Why It's Good For The Game ![image](https://github.com/tgstation/tgstation/assets/37270891/1e5d68fa-2e19-473c-a870-e1e0277cbacc) This is a very hot proc and it's worth micro-optimizing where we can. The speed increase in doing the following code can be seen here: ![image](https://github.com/tgstation/tgstation/assets/37270891/1b7f00a3-b3c2-4976-b2ab-97eefbbd2459) Higher is better. The code that was benchmarked: ```dm var/list/target = list() /proc/testa() var/list/queued_calls = list() for(var/i in 1 to length(target)) var/data = target[i] queued_calls.Add(data, 1) for(var/i in 1 to (length(queued_calls) / 2)) var/a = queued_calls[i*2-1] var/b = queued_calls[i*2] /proc/testb() var/list/queued_calls = list() for(var/data in target) queued_calls[data] = 1 for(var/data in queued_calls) var/a = data var/b = queued_calls[data] MAIN for(var/i in 1 to 100) target.Add("[i]") BEGIN_BENCH(2) BENCH_PHASE("New code", testa()) BENCH_PHASE("Old code", testb()) END_BENCH ``` ## Changelog --------- Co-authored-by: Watermelon914 <[email protected]> Co-authored-by: LemonInTheDark <[email protected]>
…ion#83266) ## About The Pull Request At some point we added a new parameter to spawners which randomised the number of mobs they could spawn up to a maximum. For some reason the default value here was set to "2", meaning that every mob spawner in the game would be spawning an average of 1.5 mobs per update instead of 1. As the place it was _intended_ for (mining vents) already provides a value in the constructor, I just set the default back to 1. Additionally, this randomised value did not actually obey the "maximum mobs" parameter of the component and could spawn mobs above what was supposed to be the cap of mobs created by the spawner. This PR fixes those things. ## Changelog :cl: fix: Mob spawners (such as lavaland tendrils) won't spawn more mobs than they are supposed to, faster than they should. /:cl:
This reverts commit 2c9d221.
…yndicate base. Attempt #2 (tgstation#84934) ## About The Pull Request This is my second PR after I goofed up in the first by merging from master. Adds a holofan and two thermomachine boards to the engineering crate in the lavaland syndie base, and adds two emitter boards to its SM room. ## Why It's Good For The Game The lavaland syndie base has no holofan and is limited to two thermo machines (four thermomachines and only one emitter if the SM shard room spawns). This limits atmospheric gameplay and restricts the freedom in creating set-ups within the base even though it starts with a surplus of T4 parts and four gas miners. These additions should improve the quality of base as an atmospheric ghost role and make it less frustrating when making burns, coolers, dealing with gas leaks Etc. as well as improve SM shard gameplay when creating high power set ups or tesla. ## Changelog :cl: qol: Holofan and two thermomachine and emitter boards in lavaland syndicate base. /:cl:
…tation#87390) ## About The Pull Request Recovery of tgstation#85771, minus directional window leaning (because it looks goofy) ## Changelog :cl: add: You can now lean on windows the same way you can lean on walls fix: You no longer stop leaning on walls after clicking on anything /:cl:
…sus bolts in CI) (tgstation#87534) ## About The Pull Request Closes tgstation#87349 This may seem concerning but projectiles always assume that their firer and original can be null at any step, so this is completely safe. ## Changelog :cl: fix: Fixed harddels caused by certain projectiles /:cl:
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
About The Pull Request
Fixes some missing info on the recipe to cast Rust pulse of entropy for heretic
Why It's Good For The Game
When i've made this pr tgstation#83006, i forgot to add the trash item for the recipe of pulse of entropy, this fixes that.
Changelog
🆑
spellcheck: Pulse of Entropy description now tells you the correct crafting recipe.
/:cl: