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[pull] master from Aurorastation:master #959
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Refactored movement observable away, use only the signal. Some tweaks to the signal.
…ble storage slot." (#20122) Reverts #20102 The aforementioned PR essentially broke the proc, since the parent proc doesn't set any return value; this in turn breaks the offhand item from being deleted when you move a gun from the hand to eg. the backpack, leaving you with the offhand item occupying the other hand despite you not holding the gun Since the fix is essentially a reversion, and since the parent proc doesn't set any return value so it doesn't make sense to check it, I'm opening a reversion directly.
title Co-authored-by: Gabby <[email protected]>
…her shuttle. (#20105) See title. --------- Signed-off-by: Snowy1237 <[email protected]> Co-authored-by: Fluffy <[email protected]>
title Co-authored-by: Gabby <[email protected]>
The pregame() proc was shuffled around in init order after the ghostrole list was implemented into it, so it currently procs before the ghostroles the list should reference have spawned in. This shifts all of the 'cosmetic' elements of pregame over to a new welcome proc which is called much later, so it properly reads out the available ghostroles. The welcome message should also be a little more visible to users now that it isn't so early in initialisation. Current: ![image](https://github.com/user-attachments/assets/99aef9df-86a8-4f24-806c-4fe46e12ad2d) With this PR: ![image](https://github.com/user-attachments/assets/c6f4b536-257f-4923-ab56-aa75f4e53484)
Set the map format to sidemap, to better represent that we're in 3/4th perspective now. Some code cleanup around the definition of /world.
Attempt to fix the client lag
Fixed some situations where a null was being set as target. Repathed the dreaded target_mob variable to last_found_target, and from mob to atom, as it was not being used only for mobs. Added procs to set and unset the last_found_target and setup the signals relative to clear it, and validations. Thanks to the above, removed a viewscan that was needed to delete references when mobs die from their attacker. General QoL of code, DMDocs.
Adds this custom item. https://forums.aurorastation.org/topic/20971-kiras-mictlani-plate-carrier/ Co-authored-by: WickedCybs <[email protected]>
Fix mechs taking damage from sandstorms Fixes #19487
Title Banner sets for Tajaran religions (Suns and Ma'ta'ke) added to loadout with 2 point cost Useful for roles like chaplain that wants representation of more members of the pantheon/ both suns Co-authored-by: Ben10083 <[email protected]>
title Co-authored-by: Gabby <[email protected]>
Fixed invisible soil not returning an initialized hint No player facing changes
![vaurcalimbs](https://i.imgur.com/d1ZZZX7.gif) --------- Co-authored-by: Gabby <[email protected]>
Updates the CI to use byond 515.1644.
This adds the submariner's beanie to the game and loadout, a piece of warm headwear particularly common to Europa. Sprited by and at request of Noble Row. ![image](https://github.com/user-attachments/assets/a64948f8-04a9-40ab-86fe-3c0fd6076381)
Adds some stuff missed from the GD ghostrole, including glass in engineering storage and an ATM in the shuttle. Adds some more randomised loot to the cargo hold.
Adds the Golden Deep Hoplan and Porter uniforms, added in #20031, to the loadout at request of synthetic lore. Adds the Hoplan voidsuits to the GD uplink kits.
…20121) Refactored deletion observables to use the COMSIG_QDELETING signal instead, removed the observable.
Adds objects utilizing the largely unused cars 2-10 sprites. While automobile/random does exist, this will be a nice QoL for mappers. Also, shuffles around the sprites in cars.dmi.
![immagine](https://github.com/user-attachments/assets/1e75f35b-b795-44ac-af96-0fecb0fedf9a) Added the bluespace drive. Fixed overmap projectiles not transferring correctly. Code improvements. A lot of. --------- Co-authored-by: courierbravo <[email protected]>
See title. Works so far in my testing, should prevent the 200 webs on a single turf issue we've all loved dealing with. This doesn't seem to be intended behaviour, given there's a check against it in the code already, so I'm putting it under bugfix.
This PR re-adds the engineering lobby of #19996 that has been overridden with the merge of the BSD #20053. Previous source branch has been restored. Appendum: - I'm considering the PR ready when the mapdiffbot shows no changes outside the original engineering lobby and all checks are green, as the original PR already got reviewed/merged. - Marking it as bugfix for obvious reasons/transparency.
### Introduction With the re-merge (#20143) of the engineering lobby the piping aft of the lobby broke due to merge-conflicts. ### What changed? - Fixed the piping.
It is now fairly simple to add your own aide to any job. The code has been made more modular, cleaner, and overall easier to work with. Added a corporate aide role for representatives. Live out your privileged wage slave dream. --------- Co-authored-by: Matt Atlas <[email protected]>
* You can now instantly replace the armor accessories on plate carriers by clicking on it with the new plate or guard you want to replace them with.
feedback thread: - https://forums.aurorastation.org/topic/21275-sccv-quark-new-xenoarch-shuttle-feedback-thread/#comment-178259 changes: - rscadd: "Adds SCCV Quark, new shuttle for xenoarch/science, on Horizon." - rscadd: "Small remap of the aux hangar on Horizon, adding some expedition supplies there." reasoning and explanation: - The idea is that xenoarchs/science use this if they want to go on a solo adventure for whatever reason (and die to random simplemobs), without stealing the intrepid (that could be used to go to the odyssey scenario site). - Xenoarchs would still be allowed to use the intrepid, if it's not used for odyssey or whatever and they want to organize a bigger expedition with more crew (or at least I hope so, I don't make the rules). - It's a small shuttle, but it has more than enough seating and some cargo space. I think, at least, it is fine for a xenoarch or two and a few passengers. - We need a xenoarch/science shuttle like yesterday, and no one's really shown any interest in mapping it in the past few months, so I made this. - If anyone has a different idea and wants to map their own shuttle, it's fine ofc. This is just my PR, anyone is free to open their own, and the best shuttle will be merged ![image](https://github.com/user-attachments/assets/269f6369-c95a-4e78-8305-0525df30058b) ![image](https://github.com/user-attachments/assets/507fca8c-ea38-4a7b-b268-8b62acc7f543) ![image](https://github.com/user-attachments/assets/fc7857a6-2a4a-414a-a49b-3610a123c812) ![image](https://github.com/user-attachments/assets/984cfcc1-756b-4963-b6fe-b01912326eb6) ![image](https://github.com/user-attachments/assets/ca803886-925a-4449-a343-4c4f3acdbeba) (explanation on top of description) --------- Co-authored-by: DreamySkrell <>
Makes Skrellian Nralakk Federation consulars spawn with a box of psionic receivers, with the idea that they can advocate for their installation into crew for ease of work in and with the Federation. Has the okay from Skrell lore.
Frag grenades projectiles now apply some agony and eyeblur. Frag grenades projectiles have damage augmented by 3 points (~10%). Frag grenades projectiles have an augmented chance of leaving a shrapnel (+30%). Frag grenades projectiles have a chance to ricochet up to 2 times. Some code cleanup and removed some procs that were no longer used (nothing called them anymore) from the projectile refactor.
### Introduction This PR adds a hydraulic rescue tool (jaws of life) to the atmos locker room. The goal is to provide Atmospheric technicians the means to enter areas that they are needed in without knowing the airlock wiring or having access to insulated gloves. This places them in a better position for their emergency response duties. This also provides the opportunity for cross-department work towards paramedics and maybe security. The idea raised from this suggestion/thread: [Reinforce Engineering's Division of Labor](https://forums.aurorastation.org/topic/21285-reinforce-engineerings-division-of-labor/) ### What has been changed? - Added a jaws of life to the table in the atmos locker room. - Added the functionality to force open powered airlocks that are not broken or bolted. Without this functionality the tool wouldn't serve its intended purpose. - Added a couple of messages when using the tool for different actions for fluff.
Flips the pump on the SSMD ship's shuttle so that the thrusters function correctly. The red line is the side it flows towards. Fixes #20148 Old: ![Screenshot 2024-11-08 064049](https://github.com/user-attachments/assets/a1360ddd-0a38-40b9-8b8d-81dfb26d7137) New: ![Screenshot 2024-11-08 065911](https://github.com/user-attachments/assets/83b4e244-b172-4abf-9ddd-6c7e30638235)
- Fixed the Corporate Aide slot not being opened. - Fixed the Open Aide Slot verb not being removed upon use. Co-authored-by: Matt Atlas <[email protected]>
Removes the confusingly unnecessary nerf to Columbo's damage (he did as much as just punching someone) from the parent mob and increases his health from 75 to 125 so he can withstand at least a little more punishment. The poor guy is quite literally never let out of his enclosure because he's less useful than just throwing a floor tile at someone. He's also the only "unique" thing the Head of Security has left, and people seem warm to the idea of an actual incentive to bring him out more. With these buffs he stands an actual chance of being able to fight and take down someone unarmed and unarmored.
Readds Dionae customization options to their hair and beard options in the setup. While I do sorta like the idea of just having them all be body markings, this came with too many bugs, essentially bricking them in ghostroles and some layering issues, this just readds most options. --------- Signed-off-by: Yonnimer <[email protected]>
Adds expression masks to bulwarks. Confirmed by lore. ![Bulwark Mask Export](https://github.com/user-attachments/assets/aa73fbf1-32a8-4eb3-8c8e-0bf3a18046a4) --------- Co-authored-by: Stev-the-third <[email protected]>
### Introduction With the port of SSthrowing from TG (see #19421) an additional check got added to `/atom/movable/Move`. The check ``` if(!newloc || newloc == loc) return ``` prevents the move method from an unnecessary movement. The method is also used by ladders to move the player to the ladder before climbing it - With the new additional check it was no longer possible to grab ladders if you are on the same tile, because the move method would run the location check and return, skipping the movement, which is correct, but results in failing to climb the ladder after all ("You fail to reach the ladder."). This PR fixes this small but very annoying issue. ### What changed? To not further modify the move method an additional check has been added to the ladder-climb code to skip the move method when the player is already on the same tile.
quick bugfix for the disposal pipes outside of the armoury.
Added some modular computer program preset tests. Fixed some modular computer program preset that had duplicate programs. Refactored how the computer program presets generate the list of programs to install. Turned some comments into DMDocs, some cleanup around. Tests disabled reasons are now enclosed in the group correctly.
…r plastic (#20160) Just another simple bugfix.
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