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Merge upstream 22.11.24 #783
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) ## About The Pull Request - Fixes tgstation#87897 There was an exploit where you can polymorph into the lustrous race and gain the beneficial brain trauma and then polymorph into another race and still keep the trauma. The code was transferring the brain traumas to the new body before it was deleted from the brain. It's now fixed. Special thanks to Melber for coming up with a better solution than the ones I brainstormed. ## Why It's Good For The Game Exploits are bad m'kay. ## Changelog :cl: timothymtorres, MrMelbert fix: Fix lustrous brain trauma not removing during polymorph /:cl:
## About The Pull Request - Fixes tgstation#88001. Pllumbing pill press now reads the maximum volume of the selected product instead of showing a constant of 50u. Patches have a maximum volume of 40u so we send that to the UI - Plumbing pill press now validates the selected container to see if it's a valid printable option to prevent href exploits. It has the same issue as tgstation#87779 but now that's fixed - Plumbing pill press checks to see if the input volume is a number and returns false to stop the UI from updating if not ## Changelog :cl: fix: plumbing pill press advertises the correct maximum volume of your selected product instead of always 50u on the UI code: plumbing pill press validates selected container to prevent href exploits code: plumbing pill press validates input volume to see if it's a number /:cl:
…ion#88023) ## About The Pull Request title ## Why It's Good For The Game it doesn't fit and doesn't make sense ## Changelog :cl: grungussuss sound: the glove pickup sound will no longer play for modsuits undeploying /:cl:
## About The Pull Request the args here are user and set density. we are giving it null and user, no good ## Why It's Good For The Game better ## Changelog
…station#87866) ## About The Pull Request I've been meaning to do this for some time. I need this for portable/handheld aquariums/fishtanks to be possible. I'll sprite and code them before I call this PR ready, however suggestions and code reviews are welcome in the meantime. Being a pretty heavy refactor, some things might break (we have more than a few unit tests so perhaps not) while others, coincidentally, might be fixed without me knowing. Anyway I'm sure this PR fixes aquarium beauty, which wasn't really working to begin with because the code was so fucking bad. Nothing really worth of a CL entry tho. TODO: - [x] handheld aquariums, craftable with a kit and little plastic or buyable from the fun vendor ig. - [x] an aquarium upgrade for handheld aquariums to bypass possible restrictions. - [x] update the beauty element to consider items, which shouldn't contribute to the area beauty when held or otherwise not on a turf. ## Why It's Good For The Game This should make handheld aquariums possible. ## Changelog :cl: refactor: refactored aquariums heavily. Please report any fishy bug. add: Added portable/handheld fish tanks to the game. They can be crafted with an aquarium kit and 5 sheets of plastic. While portable, they cannot store fish that are too big or if there're too many already. This restriction can be removed by using the new "bluespace fish tank kit" techweb item. map: Replaced the lawyer's stationary pet aquarium with a fish tank, so you can carry McGill around. balance: Reduced the iron cost of stationary aquariums a little. /:cl:
…surgery (feat organs sanity fix) (tgstation#87774) ## About The Pull Request This allows you to use a fishing rod during the "manipulate organs" step of the aforementioned surgery to snatch organs from a target. Unlike other fish sources, this one has a negative fishing difficulty of -20, which when summed with the default minigame difficulty should still result in a negative difficulty. In layman terms, this means the minigame is skipped here (unless you're wearing some clunky stuff like insulated or boxing gloves). It also has a wait time of 8 to 13 seconds versus the more random standard 3 to 25 seconds. A small side-effect of this is that explosions during the "manipulate organs" step will basically disembowel you, but it kinda fits anyway. By the by, because of this, there is a tiny chance bluespace fishing rods can yield you random organs. Worry not, they're newly generated, so you won't be snatching it from another player by accident (at least for now). ## Why It's Good For The Game It adds more possible weird and rare shenanigans involving surgery. ## Changelog :cl: Add: You can use a fishing rod to snatch organs during organ manipulation surgery /:cl:
) ## About The Pull Request Added missing updatepaths from tgstation#86084 , which updates floorbots path to repairbots Checked it by applying it, downstream map has correctly changed ## Why It's Good For The Game Easier to apply changes on downstream maps
## About The Pull Request this is a partial rewrite of monkey's attacking behavior ## Why It's Good For The Game closes tgstation#87893 ## Changelog :cl: fix: fixes monkey AI not being able to attack /:cl: --------- Co-authored-by: Ghom <[email protected]>
…tation#87805) ## About The Pull Request * A generic /mob/eye/camera type has been made, containing everything needed to interface with a cameranet * /mob/eye/ai_eye has been refactored into a generic /mob/eye/camera instance * Advanced cameras no longer inherit from AI eyes, splitting off behaviour * Camera code has been somewhat cleaned up * Probably some more stuff I'm forgetting right now ## Big man Southport: ![image](https://github.com/user-attachments/assets/de6e6ff0-ca99-4636-bdec-5e0b2d6b8037) ## Changelog :cl: code: made /proc/getviewsize() pure refactor: mob/eye/ai_eye has been restructured, now inheriting from a generic mob/eye/camera type refactor: advanced cameras and their subtypes are now mob/eye/camera/remote subtypes code: the cameranet no longer expects the user to be an AI eye code: remote camera eyes have had their initialization streamlined code: remote cameras handle assigning and unassigning users by themselves now code: remote cameras now use weakrefs instead of hard referencing owners and origins code: also the sentient disease is_define was removed (we don't have those anymore) fix: AI eyes no longer assign real names to themselves, fixing their orbit name /:cl: --------- Co-authored-by: Ghom <[email protected]>
Co-authored-by: Zephyr <[email protected]>
## About The Pull Request Tin ![wwwww-export](https://github.com/user-attachments/assets/d69c82f2-ba12-4eed-8274-744bd9ecd9a6) ## Why It's Good For The Game ![gambling-addicts-gambling](https://github.com/user-attachments/assets/19cdeb45-0dae-418f-8ce6-1cd0d63c57c4) ## Changelog :cl: wallem image: Updates slot machine sprites /:cl:
## About The Pull Request So the white cap in loadout isn't very white. In fact it's a cargo cap. ![image](https://github.com/user-attachments/assets/d80e9270-08ec-42a2-9931-39dc3e55aa08) ![image](https://github.com/user-attachments/assets/732118d3-97df-4e18-b042-5ab55f12e29b) Now it's a white cap. Speaking of loadout someone should add thin prescription glasses to it. Not me though I'm starving for gbp... ## Why It's Good For The Game The loadout shouldn't lie. ## Changelog :cl: fix: Turns Cap (White) into a white cap in loadout /:cl:
## About The Pull Request Closes tgstation#88050 ## Changelog :cl: fix: Fixed incorrect coverage descriptions /:cl:
## About The Pull Request ### comparison: https://github.com/user-attachments/assets/31434a87-231c-4ffa-94b1-440b699c20ef https://github.com/user-attachments/assets/0482062b-b6d0-4b1c-aca1-515a3589179b ## Why It's Good For The Game let's not infringe on copyright ## Changelog :cl: grungussuss sound: the "curse you" sfx has been replaced /:cl:
…gstation#88048) ## About The Pull Request Closes tgstation#83370 Converted most cases where we could benefit from using shared particles (aka when there's probably more than 3 uses of that particle in a round) to use the new shared particle system. Should provide significant clientside performance in particle-heavy areas like botany (or sometimes kitchen) ## Changelog :cl: refactor: Converted most common particle sources to use our new pooling system. /:cl:
## About The Pull Request What is says on the tin. A really simple, though pretty generic looking kitchen utensil sprite for suit storage. ![image](https://github.com/user-attachments/assets/0eb6324b-41a1-4a6d-92ef-cb67e1240167) ## Why It's Good For The Game Pink sprites suck. It's so immersion breaking. This resolves that. (why exactly isn't this being caught by unit tests anyway?) ## Changelog :cl: image: Kitchen and eating utensils now have suit storage sprites. /:cl:
…rn sprite, (tgstation#88043) ## About The Pull Request What is says on the tin. Closes tgstation#75513 ## Why It's Good For The Game This looks really weird with some hairstyles, and doesn't make much logical sense as to what exactly it _is_. It might have been something left over from a previous version? I really can't tell, but it doesn't look good. ## Changelog :cl: image: Cleans up some redundant pixels on the bowman sprites. /:cl:
## About The Pull Request - Fixes tgstation#88053 ## Changelog :cl: fix: Labour stacker machine gives points for sheets again /:cl:
## About The Pull Request Fixes tgstation#84338 When handcuffed or crit, you are unable to resist even a passive grab, you are truly helpless Yet monkeys ignore this They ignore this because the code handling above is on the client: `/client/proc/Process_Grab()` The ideal fix for this is to move it off the client, but that carries a bunch of order of operations shenanigans so I'll leave that for a more in depth refactor of this kinda stuff In the meanwhile we can simply tell AI controllers not to move if grabbed and incapacitated (barring stasis) ## Changelog :cl: Melbert fix: Monkeys no longer ignore basic rules such as "you can't escape a passive grab if you're cuffed or in crit" /:cl:
## About The Pull Request Closes tgstation#88013 ## Changelog :cl: fix: Reconnected Wawa's sci to atmos distro /:cl:
…on#88026) ## About The Pull Request Proc was overriden on the wrong subtype, making all hoverboards have holyboard behavior (being slowed down in space or when hovering in the air) ## Changelog :cl: fix: Fixed all hoverboards having holyboard space slowdown effect /:cl:
## About The Pull Request Makes light mode light again. There is some weirdness going on with imports that I must troubleshoot longer. This will work in the meantime ## Why It's Good For The Game it brite ![image](https://github.com/user-attachments/assets/9f1fa64f-1d9f-4aa8-8cff-9a8b16e191b0) ## Changelog :cl: fix: TGUI panel light mode should no longer be gross gray /:cl:
…g sure the Core Equipment is priced correctly (tgstation#88042)
… the broadcasting camera (tgstation#88044)
## About The Pull Request Harddels bad passing CI on PRs good Closes tgstation#87484 Closes tgstation#87485
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Nov 21, 2024
This PR causes following conflicts on translate branch: code/modules/food_and_drinks/machinery/microwave.dm++<<<<<<< HEAD
+ visible_message(span_danger("You smell a burnt smell coming from [src]!"), ignored_mobs = cant_smell)
+ add_shared_particles(/particles/smoke)
+ addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/movable, remove_shared_particles), /particles/smoke), 10 SECONDS)
++||||||| e99a1c33201
++ visible_message(span_danger("You smell a burnt smell coming from [src]!"), ignored_mobs = cant_smell)
++ particles = new /particles/smoke()
++ addtimer(CALLBACK(src, PROC_REF(remove_smoke)), 10 SECONDS)
++=======
+ visible_message(span_danger("Вы чуете запах гари из [declent_ru(GENITIVE)]!"), ignored_mobs = cant_smell)
+ particles = new /particles/smoke()
+ addtimer(CALLBACK(src, PROC_REF(remove_smoke)), 10 SECONDS)
++>>>>>>> origin/translate
code/modules/surgery/organ_manipulation.dm++<<<<<<< HEAD
++||||||| e99a1c33201
++/datum/surgery/organ_manipulation/mechanic/next_step(mob/living/user, modifiers)
++ if(location != user.zone_selected)
++ return FALSE
++ if(user.combat_mode)
++ return FALSE
++ if(step_in_progress)
++ return TRUE
++
++ var/try_to_fail = FALSE
++ if(LAZYACCESS(modifiers, RIGHT_CLICK))
++ try_to_fail = TRUE
++
++ var/datum/surgery_step/step = get_surgery_step()
++ if(isnull(step))
++ return FALSE
++ var/obj/item/tool = user.get_active_held_item()
++ if(tool)
++ tool = tool.get_proxy_attacker_for(target, user)
++ if(step.try_op(user, target, user.zone_selected, tool, src, try_to_fail))
++ return TRUE
++ if(tool && tool.tool_behaviour) //Mechanic organ manipulation isn't done with just surgery tools
++ to_chat(user, span_warning("This step requires a different tool!"))
++ return TRUE
++
++ return FALSE
++
++=======
+ /datum/surgery/organ_manipulation/mechanic/next_step(mob/living/user, modifiers)
+ if(location != user.zone_selected)
+ return FALSE
+ if(user.combat_mode)
+ return FALSE
+ if(step_in_progress)
+ return TRUE
+
+ var/try_to_fail = FALSE
+ if(LAZYACCESS(modifiers, RIGHT_CLICK))
+ try_to_fail = TRUE
+
+ var/datum/surgery_step/step = get_surgery_step()
+ if(isnull(step))
+ return FALSE
+ var/obj/item/tool = user.get_active_held_item()
+ if(tool)
+ tool = tool.get_proxy_attacker_for(target, user)
+ if(step.try_op(user, target, user.zone_selected, tool, src, try_to_fail))
+ return TRUE
+ if(tool && tool.tool_behaviour) //Mechanic organ manipulation isn't done with just surgery tools
+ to_chat(user, span_warning("Для этого шага требуется другой инструмент!"))
+ return TRUE
+
+ return FALSE
+
++>>>>>>> origin/translate
code/modules/surgery/surgery.dm++<<<<<<< HEAD
+ if(!tool)
+ return FALSE
+ //Just because you used the wrong tool it doesn't mean you meant to whack the patient with it
+ if((surgery_flags & SURGERY_CHECK_TOOL_BEHAVIOUR) ? tool.tool_behaviour : (tool.item_flags & SURGICAL_TOOL))
+ to_chat(user, span_warning("This step requires a different tool!"))
++||||||| e99a1c33201
++ if(tool && tool.item_flags & SURGICAL_TOOL) //Just because you used the wrong tool it doesn't mean you meant to whack the patient with it
++ to_chat(user, span_warning("This step requires a different tool!"))
++=======
+ if(tool && tool.item_flags & SURGICAL_TOOL) //Just because you used the wrong tool it doesn't mean you meant to whack the patient with it
+ to_chat(user, span_warning("Для этого шага требуется другой инструмент!"))
++>>>>>>> origin/translate
|
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Некоторые просто любят писать тонну текста, которую никто не будет читать.
🖌️ Спрайты
Вы заработали свою миска-рис и кошко-жена. Партия гордится вами!
🙏 Слияние с восходящим потоком
О великий восходящий поток, спасибо что приносишь нам свои дары контента и багфиксов
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Нам скорее всего нравится как это звучит.
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Добавление или изменение существующего интерфейса на базе фреймворка TGUI
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В этом ПРе затронут файл не станционной карты. Может и не один.
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About The Pull Request
Мере