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Merge upstream 23.11.24 #797
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## About The Pull Request Reduced cost of "Spacer" quirk by 2 points ## Why It's Good For The Game Spacer is a quirk with many downsides built in, but it's cost is on par with strong perks that have no negatives. 20% less damage from space and faster movement is debatably worth built in depression while on Icebox or playing Shaft Miner, but it's cost makes using it really restrictive for the flavor and gameplay benefits it offers ## Changelog :cl: tweak: Reduce Spacers cost from 7 to 5 /:cl:
## About The Pull Request removes RMB quiet succumb as it actually works now https://github.com/user-attachments/assets/d59351e5-3d1c-4743-95d9-99b52629e133 ## Why It's Good For The Game the trimtext bug was patched out both in our code and additionally byond 515.1647 ## Changelog :cl: del: removed quiet succumb which is pointless now that the bug got fixed /:cl:
## About The Pull Request Works on details overlooked on the original PR. - Removes screams from damage. - Removes screen overlay from damage. ## Why It's Good For The Game Enhances the quirk by adding on to the bare-bones structure it had while also making it more mechanically unique. ## Changelog :cl: balance: Numb quirk now stops you from screaming and seeing the damage overlay when damaged. Better keep a close eye on your health. /:cl:
## About The Pull Request Makes stairs near arrivals more convenient to use and fixes some long ago mentioned problems ![image](https://github.com/user-attachments/assets/1c0d711b-7eaf-43bb-a66d-d7cb94dbbf3d) ![image](https://github.com/user-attachments/assets/c52e9330-6806-492f-85c3-e04b21a1d680) ## Why It's Good For The Game Better version of tgstation#87963 ## Changelog :cl: map: Nebula Arrivals stairs are now easier to navigate map: Fixed unconnected wire in dormitories on Nebula map: Fixed engineers having free pass to cargo department on Nebula /:cl:
…tion#87600) ## About The Pull Request Replaces the mini-UZI beach battle domain reward with a ballistic chameleon gun. Also added a separate possible reward for an uzi bitrunning disk.
…on#88071) ## About The Pull Request - Fixes tgstation#88063 ## Changelog :cl: fix: inducers can be inserted into storage objects again /:cl:
…8075) Co-authored-by: Xander3359 <[email protected]>
…t by a rogue bullet (tgstation#88082) ## About The Pull Request Chance of getting an eye wound from being hit by a projectile now scales inversely with your head armor. Meant to do this originally but forgot, so here we go. ## Why It's Good For The Game You'd expect that a bulletproof helmet will prevent your eyes from being popped like balloons, especially if you don't take any damage from the hit. ## Changelog :cl: balance: Armor now decreases the chances of getting your eye blown out by a rogue bullet /:cl:
…stops auto deadmin on localhost (tgstation#88028)
## About The Pull Request Putting ``*`` at the end of a spawn type string will tell the command to not offer subtypes of that string. For example, running ``laser/cap`` offers you two types: ``GUN_LASER/captain`` and ``GUN_LASER/captain/scattershot``. Adding a start to the end like ``laser/cap*`` would only offer ``GUN_LASER/captain`` without the scattershot subtype, and instantly spawn it without an input window because its the only fitting type. ## Why It's Good For The Game Easier to spawn certain types without having subtypes offered to you
## About The Pull Request Copypaste oopsie ## Changelog :cl: fix: Fixed parsnip sabre not receiving a jousting component /:cl:
…n#88100) ## About The Pull Request someone cooked too hard ## Changelog :cl: fix: Fixed full augmentation scan experiment being uncompletable /:cl:
…8102) ## About The Pull Request - Fixes tgstation#87873 Bubblegum with the chewable element was not triggering due to a microdose that would get deleted as soon as it was inserted into the mob. Also added a crash message so if anyone in the future tries to microdose the chewable element it gets caught by our CI/CD checks. ![chrome_MUuaIxcpTI](https://github.com/user-attachments/assets/5d473499-0c42-4677-9a13-598078e512f1) Special thanks to @SmArtKar for digging around in the code and finding the problem. ## Why It's Good For The Game Bubblegum now makes you happy. ## Changelog :cl: timothymtorres, SmArtKar fix: Fix chewable bubblegum not metabolizing due to microdose /:cl:
## About The Pull Request read the title doofus ## Why It's Good For The Game theoretical meat is bad for the economy ok so basically the guy who did this whole thing only had it check for reagent/consumable in the entire beaker, which is goofy as hell for a lot of reasons, but it also has the side effect of not including non/consumable reagents like blood, cryoxadone, and carpotoxin. there's probably a bug in there where adding pure salt or other reagent to the beaker can make highly pure food items with highly impure ingredients, but if youre bothering to do that you couldve made pure ingredients to begin with, and that wouldve existed before i touched it and i dont wanna bother ## Changelog :cl: fix: synthmeat is no longer an nft /:cl: --------- Co-authored-by: SyncIt21 <[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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> the text displayed when this quirk's gained would include the skillchip's typepath rather than its name. this fixes that. also fixes an issue with how the callback timer was being handled, which would lead to a runtime whenever the quirk was removed (since addtimer returns the id and not the callback itself). also fixes the scratch effect never actually working because an organ slot was being provided to `get_organ_by_type` rather than the type. also fixes the itchy effect not going away after the skillchip is removed (it gets added again if the skillchip is reimplanted). ## Why It's Good For The Game <!-- 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. --> fixes a few issues with the chipped quirk ## 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 its 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: fix: fixes the chipped quirk displaying the skill chip's typepath rather than its name fix: fixes chipped quirk's itchy effect not working fix: the chipped quirk's itchy effect now goes away when the skillchip is removed /: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. --> --------- Co-authored-by: MrMelbert <[email protected]>
## About The Pull Request ~~Kept you waitin huh!~~ The projectile refactor is finally here, 4 years later. This PR (almost) completely rewrites projectile logic to be more maintainable and performant. ### Key changes: * Instead of moving by a fixed amount of pixels, potentially skipping tile corners and being performance-heavy, projectiles now use raymarching in order to teleport through tiles and only visually animate themselves. This allows us to do custom per-projectile animations and makes the code much more reliable, sane and maintainable. You (did not) serve us well, pixel_move. * Speed variable now measures how many tiles (if SSprojectiles has default values) a projectile passes in a tick instead of being a magical Kevinz Unit:tm: coefficient. pixel_speed_multiplier has been retired because it never had a right to exist in the first place. __This means that downstreams will need to set all of their custom projectiles' speed values to ``pixel_speed_multiplier / speed``__ in order to prevent projectiles from inverting their speed. * Hitscans no longer operate with spartial vectors and instead only store key points in which the projectile impacted something or changed its angle. This should similarly make the code much easier to work with, as well as fixing some visual jank due to incorrect calculations. * Projectiles only delete themselves the ***next*** tick after impacting something or reaching their maximum range. Doing so allows them to finish their impact animation and hide themselves between ticks via animation chains. This means that projectiles no longer disappear ~a tile before hitting their target, and that we can finally make impact markers be consistent with where the projectile actually landed instead of being entirely random. <details> <summary>Here is an example of how this affects our slowest-moving projectile: Magic Missiles.</summary> Before: https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e After: https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915 </details> <details> <summary>And here is a much faster, and currently jankier, disabler SMG.</summary> Before: https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348 After: https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238 </details> ### But how will this affect the ~~trout population~~ gameplay? Beyond improved visuals, smoother movement and a few minor bugfixes, this should not have a major gameplay impact. If something changed its behavior in an unexpected way or started looking odd, please make an issue report. Projectile impacts should now be consistent with their visual position, so hitting and dodging shots should be slightly easier and more intuitive. This PR should be testmerged extensively due to the amount of changes it brings and considerable difficulty in reviewing them. Please contact me to ensure its good to merge. Closes tgstation#71822 Closes tgstation#78547 Closes tgstation#78871 Closes tgstation#83901 Closes tgstation#87802 Closes tgstation#88073 ## Why It's Good For The Game Our core projectile code is an ungodly abomination that nobody except me, Kapu and Potato dared to poke in the past months (potentially longer). It is laggy, overcomplicated and absolutely unmaintaineable - while a lot of decisions made sense 4 years ago when we were attempting to introduce pixel movement, nowadays they are only acting as major roadblocks for any contributor who is attempting to make projectile behavior that differs from normal in any way. Huge thanks to Kapu and Potato (Lemon) on the discord for providing insights, ideas and advice throughout the past months regarding potential improvements to projectile code, almost all of which made it in. ## Changelog :cl: qol: Projectiles now visually impact their targets instead of disappearing about a tile short of it. fix: Fixed multiple minor issues with projectile behavior refactor: Completely rewrote almost all of our projectile code - if anything broke or started looking/behaving oddly, make an issue report! /:cl:
## About The Pull Request Ejector didn't clean its ref in parent ripley before deleting itself which could cause harddels if it didn't delete fast enough (as seen during round 243009) ## Changelog :cl: fix: Fixed a potential harddel in Ripley code /:cl:
## About The Pull Request Caused by: - tgstation#88048 The coffee maker smoke particles stayed on forever after brewing something. This is now fixed. ## Why It's Good For The Game Coffee brewing is no longer a fire hazard. ## Changelog :cl: fix: Fix coffee maker smoke particles not deleting /:cl:
## About The Pull Request Caused by: - tgstation#88048 Trying to use the fireplace would result in runtimes and the smoke particles not triggering. Even though the runtime is fixed, the new particle changes in tgstation#88048 broke the pixel offsets. While I was testing, anytime I tried switching a pixel offset it would update all fireplaces. I tried to limit it to add the shared particle id to `"fireplace_[dir]"` so that it would only apply to the objects in that direction but I couldn't get it to work. I would guess this also affects a lot of other objects that have particle pixel offsets. Runtime is fixed. Particle offsets are still broken. ## Why It's Good For The Game Fireplaces no more runtime. ## Changelog :cl: fix: Fix fireplace particles runtimes. /:cl:
…7913) Co-authored-by: Ghom <[email protected]>
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🖌️ Спрайты
Вы заработали свою миска-рис и кошко-жена. Партия гордится вами!
🗺️ Изменение Карты
В этом ПРе затронут файл не станционной карты. Может и не один.
🙏 Слияние с восходящим потоком
О великий восходящий поток, спасибо что приносишь нам свои дары контента и багфиксов
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Nov 23, 2024
This PR causes following conflicts on translate branch: code/modules/mob/living/carbon/carbon.dm++<<<<<<< HEAD
+ visible_message(span_notice("[src] gets a nosebleed."), span_warning("You get a nosebleed."))
+
+/mob/living/carbon/check_hit_limb_zone_name(hit_zone)
+ if(get_bodypart(hit_zone))
+ return hit_zone
+ // When a limb is missing the damage is actually passed to the chest
+ return BODY_ZONE_CHEST
++||||||| e0af854b27e
++ visible_message(span_notice("[src] gets a nosebleed."), span_warning("You get a nosebleed."))
++=======
+ visible_message(span_notice("У [declent_ru(GENITIVE)] пошла кровь из носа."), span_warning("У вас пошла кровь из носа."))
++>>>>>>> origin/translate
code/modules/mob/living/living.dm++<<<<<<< HEAD
+ to_chat(src, span_notice("Your immortal body is keeping you alive! Unless you just press the UI button."), type=MESSAGE_TYPE_INFO)
++||||||| e0af854b27e
++ to_chat(src, span_notice("Your immortal body is keeping you alive. If you want to accept death, you must do so [span_bold("quietly")]."), type=MESSAGE_TYPE_INFO)
++=======
+ to_chat(src, span_notice("Ваше бессмертное тело не даёт вам умереть. Если же вы хотите принять смерть, вы должны сделать это [span_bold("тихо")]."), type=MESSAGE_TYPE_INFO)
++>>>>>>> origin/translate
|
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🖌️ 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
🗺️ Изменение Карты
В этом ПРе затронут файл не станционной карты. Может и не один.
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About The Pull Request
Мергируем апстрим