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Merge upstream 29.11.24 #826
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## About The Pull Request I made these a year ago and meant to PR them but never got around to it Basically just adds a bunch of unit tests for a bunch of specific attack chain interactions that are prone to breaking due to snowflake Increasing coverage of attack chain is good so people who are working on it don't have to worry about the 1000 edge cases breaking - Blocking (both unarmed and armed) - Cuffs - Eyestab - Flashes (combat mode, non combat mode, with flash protection) - Help intent - Pistol whip - Butchering with a bayonet - Damp rag smothering - Droppers - EMP flashlights - Holofans - Door attack hand redirector - Tool usage on Cyborgs - Punching Cyborgs - Ability to bash tables - Ability to bash any structure - Ability to use tools on machinery - Kinetic Crusher projectile - Spraycans (capping, making graffiti) - Loading a syringe gun
…88215) Co-authored-by: MrMelbert <[email protected]>
…ies the code a bit. (tgstation#88242) Co-authored-by: MrMelbert <[email protected]>
…ero sprite bloat) (tgstation#88096) ## About The Pull Request Refactors and extends the existing [digitigrade clothing system](tgstation#85406) to also support oversuits and shoes (only enabled for sneakers, specific boots, and shaft miner's explorer suit). All digitigrade-specific clothes are generated by GAGS by color sampling the base sprite and applying it to a greyscale template. ![image](https://github.com/user-attachments/assets/c4ce5996-9373-4d76-a0e5-a6b094dd10b4) More up to date boots: ![image](https://github.com/user-attachments/assets/8ead8056-25a3-42dd-9fde-e838e2a810b9) ![image](https://github.com/user-attachments/assets/783a1201-8a77-45a0-af85-8a63b41b63a8) Credit to MrMelbert for prototype code and Junkgle for new sprites ## Why It's Good For The Game Looks good, doesn't introduce maintainability issues or sprite bloat ## Changelog :cl: add: digitigrade lizards can wear certain shoes and suits image: added digitigrade shoes & oversuit templates refactor: improved digi clothing generator code /:cl: --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: Roryl-c <[email protected]>
…ation#87103) ## About The Pull Request A new item for 2 TC has been added to the chef's traitor uplink – Molt'Obeso sauce! Buying it, you get a bottle for 50 units, filled with this sauce. After eating Molt'Obese, you'll think you're still hungry. It also removes the limit on how much food you can eat, so you can just keep going and going, but you never get full. Plus, Molt'Obeso helps your body absorb more nutrients from food, so the food is even more nourishing with it. ## Why It's Good For The Game The Syndicate sabotages the NT station by making everyone fat? ## Changelog :cl: add: Add a new item to the chef traitor's uplink: Molt'Obeso sauce. A sauce that makes people want to eat too much. /:cl:
…gstation#88232) ## About The Pull Request I have grown to dislike the previous implement of explosive fishing. It was particurly broken around fish sources that checked if the fishing spot was of a specific type, and the FISH_SOURCE_FLAG_EXPLOSIVE_MALUS flag only really worked around turfs because of the gap between pooling the spawn locations and spawning the loot, which would have made trying it on movables quite unsafe since they're moved to nullspace when deleted. This has lead me to rework how explosive fishing malus/exhaustion accumulates in a simplier and more effiient way. Fish are now spawned immediately, and the counter for the malus goes up by one each call, and decays over time at a rate of 1 every 5.5 seconds. This also fixes tgstation#88227. ## Why It's Good For The Game Easier implementation of explosive fishing and bugfix. ## Changelog :cl: fix: Bombing someone during organ manipulation no longer summons new organs. /:cl: --------- Co-authored-by: Time-Green <[email protected]>
## About The Pull Request Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire sharks. Aquatic mobs can be hooked by fishing rods, even without a jawed fishing hook installed. The carp and fish infusion sets now give the infusee the aquatic biotype. Added support for infusions adding a biotype. You can check for a fish's pulse with a stethoscope, which will tell you its status even without fishing skill. Refined fish health status checks to be more precise. Added 'Fishy' Reagent, a version of strange reagent that only works for fish or aquatic biotype mobs. It's made with omnizine, saltwater, and carpotoxin or tetrodotoxin. Added a lifish chemical reaction that creates fish. ## Why It's Good For The Game Fish content fish content fish content > Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire sharks. We were really missing this one by now. > Aquatic mobs can be hooked by fishing rods, even without a jawed fishing hook installed. > The carp and fish infusion sets now give the infusee the aquatic biotype. Added support for infusions adding a biotype. I want to reel in fish people. This is going to be hilarious. > You can check for a fish's pulse with a stethoscope, which will tell you its status even without fishing skill. Fish doctor content - also lets you see the exact status of a fish's health even if you haven't interacted w/ fishing that shift. > Added 'Fishy' Reagent, a version of strange reagent that only works for fish or aquatic biotype mobs. It's made with omnizine, saltwater, and carpotoxin or tetrodotoxin. A somewhat easier to get version of strange reagent, purely for fish, as they die very easily and the road to making SR is a large diversion. I might add this to cargo, maybe? > Added a lifish chemical reaction that creates fish. Fish. fish fish fish fish fish. @Ghommie ## Changelog :cl: add: Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire sharks. add: Aquatic mobs can be hooked by fishing rods, even without a jawed fishing hook installed. add: The carp and fish infusion sets now give the infusee the aquatic biotype. Added support for infusions adding a biotype. add: You can check for a fish's pulse with a stethoscope, which will tell you its status even without fishing skill. qol: Refined fish health status checks to be more precise. add: Added 'Fishy' Reagent, a version of strange reagent that only works for fish or aquatic biotype mobs. It's made with omnizine, saltwater, and carpotoxin or tetrodotoxin. add: Added a lifish chemical reaction that creates fish. /:cl: --------- Co-authored-by: _0Steven <[email protected]> Co-authored-by: Ghom <[email protected]>
## About The Pull Request Adds some tips for most of my changes to the game. ## Why It's Good For The Game Player visibility is important to see what cool features there are and tips are kind of, well, poorly mantained, honestly. Like, the last one was about bitrunning. ## Changelog :cl: qol: Added some tips of the round. /:cl: --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: Jacquerel <[email protected]> Co-authored-by: norsvenska <[email protected]>
## About The Pull Request Removed the scarves station trait and replaced it with modlink scryers. If you're confused, they're those things on the robotics mod crate whose sprite annoyingly and opaquely covers up the actual cores. The scryers allow you to start a semi-private conversation with any other modlink _ignoring the status of comms_. This doesn't make them as useful for shouting out threats but lets you discuss things with essential personnel, or report crime, even after comms is blown up. ![260621454-062983ee-6058-4e78-a3aa-bccda1a3e224](https://github.com/user-attachments/assets/9a6aa38b-e10a-4e23-8691-12538fd3348c) ![image](https://github.com/user-attachments/assets/5464d1a4-5b5b-47c6-9074-080ae3b3592d) tgstation#77639 This PR doesn't actually give the modlinks names, so they'll all show up as modlink (394) and be unusable. Something should be done there I'm just not quite sure how to handle it and the inevitable deluge of dropped modlinks that would recieve tons of unheeded calls. ~~Maybe we can make them undroppable for the first 30 minutes.~~ ## Why It's Good For The Game Scryers are a cool and underused aspect of the game. Their ability to function off comms is balanced out by their _in_ability to speak to more than one person at once. Having this as a trait helps showcase them and will likely allow for some enjoyable moments. I'm imagining spam calls, death threats, _actual_ death threats, prank calls, etc. ![image](https://github.com/user-attachments/assets/c505dab5-cd08-4485-b6cb-2d7390630e2a) ## Changelog :cl: add: Centcom's janitorial department has gotten tired of scooping up discarded scarves from the floor and has instead assigned MODlink scryers to some stations' crew in an attempt to spice up the disposal team's jobs. /:cl: --------- Co-authored-by: Ghom <[email protected]>
…d in modsuist (tgstation#88030) ## About The Pull Request You can now wear a hat on any modsuit, even w/o the stabilizing module. However: - It will always sit slightly askew, at an angle. - Involuntarily falling to the ground for any reason will cause the hat to fall to the ground. - Being thrown, slapped, or slipped will send it flying off. Added the Atrocinator, Hat Stabilizer, and Tanning modules to the black market. Added the loose hat component to bio/bomb/rad hoods and space helmets. ## Why It's Good For The Game > You can now wear a hat on any modsuit, even w/o the stabilizing module. I think the notion of, say, the Head of Security putting his cap on his modsuit and then being slipped by the clown, who then steals the cap, is really funny. https://github.com/user-attachments/assets/3ad8a74d-0cb8-4118-8beb-d2ce9c76b358 The module is fairly rare and sometimes I just want to wear a silly hat alongside the modsuit without badgering the captain for his hat module. The downsides are rather plentiful so it's not like the hat module is made irrelevant - if anything it makes it more notable. This will add a bunch of enjoyable silliness to rounds, so I think it's worth it. > Added the Atrocinator, Hat Stabilizer, and Tanning modules to the black market. > Added the loose hat component to bio/bomb/rad hoods and space helmets. It sucks losing your iconic drip when you need to venture out to space for whichever reason - this lets you keep it without taking up space in your bag, while having the throw downside. They just feel perfect for the vibes of the black market. More miscellaneous completely useless fancy stuff that has exorbitant prices please! ## 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: add: You can now wear a hat on any modsuit, even w/o the stabilizing module. But it may easily fall off... add: Added the Atrocinator, Hat Stabilizer, and Tanning modules to the black market. add: Added the loose hat component to bio/bomb/rad hoods and space helmets. /:cl: ~~I'm having a bit of an issue. Somewhere I fugged up and now the worn overlay on the mod helmet sprite doesn't work properly...~~ Turns out that code was never used and nonfunctional to begin with so I removed it entirely yay
## About The Pull Request Increased Rusted Harvester health from 35 to 45. Increased haunted longsword's demolition mod by 20%. Rusted harvesters won't get narsie telling them to bring her their victims. Heretic summons aren't affected by void chill anymore. Add no gbp tag if you want ## Why It's Good For The Game > Increased Rusted Harvester health from 35 to 45. I want these to be frail, but being one-tapped by a sharpened sword is a tad too much I think. I balanced that health amount when they delimbed cultists instantly, but that's now a delayed action on crit so it's moot. > Increased haunted longsword's demolition mod by 50%. To some degree I want people to throw these away deep into maintenance, but there's a binding button now, perfectly serviceable, and I've _seen_ how miserable it is to be stuck alone deep in maintenance waiting for a just-too-long cooldown to break down 6 airlocks in a row. Seal them away the right way or suffer the consequences of your actions. > Rusted harvesters won't get narsie telling them to bring her their victims. They ain't yours, dummy. > Heretic summons & rusted harvesters aren't affected by void chill anymore. Why my friends freezing too? :( This fix also causes 'mansus touched' things to be unaffected by the chill. It includes the crimson medallion, which is obtainable by cultists. In my mind that's not a bad thing but it's not my path rework so I'll tag the author of it ## Changelog :cl: balance: Increased Rusted Harvester health from 35 to 45. balance: Increased haunted longsword's demolition mod by 20%. fix: Rusted harvesters won't get narsie telling them to bring her their victims. fix: Heretic summons aren't affected by void chill anymore. /:cl:
…tation#88253) ## About The Pull Request ![image](https://github.com/user-attachments/assets/17a5d230-c10f-4fda-b782-0d59c2797bff) This PR just adds in modulo to the circuit arithmetic component. ## Why It's Good For The Game You _can_ calculate it yourself, but then it ends up extremely unoptimal and you're usually better off not doing it. It also ends up really hard to read. I want to see more clever circuits and computing things. ## Changelog :cl: add: Added in the modulo operator to the circuit arithmetic component. /:cl:
## About The Pull Request This fixes double html encoding with AI shuttle calls, due to `tgui_input_text` being called without setting `encode = FALSE` - `SSshuttle.requestEvac` expects unencoded text. I added documentation to `SSshuttle.requestEvac`, including clarifying that it expects non-html-encoded text. ## Why It's Good For The Game ' is annoying ## Changelog :cl: fix: Fixed double-encoded messages with AI shuttle call reasons. /:cl:
…ation#88236) ## About The Pull Request Closes tgstation#88230 ## Changelog :cl: fix: Fixed Nebula's robotics fabricators being obstructed roundstart /:cl:
## About The Pull Request You can now fish from aquariums if you wish to. This includes some backend changes to make it possible for the fish table from get_fish_table() to contain instances, and all that it entails up to spawn_reward(), which is a requirement for the gimmick to respect the various traits and other variables of the already instantiated fish rather than read from cached properties. ## Why It's Good For The Game The fish progress score/index had only little nasty flaw that has been nagging me since day one: Not all fish species can be caught. Skipping McGill, which is a peculiar case that for cheevo purposes should be considered a standard goldfish, there is the one, unsignificant yet rare purple sludgefish which can only be gotten as a rare evolution of the generic sludgefish. Talk about petty, but this may be a long-term nit I prefer to handle right now. Also why not? The 'unmarine mastodon' is near impossible to get unless you somehow find a oil well which is locked behind a specific ruin. ## Changelog :cl: fix: Aquariums are now potential fishing spots. /:cl:
…rk (tgstation#88281) ## About The Pull Request Detemination gives you TRAIT_ANALGESIA, so if you take ***too much*** damage you'll be unable to see it as well. Plus linking blunt overlay hiding to reagents isn't very good practice as it can cause flickering if you microdose. (Also fixed incorrect trait sources on the quirk and kept it for the nocrit deathmatch modifier) Closes tgstation#88278 ## Changelog :cl: fix: Fixed damage overlays hiding themselves or flickering when you get wounded. /:cl:
…t for effects set to "Curse of Mundanity" (and missing IDs) (tgstation#88240) ## About The Pull Request Fixes a lot of status effects having the default alert, adds a unit test to check that status effects don't forget to change it I chose a test rather than just making the default "no alert" because I think people making status effects should think about whether it should have an alert Also I added a test for effects which did not set an ID because that's kind of important, I applied the same mindset here to account for abstract types but admittedly less sold on this one. ## Changelog :cl: Melbert fix: You should be afflicted by the "Curse of Mundanity" far, far less /:cl:
## About The Pull Request I have... questions, to previous self. Yeah. ## Changelog :cl: fix: Fixed projectile parrying /:cl:
## About The Pull Request Aquarium kits can now be printed from service, cargo, science protolathes and the autolathe too, from half a sheet of metal. You still need the other materials to set it up but it should be fairy simple if you can access a proto/autolathe. The 'Growth/Reproduction' setting for aquariums has been renamed to "Safe Mode", which, on top of disabling features such as growth, reproduction, evolution, power generation etc etc, will also disable the water, temperature and food requirements for keeping the fish alive. Useful if you want a purely ornamental aquarium or you have to skidaddle somewhere else for a while. The lawyer, as well as prefilled aquariums start with 'Safe Mode' enabled. The 'Aggressive' fish trait has been replaced with 'Territorial', which is exactly the same but the fish won't lash out unless the aquarium is populated by five fishes or more. No more angelfish viciously attacking the guppy and goldfish in prefilled aquariums. Tweaked a couple values around hunger and fish health loss when starving or in a bad environment to cause slightly less damage. Lastly, added screentips to the aquarium component, which is something I've forgot to do in the PR that brought it. ## Why It's Good For The Game Aquariums may be a complex feature, but as far as I can tell, I had been neglecting the possibility of aquariums as simple room decoration for a while (outside of the beauty-related mechanics), and the constant maintenance (and perhaps a bit of knowhow) they require makes them awful at that. Also, the "growth/reproduction" setting really didn't have a reason to be before, since it didn't offer any tangible benifit to turn it off, so I had to revamped it. Also it's been proven by now that keeping aquariums as cargo-orderable stuff is just bad. As for the fish trait change, it just sucks to see the angelfish shank the goldfish with no way to solve it other than removing the hyper-aggressive killer fish from san diego fella. ## Changelog :cl: balance: Aquarium kits can now be printed from cargo, service, science protolathes as well as the autolathe. They no longer have to be ordered from cargo. balance: Revamped the "Growth/Reproduction" setting for aquarium to "Safe Mode", which also disables the food, temperature and water requiremenets of aquariums, making it useful for purely decorative aquariums. balance: Replaced the "Aggressive" fish trait with "Territorial". No more angelfish shanking the goldfish and guppy in prefilled aquariums with less than 5 fishes. qol: Added screentips to aquariums. /:cl:
Co-authored-by: SmArtKar <[email protected]>
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Nov 29, 2024
This PR causes following conflicts on translate branch: code/datums/components/food/edible.dm++<<<<<<< HEAD
+ if(junkiness && eater.satiety < -150 && eater.nutrition > NUTRITION_LEVEL_STARVING + 50 && !HAS_TRAIT(eater, TRAIT_VORACIOUS) && !HAS_TRAIT(eater, TRAIT_GLUTTON))
+ to_chat(eater, span_warning("You don't feel like eating any more junk food at the moment!"))
++||||||| 11d35806ecc
++ if(junkiness && eater.satiety < -150 && eater.nutrition > NUTRITION_LEVEL_STARVING + 50 && !HAS_TRAIT(eater, TRAIT_VORACIOUS))
++ to_chat(eater, span_warning("You don't feel like eating any more junk food at the moment!"))
++=======
+ if(junkiness && eater.satiety < -150 && eater.nutrition > NUTRITION_LEVEL_STARVING + 50 && !HAS_TRAIT(eater, TRAIT_VORACIOUS))
+ to_chat(eater, span_warning("Вам сейчас не хочется есть фастфуд."))
++>>>>>>> origin/translate
++<<<<<<< HEAD
+ if(HAS_TRAIT(eater, TRAIT_VORACIOUS) || HAS_TRAIT(eater, TRAIT_GLUTTON))
+ message_to_nearby_audience = span_notice("[eater] voraciously forces \the [parent] down [eater.p_their()] throat.")
+ message_to_consumer = span_notice("You voraciously force \the [parent] down your throat.")
++||||||| 11d35806ecc
++ if(HAS_TRAIT(eater, TRAIT_VORACIOUS))
++ message_to_nearby_audience = span_notice("[eater] voraciously forces \the [parent] down [eater.p_their()] throat..")
++ message_to_consumer = span_notice("You voraciously force \the [parent] down your throat.")
++=======
+ if(HAS_TRAIT(eater, TRAIT_VORACIOUS))
+ message_to_nearby_audience = span_notice("[capitalize(eater.declent_ru(NOMINATIVE))] прожорливо проталкивает [parent.declent_ru(ACCUSATIVE)] себе в горло.")
+ message_to_consumer = span_notice("Вы прожорливо проталкиваете [parent.declent_ru(ACCUSATIVE)] себе в горло.")
++>>>>>>> origin/translate
code/game/machinery/civilian_bounties.dm++<<<<<<< HEAD
+ if(possible_shippable.flags_1 & HOLOGRAM_1)
+ continue
+ if(isitem(possible_shippable))
+ var/obj/item/possible_shippable_item = possible_shippable
+ if(possible_shippable_item.item_flags & ABSTRACT)
+ continue
+ if(inserted_scan_id.registered_account.civilian_bounty.applies_to(possible_shippable))
+ status_report += "Target Applicable."
++||||||| 11d35806ecc
++ if(inserted_scan_id.registered_account.civilian_bounty.applies_to(AM))
++ status_report += "Target Applicable."
++=======
+ if(inserted_scan_id.registered_account.civilian_bounty.applies_to(AM))
+ status_report += "Цель применима."
++>>>>>>> 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
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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
Мерге апстрим