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Translate: Explanation text of antag objectives #900
Translate: Explanation text of antag objectives #900
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какой нах тгуи |
@@ -19,7 +19,7 @@ | |||
if(target_team) | |||
explanation_text = "Make sure no member of [target_team] ([target_team.department.department_name]) nation escapes alive!" |
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Пропустили перевод?
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Нации вырезали же?
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Их в эвент панели нет, что ли?
code/modules/antagonists/abductor/abductee/abductee_objectives.dm
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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 |
…methods (tgstation#88960) ## About The Pull Request Man. ### Standardizing Ethereal Defines The _single_ biggest issue with all of the recent Ethereal prs has been that, well, none of our Ethereal defines meaningfully tie to each other, and as shown repeatedly it's _incredibly_ easy to the others when changing one of them. To resolve this, we introduce a `STANDARD_ETHEREAL_CHARGE` define that every single other Ethereal define is scaled around, which itself is tied to `STANDARD_CELL_CHARGE`. Now these can be changed without immediately blowing up everything else, and with awareness that they tie back to something. As a side to this, we redefine all reagent-based charge recovery to be relative to `ETHEREAL_DISCHARGE_RATE` rather than an arbitrary power level, so it's easier to compare them to how quickly an ethereal discharges. ### Adjusting Ethereal Defines Previously, we defined `ETHEREAL_DISCHARGE_RATE` as `8e-3 * STANDARD_CELL_CHARGE` per second, while defining `ETHEREAL_CHARGE_FULL` as `2 * STANDARD_CELL_CHARGE`. With some math, we get that we'd `2 / 8e-3 = 250 seconds`, 4 whole minutes, to go from full charge to none at all. It only takes half as much to get hungry, and about 3 minutes to start taking toxin damage from roundstart. So we slash this by eight, to `1e-3 STANDARD_ETHEREAL_CHARGE`, giving us a nice 16-17~ minutes until we're hungry, and another 16-17~ until we are 100% out of charge. This is also closer to the pre-power-rework discharge rate. What made this _worse_ was that the Ethereal APC charge define `ETHEREAL_APC_POWER_GAIN` wasn't updated to match the current charge/discharge levels, still being at `10 * STANDARD_CELL_CHARGE`, which due to how it was coded led to it being impossible for Ethereals to recharge from APCs. We first and foremost change this to `0.1 * STANDARD_ETHEREAL_CHARGE`, which is roughly equal to what it was before the most recent change, and actually falls in line with Ethereal charge levels. ### Refactoring Ethereal Charge Methods APC and Power Store recharging were both performing some awkward checks, which led to our primary issues above, where they would refuse to even attempt to charge if the stomach couldn't handle a full load or the cell didn't have a full load. So we rewrite their entire method to instead check how much can be charged by taking the minimum of the cell charge, stomach used charge, and charge-per-step. We do this instead of just discharging it and taking the return value, as the stomach may not have enough space for the cell's power, and that'd get wasted. This rewrite also allows us to address a small list of bugs. We keep the `to_chat` for power store draining, as it better communicates that this method is imperfect than a balloon alert would. # Testing:<br>I spent an extended period of time looking at Ethereals slowly starve in front of me with a stopwatch in hand. ## Why It's Good For The Game Fixes tgstation#88934. Fixes tgstation#88977. 16-17~ minutes is a _lot_ more bearable than 2-3~ minutes, and more in line with discharge rates before the power rework. Having Ethereal charging stuff actually work is nice. ## Changelog :cl: balance: Ethereal hunger rate has been adjusted to be 1/8th of its previous rate, now taking roughly 16-17~ minutes to go down from full to normal or normal to none. Ethereal defines have been standardized to help keep this sane. refactor: Ethereal APC and power store draining/charging methods have been refactored. Please report any issues. fix: Ethereal APC and power store draining/charging no longer arbitrarily caps out at slightly below or above the max/min. fix: Ethereal APC draining/charging no longer runtimes when there is no cell or it gets removed mid-charge. fix: Ethereals can no longer continue charging their stomach even if it gets surgically removed from them mid-charge. fix: Ethereal power store draining actually updated the charge level overlay. qol: Ethereal APC and power store draining displays a balloon alert when it can't continue for whatever reason. /:cl:
## About The Pull Request Makes OD2211 as an error since it fixes a byond bug that nobody should be using ``` New Pragma: OD2211 - ProcArgumentGlobal A new pragma has been added for detecting this BYOND bug: https://www.byond.com/forum/post/2830750 When a proc argument begins with /var/ instead of var/, it creates a global variable instead of an argument. /datum/proc/foo(/var/bar = 5) return /proc/main() world.log << global.bar // This prints 5 in BYOND Since this is obviously nonsense, elevating this pragma to an error is strongly encouraged. I have only found it in one SS13 codebase so far. ```
…8890) ## About The Pull Request Closes tgstation#88692 A bit of a tricky one, this fixes station traits using incorrect names for jobs. Moved name changing to run before the parent proc, and also moved comsig after job traits so that it truely runs after job spawning, not in the middle of the process (in case something removed or changes job-related traits) ## Changelog :cl: fix: Station traits no longer use clown and mime's human names (they're not human) /:cl:
## About The Pull Request Closes tgstation#88510 Also fixed incorrect icon positioning on Big Brother's trim (Human AI) and medieval punpun icon flickering ## Changelog :cl: fix: Fixed chameleon cards not updating sechud icons image: Fixed human AI's and medieval punpun's ID trims /:cl:
## About The Pull Request This PR reduces the strength of SaturnX's radial blur effect, and makes it use sine easing instead of extremely jumpy elastic easing. Before: https://github.com/user-attachments/assets/3f617916-d6d6-4d03-97f8-8a999d568303 After: https://github.com/user-attachments/assets/b7333f24-7663-4fb8-89e3-e0c5f3232e7b ## Why It's Good For The Game Invisibility may be strong, but it also requires you to drop all of your items, including held ones, to truely be invisible. This filter is too much of a downside/visual effect and needs to be tuned down, as its strong enough to make you dizzy just from looking at it. ## Changelog :cl: balance: Significatly tuned down SaturnX's visual filter's strength /:cl:
## About The Pull Request Adds ckey sorting akin to how you can look someone up by their name or job in the observer menu, only available for admins. ## Why It's Good For The Game Wine said it would be mad useful, no reason not to - they can already observe people by ckey via the ``Who`` verb, this just adds a cleaner way to do so. ## Changelog :cl: admin: Admins can now filter observable mobs by ckey /:cl:
## About The Pull Request Improves mindbreaker toxin's reagent description. ## Why It's Good For The Game Grammar is hard. ## Changelog :cl: spellcheck: Improved mindbreaker toxin description /:cl:
## About The Pull Request update_body_parts_head_only is broken and doesn't clean overlays, resulting in lizard blinking stacking their frills and snouts infinitely, breaking the overlay cap and turning them into error sprites. This is pretty bad for perf as update_body is somewhat expensive, but this is a hotfix as lizards who emote right now turn "invisible" as they become walking error sprites ## Changelog :cl: fix: Lizards no longer turn into error sprites when blinking /:cl:
## About The Pull Request Fixes bug inadvertently reported by forum screenshot. Two defined ammo calibre strings had underscores in them, however this are occasionally printed to users and thus can and should just use spaces. ## Changelog :cl: spellcheck: Foam Force's brand management team require us to remove an erroneous underscore which was in violation of their logo usage terms and conditions. /:cl:
…instead of just the red one (tgstation#89009) ## About The Pull Request While reading the code to answer a technical question I noticed that luminescent fluid had its `overdose_start(...)` proc defined twice: https://github.com/tgstation/tgstation/blob/91981e151c75f3e971951612f161e81f9898f5b8/code/modules/reagents/chemistry/reagents/other_reagents.dm#L3227-L3235 https://github.com/tgstation/tgstation/blob/91981e151c75f3e971951612f161e81f9898f5b8/code/modules/reagents/chemistry/reagents/other_reagents.dm#L3237-L3247 ...The latter of which permanently applying the unnaturally red eyes trait. Given the proc is defined twice, and the latter comes immediately after the red subtype that gives the same trait on metabolize, it looks like it was intended to be for the red subtype only. This fixes that. ## Why It's Good For The Game Fixes jank. ## Changelog :cl: fix: Only red glowstick fluid gives permanent unnaturally red eyes on overdose. /:cl:
## About The Pull Request Something that's really bugged me for a while, custom vendors don't display custom names on items. Nobody cared enough to fix this but me. Guess you can count on me, eh? Tested this on my own private server, worked fine. The items still technically merge by type, so if you place one item with a custom name first, then another of the same type with no custom name OR with a different custom name, the newly inserted item's listed name will override the other until it's bought. ## Why It's Good For The Game Fixes tgstation#84937 / tgstation#83151 (technically) ## Changelog :cl: fix: A single enthusiastic chemist hell-bent on selling chemicals to his co-workers single-handedly solved a programming issue with our custom vendors. They'll begin displaying custom names (such as those provided by labels) once more. /:cl:
## About The Pull Request If you ink kissed a obj there would be a floating ink spit as it did not delete the projectile. This is now fixed ## Why It's Good For The Game bugg ## Changelog :cl: fix: ink kisses now delete the spawned projectile /:cl:
…on whispered speech. (tgstation#88826) ## About The Pull Request Adds an off-by-default config option to optionally disable TTS audio on whispered speech. ### Ignore the Wallening. It's an old branch and I like to be nostalgic of what could've been. https://github.com/user-attachments/assets/f97aad31-9a83-421f-a3f0-0c0e54256664 ## Why It's Good For The Game We're trying to claw back as much performance as possible from our TTS engine and there's literally no reason to play TTS audio if nobody but the person speaking into the radio is going to hear it. Requested by the host. Config is off by default. ## Changelog :cl: sound: Adds an off-by-default config option to optionally disable TTS audio on whispered speech. /:cl:
## About The Pull Request Low cost cargo crate that is filled with 3 boxes of mousetraps. It's apart of the service category. ## Why It's Good For The Game Threatening the rat king with using all the station budget to stop his army should be achievable. Ordering cats was very disappointing. ## Changelog :cl: add: Rat kings across the station tremble in fear since mousetraps have been added to the cargo crate via service category. /:cl:
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Галка сику нужна ещё
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