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Rebases to TG #11
Rebases to TG #11
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## About The Pull Request `/obj/item/circuit_component/object_overlay` handled the wrong references when implementing `Destroy`. ## Changelog :cl: Melbert fix: The object overlay circuit component will no longer take things with it. /:cl:
## About The Pull Request Apparently, ash mark is supposed to replenish mansus grasp cooldown by 75% when triggered, but this is neither reflected by the research description, nor functional ingame. This edit makes it work, and adds the effect to the description. Additionally, that same block of code was present in moon mark research also. I removed that because I assume it is intended to be an ash-only feature, and moon only had it because of copy-pasting. And since we're at it, I also reworded the mark description to be more clear about the mark only transferring to a single heathen at a time. ## Why It's Good For The Game I don't think we should have code which does not work. The options are to either remove it, or make it work, and the latter is more fun. ## Changelog :cl: fix: ash mark now properly lowers the cooldown of mansus grasp when triggered /:cl:
## About The Pull Request Currently on live, if you throw a bola at a xenomorph or use a beartrap on them, the legcuff will successfully attach itself to the xenomorph but nothing will happen. It will not be present visually nor apply slowdown to the xenomorph at all, and it also gives the xenomorph no indication that it is attached to them or option to remove it. This PR fixes that problem by moving some human-specific code downwards, allowing xenomorphs to visually have legcuffs applied to them, be slowed down by them and to take them off by themselves. Note that as with all cuff-related items, xenomorphs will break the item immediately upon attempting to resist it at all. Therefore, this PR doesn't really do anything balance-related, although maybe you can buy yourself a half-second while the xenomorph you just bola'd realizes they need to take it off before chasing you down again. Another thing to note is that queens and praetorians don't look right with these overlays applied (they float to the left of their sprite), but that's a bigger issue with a lot of the overlays in general (fire being a big one), to be fixed in another PR. ## Why It's Good For The Game This has bothered me for a while now, so its about time I do something about it. Even if using bolas or beartraps on xenomorphs is practically useless, if we're gonna let players do it then we're going to let them do it right. ## Changelog :cl: fix: Xenomorphs now have legcuffs applied to them properly. /:cl:
## About The Pull Request Currently on live, when an alien hunter goes for a pounce, once the pounce is completed the hunter will rise quite a distance slowly from the floor as setting body_position_pixel_y_offset now is done with animation as opposed to being instant. This looked extremely stupid, so I went and fixed it. Initially, I was going to add some form of trait to cancel out the smoothing effect from a shifting y offset, until I looked at the sprite for alien pouncing and realized it was 96x96 for no reason. For reference, 96x96 is the size of Bubblegum's sprites. So, I just made the sprites 48x32, got rid of the unused sprites (sentinel and drone both had pounce sprites but neither ever had that ability iirc) and adjusted some of the pounce ability's internal offset stuff to compensate and it looks perfectly fine now. Somehow made the image file larger by 243 bytes according to Github but I guess it is what it is. ## Why It's Good For The Game The alien hunter ascending from 2 tiles below where it actually was whenever it pounced was incredibly jarring. This fixes the problem. ## Changelog :cl: fix: Alien Hunter's pounce ability no longer has any weird offset issues once the pounce is completed. /:cl:
<!-- 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 We need the last of the signs added to the game so everyone can see and use them. Adds the Red Mons, The Rune, The Wizard and MOTHS-MOTHS-MOTHS bar signs that were created during the bar sign contest. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game More options for the bar name is a good thing for player choice and diverse player stories. Giving our bartenders more options helps player agency. <!-- 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. --> ## 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. --> ![the-red-mons](https://github.com/tgstation/tgstation/assets/38709973/c614f3d1-a7e0-4de2-8e17-95481aeb1313) ![the-rune](https://github.com/tgstation/tgstation/assets/38709973/2628475f-f30c-4f4d-805c-257a8eb3d22f) ![the-wizard](https://github.com/tgstation/tgstation/assets/38709973/c000ae05-5762-4c41-b1d8-3d832bea46b0) ![moths-moths-moths](https://github.com/tgstation/tgstation/assets/38709973/6f74df0b-3344-4c30-b233-7191230145fb) :cl: add: Adds in the Red Mons, The Wizard, The Rune and MOTHS-MOTHS-MOTHS bar signs from the bar sign contest. Congratulations to the winners! image: Adds in the Red Mons, The Wizard, The Rune and MOTHS-MOTHS-MOTHS bar signs from the bar sign contest. /: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: Ghom <[email protected]>
🆑 optimumtact, whomst didn't write this CL entry. fix: Fixed the colorful lights of the ethereal disco ball. /🆑
## About The Pull Request One day we will have opendream lint to catch this. (WYCI I guess)
## About The Pull Request This stuff has been cramping 100% heavy roleplay style for too long. Somehow, the way maptext is formatted* seems to break tag ends found around a line break. This usually happens when a space with width is found by the end of the line, and I don't recall ever encountering the issue otherwise. Apparently, I've also found out that concatenating two spaces, regardless of width, seems to fix the issue just fine, and that brings in the solution to this whole pedantic problem: a <b>zero-width space</b> at the end of the closing tag. *That's handled behind the curtains by the engine, so I can only throw wild guesses to why it happens. Oh, by the by, I've also changed the tip about text modifiers I've made over a year ago. It was too confusing to read.
## About The Pull Request Fixes some things(check mapdiff2 for them) mainly the double terminal that probably was giving the ruin 0 power consumption i think removes the double invisible tiny fans and replaces them with double vents fixes the areas a bit removes some modifiers on the APC ## Why It's Good For The Game Fixes are good for the game ## Changelog :cl: fix: Fixed some things in Ice Box's gas station ruin add: Adds some things in Ice Box's gas station ruin /:cl:
…d windoors (#81272) ## About The Pull Request Title. Another big updatepaths PR thats been on my radar for awhile. The dir banned var edit is self explanatory. However, I banned icon_state from them as well as there are a big handful of windoors that are either regular, and look like security doors, OR are their mirrored counter part (a south right door var edited to look like a south left door). ## Why It's Good For The Game Avoid mapping sins like this ![image](https://github.com/tgstation/tgstation/assets/70232195/e672f64f-5bba-46f2-9043-c702497d08b2) ## Changelog N/A to players
## About The Pull Request What it says on the tin ## Why It's Good For The Game https://youtu.be/cvfLHTyDv9o?t=4 ## Changelog :cl: Wallem add: Adds a new suicide_act() to the smite spell /:cl:
## About The Pull Request 1. **Qol Stuff** - Screentips & examines for screwdriver, crowbar acts, multiool & wirecutter Also for Alt click - Techfabs can now also use the Mouse drag functionality to set drop target for items - Lathe printing animation now plays on loop instead of just flicking once till printing is finished for more visual feedback 2. **Code Improvements** - Merged `start_making()` with `do_make_item()`. That proc was like only 3 lines long and used only in 1 place so let's just move that code to `ui_act()` - Merged `user_print_item_id()` with `ui_act()`. Again was used only in 1 place so let's just move that code in to save some proc overhead - Sets `processing_flags` for autolathe to `NONE` cause we don't use `process()` - Autodocs vars such as `hacked` , `shocked` etc & procs - `maxmult` is now computed client side saving backend bandwidth, `construction_time` is removed from lathes which did not use it - Removed all usages of lathe taxes and their related vars, removed engineering lathe no tax from ice moon, replaced with normal engineering lathe 3. **Fixes** - Lathe sheet insertion animations are now linked & work again for all material types inserted via remote silo/local storage, silver/titanium/plastic all play the same animation(that is `protolathe_shiny` overlay). Other materials have their own respective overlays - Fixes #81243. Calling `update_static_data_for_all_viewers()` is too expensive for the UI. We should instead use `SStgui.update_uis(src)` which will report the `busy` status to the UI more immediatly - Fixes #81236. Some problems with the params passed to the timer callback. It should now print the correct number of requested items - Fixes #81192. `design.materials` would runtime for custom material items as they were list of texts not materials. We have to pass our manually parsed list of materials for an specific item to ensure they are set & used correctly. Same fixes apply for techfabs as well ## Changelog :cl: qol: adds screentips & examines for screwdriver & crowbar acts & alt click. qol: techfabs can now use the mouse drop functionality to set drop target. qol: lathe printing animation plays on loop while printing rather than flicking once for more visual feedback fix: lathe sheet insertion animations are now linked & work again for all material types inserted via remote silo/local storage fix: printing custom materials items from autolathe works again. fix: printing multiple items from lathes will actually print that correct quantity of items requested. fix: printing items the 2nd time around from lathes won't cause the UI to reload each time. code: autodoc for some vars & procs, merges procs. refactor: Optimized code for autolathe & techfabs in general. Report bugs on github /:cl: --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: Ghom <[email protected]>
… open, fixes some surgeries missing sounds (#81307) ## About The Pull Request Fixes #79318 - See the issue for more information. I fixed the runtimes as expected, and then removed `SURGERY_REQUIRE_LIMB` from some surgeries which don't actually require a limb, such as implant removal, dissection, and living revival. I could've easily missed some, and as a result some surgeries are lost to the void and unselectable, but from what I could tell in testing it seems... fine. - Adds `SHOULD_CALL_PARENT` to surgery `can_start`. Cleans up some surgery `can_start` overrides. - Adds missing sounds to puncture repair surgery. ## Changelog :cl: Melbert fix: Fixed Puncture Repair surgery not having surgical sounds fix: Fixed Surgery Initiator potentially showing invalid surgeries /:cl:
Updates tgs/precompile.sh hook to match what is deployed on campbell. rust-lang/cargo#12654 has set a policy of setting this to be the latest version-2, which kills any kind of signal this could have ever had. cargo's subcrates like `home` are used in almost any complex rust package, so this basically sets the tone for all packages and all crates published after October 8th. A min compiler version should be based on an actual need to use a specific compiler version because of specific features that version has or bugs that version doesn't have. This is signal. Setting to some evergreen value as a matter of course is not signal, its noise. I will not subject myself nor our downstreams to such nonsense.
## About The Pull Request Currently the only way to get a barcode scanner is by spawning as a Curator, this is lame and prevents people to job change into a librarian, so now it can be printed like basically all other service job's tools. Part of computer tech ![image](https://github.com/tgstation/tgstation/assets/53777086/26254e14-b957-41e4-9349-bd4bf848c18c) ## Why It's Good For The Game You no longer have to spawn as a Curator to be able to work in the Library, and Curators can now replace their otherwise completely irreplaceable equipment. ## Changelog :cl: qol: The barcode scanner is now part of computer tech and can be printed at the service techfab. /:cl: --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request I recently played a game where I rotated my skeleton model while rotating my own character at the same time and it being in sync gave me the realization on how cool it would be if the Coroner was able to simply control the skeleton body. I find skeleton displays very funny and I want to see more funny things happen with them, so I thought this would be a good place to start, with the benefits that it also works on mannequins and statues too so they aren't left out. Basically, while it is unanchored, if you have a statue/mannequin grabbed, it will change its direction as you do, and speak the same words you do. Your own messages can only be heard if the person is directly next to you, revealing that it was you talking through it all along. I was originally gonna add this to the simple rotation component but moved off when I decided to add talking through it, I left in the code improvements I made to the component though since it is one of the oldest components and hasn't been touched in a while. Video demonstration (before I added the person also talking, just ignore that missing) https://github.com/tgstation/tgstation/assets/53777086/27242fc3-9649-418d-95cb-b31619319e97 While fixing the Toilet bong's rotation stuff I noticed a lot of it wasn't up to proper code standards so I went over it and fixed issues I had with it. It now doesn't give text saying you found something nasty to species that still likes mice (like flypeople), and fixed its update appearance to match the codebase standard set by the introduction of ``update_appearance`` many years ago. ## Why It's Good For The Game It's a funny small idea I had and got inspired to add, it's a niche mechanic that I think fits the aesthetic I am going for with Coroner and also give a funny interaction with the human-like inanimate objects. ## Changelog :cl: fix: Species that can eat mice don't get disgusted from seeing one in the toilet bong. add: Grabbing an unwrenched statue/mannequin/skeleton model will now move its direction as you move yours, and you can talk through it. /:cl:
## About The Pull Request Finally made things works way they had to. No more pain in changing layers/colors for thermomachine and multiz side connections with huge list of deleted objects. Thermomachines now actually reconnect if they're anchored. Additionally their pipe icon now changes it's color. Multideck connectors are now trinary devices. nodes[1] - front node on same z level; nodes[2] - top node on upper z level; nodes[3] - bottom node on lower z level; ## Why It's Good For The Game Makes things much more easier for atmos techs in thermomachines. Clears huge list of useless deleted objects in multideck connector's nodes list. ## Changelog :cl: mogeoko fix: Thermomachines now reconnect to pipes on multitool's act. fix: Multi-deck connectors won't connect pipes not located in front/top/bottom of it. /:cl:
## About The Pull Request You can now carry combat or survival knife in your mouth, to look like a pirate or a comando or a moron ![image](https://github.com/tgstation/tgstation/assets/104280915/54ce4243-1e65-489d-99f5-7db8e62f6cee) It has 20% chance of cutting you when you pull them out, and clumsy people have 20% chance to accidently swallow the knife and choke when putting it in a mask slot ## Why It's Good For The Game Upgrades the coolness of the game ## Changelog :cl: add: Your mouth now fits combat or survival knives(it's totally safe) /:cl: --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request assembly bombs are bulky (the like ones you make with a tank and an igniter and some other thing) ## Why It's Good For The Game these things can (and usually do) gib people, are REALLY easy to massproduce and you can also fit several in a bag while still easier to use to gib people than TTVs at best i think making them bulky should prevent some dude from carrying like 8 bombs in his backpack and whipping them out and throwing without any warning because they would have to carry it (or invest in BoH but thats sci anyway so) ## Changelog :cl: balance: assemblybombs are bulky /:cl: --------- Co-authored-by: tattle <[email protected]>
## About The Pull Request Just makes salicylic acid and oxandrolone scale with purity (so they're consistent with libital & aiuri scaling) ## Why It's Good For The Game Now mass producing good salicylic acid / oxandrolone with a chem factory takes some effort. ## Changelog :cl: balance: Oxandrolone now scales with purity. Its default purity is 100% balance: Salicylic acid now scales with purity. Its default purity is 100% /:cl:
## About The Pull Request Makes it so that regenerative nanites no longer harm slimepeople and in fact heal them. This was originally PRed downstream by myself in [Bubberstation](Bubberstation/Bubberstation#1143) and i've thought to PR it upstream as well to avoid conflicts in the future, i do think it's a ok change for upstream as well, whilst Nukies cannot be slimepeople on TG similar to Bubber, they can (in theory) induct a traitor slimeperson into the team who wouldn't be able to get healed from the nukie borg. The traitor could also emag the nukie borg to flip them from working for the nukies. Odds of either of those happening? Very implausible. However, i still i don't see how it would negatively affect nukies either. ## Why It's Good For The Game It's kind of dumb that these magical syndicate nanites that are meant to be able to heal virtually any wound flounder in the face of slimepeople. ## Changelog :cl: fix: Restorative Nanites now heal Slimepeople just as well as they do other people. /:cl:
## About The Pull Request ### work started 12/12/2023 you may alt-click action buttons to bind them to a key these are subject to click cooldown and if an action successfully triggers click cooldown is triggered so you cant instantly do multiple alt-click again to unbind ## Why It's Good For The Game moving your mouse to the top left corner to do combat is not good gameplay ## Changelog :cl: qol: you may altclick action buttons to bind them to a key /:cl: --------- Co-authored-by: MrMelbert <[email protected]>
## About The Pull Request I was failing to clear the input removal if we had no movement So you'd step, stop moving, and retain it Then whenever we rotate, we continue to hold onto that removal forever. Weird. Handles... part of? #81501 ## Changelog :cl: fix:Blocking movement works properly again /:cl:
…496) ## About The Pull Request Prior to this PR, if an individual spawner allowed more than one uses, it would still display as one use in the menu. Not only that, but infinite spawners would also show as having just one use. Both of these behaviors have been fixed, resulting in a much more accurate depiction of how many uses are left on each spawner. ![image](https://github.com/tgstation/tgstation/assets/58045821/77508cdd-66bf-4d85-9dd7-c25f8ccd41b6) (The first spawner isn't normally infinite, I just used VV to edit its `infinite_uses` to `1` for the sake of proving that the display worked). ## Why It's Good For The Game Being able to know that a spawner is infinite is a good thing for players, just like being able to know how many uses are left if an individual spawner can be used by more than one player. ## Changelog :cl: GoldenAlpharex fix: The Spawners menu now accurately displays the amount of uses left in each spawner option, taking into account individual spawners that either allow more than one use, or an infinite amount of uses. /:cl:
…machines. (#81467) ## About The Pull Request This is something I've discovered while working on the previous PR. ## Why It's Good For The Game Prevents future issues with non-constructable vending machines that use categories, since we don't have any such thing rn. ## Changelog N/A
A maintainer on the discord told me it looked like I could fix it myself, so I gave it a shot. ## About The Pull Request Fixes #81503. All I did was swap out the name "bibimbap" with "bulgogi_noodles" in the "result" field in the file "code/modules/food_and_drinks/recipes/tablecraft/recipes_martian.dm". Now it should call the right food, since the icon and stats and stuff are all stored under that name! The stats are in code/game/objects/items/food/martian.dm The icon is in icons/obj/food/martian.dm ## Why It's Good For The Game Well, I like to cook stuff, and it peeved me that when I tried to make bulgogi, it made bibimbap instead. I was excited for the little pixely food with the little pixely stats that I wanted, and got one slightly different! Imagine my horror! My fix will solve this problem. ## Changelog :cl: fix: Crafting Bulgogi no longer makes Bibimbap. It instead makes Bulgogi. /:cl:
## About The Pull Request 1. paper's examine was defined twice, which made spacemandmm throw a minor notice about 2. paper's altclick had a second arg for some item, which would never be the case because that's not a real arg 3. there was a check for src's type, now just removed to the type's altclick 4. some papercode was sitting in paper plane code file, now moved the rest is misc changes such as replacing camelCase and using SECONDS. ## Why It's Good For The Game None of this is player-facing but it's updating some rather old code to more modern code standards. ## Changelog Nothing player-facing. --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request This is mapped in a few places and I thought it would be better to have a subtype of rack to use rather than varediting the icon and state. ## Why It's Good For The Game The less varedited icons the better imo, it's way easier to ensure icons aren't fucked up this way and easier to fix too. ## Changelog No player-facing changes.
## About The Pull Request Basically, this means players holding cardboard cutouts will now assume their appearance, just like for potted plants. Good for pranking. I've had to tweak the tactical component and the waddling element a bit to get them to work as intended while dealing with the multiple sources of the waddling element. ## Why It's Good For The Game ![](https://media1.tenor.com/m/X1GimXmuByYAAAAd/tom-cruise-doorbell.gif) ## Changelog :cl: add: Players holding cardboard cutouts will now assume their appearance, just like for potted plants. /:cl:
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 |
About The Pull Request
rebases to TG
Why It's Good For The Game
less broken things
Changelog
🆑
add: TGstation
/:cl: