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Test pr #11

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Test pr #11

wants to merge 172 commits into from

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JohnFulpWillard
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About The Pull Request

sup mods

intercepti0n and others added 30 commits March 7, 2024 09:19
….l` and `.r`. Also a big clean up of `say` because its support for non-mobs was lackluster. (tgstation#81848)
…tation#81864)

## About The Pull Request
wolves got refactored but the ore vents were still spawning the old
versions, this fixes it and removes the old wolves from the code

## Why It's Good For The Game
fixes ore vents spawning old wolves

## Changelog
:cl:
fix: fixes ore vent spawned wolves being untammable
/:cl:
…ommon annoyances when testing new maps (tgstation#81697)

## About The Pull Request

Adds `MAP_TEST` compile flag. 

This compile flag blocks common things which make it difficult to test a
map.

Things this applies to: 

- Rats no longer spawn. 
- Rat spawning will (obviously) break up the powernet, which is
INCREDIBLY annoying when trying to test if all the rooms of the station
are wired correctly (or testing which rooms lose power first, etc)

- Light tubes no longer break on initialize. 
- Random light breakages can easily cause mappers to accidentally over
light a room.

- Roundstart command report is not printed. 
- Might be a personal preference, but it's kinda annoying to hear the
alert over and over again.

- Random events do not trigger. 
- Some events such as gravity generator outage can trigger with 0
population.
   - Random camera breakage event can cause over-placement of cameras. 
   - Other stuff tends to just get in the way. 

- Station traits do not trigger. 
- Probably the biggest annoyance. Many traits modify the map in some way
which disrupts testing.

- Roundstart landmarks don't self deletes. 
   - Allows mappers to use sdql to find them. 

- Mapping verbs start enabled. 

Obviously more things can be added if they come up.
## About The Pull Request
Tram botany now has roundstart watering cans and syringes
## Why It's Good For The Game
Not having watering cans is annoying because every other map has them,
but on tram you have to print them manually.
Syringes are also useful to botanists.
## Changelog
:cl:
qol: Tramstation botany now has roundstart watering cans and syringes
/:cl:
…x length (tgstation#81869)

## About The Pull Request
There's a one character discrepancy between the maximum length in the
tgui input panel and that of the copied text, that's because
`copytext("123456", 6)` will actually return `"12345"`, cutting off the
last digit, so we need to increment the `max_length` by one if we want
the right amount of characters to be return. This is also somewhat
detailed in the DM lang "bluebook", and is in line with how
`list.Copy()` also works.


## Why It's Good For The Game
This fixes the museum password pad, which trimmed the last character of
the input because of this oversight.

## Changelog

:cl:
fix: Fixed the tgui text input trimming the last character of the input
if it hits the maximum length.
fix: This also fixes the PIN pad leading to the right wing of the museum
away mission.
/:cl:
…gstation#81870)

## About The Pull Request
This is a webedit and on my phone
Removes a nanomachine pizza from the chef deathmatch map

## Why It's Good For The Game
Fixes tgstation#81860 
## Changelog
:cl:
del: Removed a nanomachine pizza from the deathmatch meat tower map that
allowed you to become a borg
/:cl:
## About The Pull Request

Adds the Shark and Shork Costume to the game, craftable via carp scales.
In addition, adds the ability to use a shark costume to craft a shark
plushy.


![ge1uucdAYn8xAAAAABJRU5ErkJggg](https://github.com/tgstation/tgstation/assets/81540056/52d66419-4946-4c0e-8061-8b03e6858a53)

![J2YyKAAI2pNXkXCAyMAAI0sAajuhAYE4FeBciufHkQc53Vij1rxorYmNyadxkKAQRo3lII0FBclnqOiQAChACNyZ95l4ER6FWAbFjkcSrxraha5Q7MF6guBHongADNkZcQvt5bkwIhMDACCBACNDCXpbpjItCrAI0JHO8CAQikE0CA0hliAQIQ6EgAAeoIjmwQgEA6gf8Bgzt4GlTrNLUAAAAASUVORK5CYII](https://github.com/tgstation/tgstation/assets/81540056/a2691688-b6e9-493d-99ec-ef729cf6cb06)


It is five carp scales and five leather to craft the shark costume, take
the costume and craft it with wirecutters to make a shork costume. Take
a shark costume, 10 cotton, and five cloth to craft a shark plush.

## Why It's Good For The Game

Good and funny costumes that give an additional use to pre-existing
crafting materials = good
Giving players another way to craft the shark plushie = good

Todo:
- [x] Make sure shit wont break
- [x] Add the crafting recipe for the costume
- [x] Add the crafting recipe for the shark plushie
- [x] Profit??

## Changelog

:cl: Drag
add: Adds the Shark and Shork costume. Blahaj lovers rejoice!
/:cl:

---------

Co-authored-by: Aki Ito <[email protected]>
## About The Pull Request

Fixes tgstation#81827

## Why It's Good For The Game

Autosurgeons are deliberately not resuable for almost all instances they
show up in the game.

This is fine for a single use insertion of a highly illegal organ, the
autosurgeon then allowing you to entirely ignore surgery and player
interaction to get various power boosts via cybernetics from that point
onwards seems unintended.

## Changelog
:cl:
fix: Spies no longer have access to infinite use autosurgeons.
/:cl:
## About The Pull Request

Should fix this CI error.


![firefox_JiarBI7EY5](https://github.com/tgstation/tgstation/assets/13398309/b456900c-e97c-4184-8615-98752ee6349a)

`parent` used to be a weakref but since it's not any longer (as of
tgstation#81751) we need to manage the ref more carefully.

The forensic datum should be getting `QDEL_NULL`'d in `atom/Destroy()`
but I think what was likely happening was somehow, something was adding
a forensics datum again after the atom was qdeleted. This should
hopefully prevent that from happening.

## Why It's Good For The Game

Less CI errors

## Changelog

Nothing player facing
…ation#81845)

## About The Pull Request

While doing my other ID/manifest-related prs, I noticed that the access
management program doesn't update properly when you authenticate,
causing it to not show which templates you can apply until you manually
refresh the UI (close&open, yadayada).

This seemed to be because it calls `update_static_data(user)` on the
program itself, which attempts to find a UI attached to the program for
that user which it then can't find. Calling such on the *computer* lets
it actually find and update the UI.
We then decide to replace it with `update_static_data_for_all_viewers()`
as multiple people could be looking at the consoles in which this
happens most commonly.
## Why It's Good For The Game

It was getting *really* annoying, this fixes that.
## Changelog
:cl:
fix: Plexagon Access Management actually updates the shown template list
on authentication, avoiding needing to refresh/reopen/somesuch the
program manually.
/:cl:
## About The Pull Request
Extends the metric prefixes some things will display. Adds the quecto,
ronto, yocto, zepto. atto, exa, zetta, yotta, ronna and quetta prefixes.
## Why It's Good For The Game
Makes it easier to read the numbers when someone manages to break atmos
or whatever.
## Changelog
:cl:
qol: Extended the metric prefixes.
/:cl:
## About The Pull Request

HoP (or anyone with id console access) can give EVA access to
non-command crewmembers

## Why It's Good For The Game
Its a bit weird that the HoP can't give EVA access to non-command
crewmembers since people always tide in or ask the AI or a head of staff
to open the shutters for them when they plan on exploring space, Also
this gives the HoP more stuff to do

## Changelog
:cl:
qol: EVA can be given now in common access slots for non-command
crewmembers.
/:cl:
tgstation#81871)

## About The Pull Request
Uninverts the top left corner of the treatment center in Icebox medbay.
I just moved walls, floors, machinery, tables, etc. around a little bit.
I also adjusted the tile decorations to match the changes.
## Why It's Good For The Game
Restores working space to a room that needs it more than a hallway.
Makes it possible to set up a proper stasis bed-operating
table-operating computer workstation in that corner, if you so please.
## Proof of Testing

![image](https://github.com/tgstation/tgstation/assets/46693163/b5095336-1a76-41dd-bddd-64a340b239f4)
I checked to make sure you can use the machinery I moved around.
Everything is still accessible.
## Changelog
:cl:
qol: Uninverted the inverted corner of the Icebox medbay treatment
center.
/:cl:
…bility procs now adjust unconscious (tgstation#81873)

## About The Pull Request
Meth, maints tar, synaptizine, and nicotine now all use the
`AdjustAllImmobility` to handle their stun reductions, instead of
individually adjusting all 5-6 immobility effects. `AllImmobility`,
`SetAllImmobility`, and `AdjustAllImmobility` now also affect the
unconscious status effect as well. I'm calling this a bug/consistency
issue, since every chem that didn't already use `AdjustAllImmobility`
was adjusting the unconscious status effect anyway, and they are all
clearly trying to do the same thing.

If I missed anything that could also be replaced with
`AdjustAllImmobility`, let me know and I'll fix it.
## Why It's Good For The Game
Makes things more consistent, and consistency is good.
## Changelog
:cl:
code: Chem stun reductions are now applied more consistently.
fix: Chem stun reductions should now more consistently apply to
unconsciousness.
/:cl:
comfyorange and others added 28 commits March 14, 2024 11:25
… energy weapon mechanics) (tgstation#81819)

## About The Pull Request

Thermal pistols now can be 'cranked' in order to reload them, similar to
a smoothbore disabler. Each 'crank' recharges one shot out of 8 shots.

And by crank, I mean you SPIN THE GUN. In order to spin guns, you need a
holster. So, without a holster, you can't utilize this mechanic of the
pistols.

(Also they're more accurate while dual-wielded hoo haa)

Thermal pistol crates are now slightly more expensive, at 2000 credits.
(is this even a balancing point now that we have stocks?)

## Why It's Good For The Game

People really liked what was going on in this [PR with the gun flipping
resulting in a
reload](tgstation#76076). However, it
was...maybe a little too strong.

As a more middle ground approach, the gun crank component was a
particularly helpful addition to the game that allows for things
like...slow bullet-by-bullet reloading of even energy weapons.

## Changelog
:cl:
balance: Thermal pistols can now be 'cranked' to recharge shots. You
must have a holster equipped in order to utilize this feature. Also,
they have a tighter dual-wield cone.
balance: Thermal pistol crates are now 2000 credits, up from 1400
credits.
/:cl:
## About The Pull Request

Summon Simian now, as opposed to summoning actual gorillas at max level,
the caster is instead granted a free gorilla transformation spell
instead.

## Why It's Good For The Game

I wasn't exactly aware that Summon Simians could summon actual gorillas
when I buffed gorillas mainly for traitors, so wizards could use the max
level spell to spam powerful gorillas who could easily wipe the station
in a very short amount of time. Ideally, this change should reign in max
level Summon Simians while still giving users a reason to max it out.

## Changelog
:cl:
balance: Max level Summon Simians now grants the wizard a free gorilla
transformation spell as opposed to allowing the wizard to summon
fully-grown gorillas.
/:cl:
…k is a bioware?). (tgstation#81907)

## About The Pull Request
Prevent bioware list deletion runtime (biowares remove themselves from
the biowares list when deleted) by making it a lazy list delete.
## Why It's Good For The Game
Removes a runtime.
## Changelog
:cl:
fix: Prevent runtime from humans with biowares gettingn deleted.
/:cl:
…der tables. (tgstation#81921)

## About The Pull Request
This PR fixes yet another small issue with elevation.

## Why It's Good For The Game
This PR fixes yet another small issue with elevation.

## Changelog

:cl:
fix: Fixed the larva "hide" ability not properly hiding larvas under
tables.
/:cl:
## About The Pull Request

Irradiated meteors have been given a little tune-up, because they are
kind of underwhelming right now.

Presently, they do less damage than a standard meteor. At some point its
impact effect was reduced to a single radiation pulse (which does
absolutely nothing).

Now, they hit harder, deeper, and leave behind a pile of radioactive
sludge. Let's see how it looks:


![image](https://github.com/tgstation/tgstation/assets/28870487/d4670bc7-fe42-4f6b-ab1b-b56f55b1b12e)

Oof, wouldn't want that hitting MY department!

You'll have to clean up the radioactive sludge, and should probably wear
protective equipment while doing so. Also, they will show up slightly
less often now, as they are more threatening now.
## Why It's Good For The Game

Re-implements Flavor for an effect that lost its taste since being added
10 years ago. An irradiated meteor doesn't do anything besides look
pretty and green right now.

Currently irradiated meteors are really boring and not threatening --
antithetical to the idea of a "radioactive meteor". Now, there's a much
more interactive and measurable impact when one hits.
## Changelog
:cl: Rhials
balance: Irradiated meteors now hit harder and leave behind radioactive
goop.
/:cl:
## About The Pull Request

This PR makes 2 changes, one to the crusher and one to the PKA

Crushers: Their projectile no longer overrides eachother, so a mob can
have the blue bubble from several crushers. Triggering it will only
trigger the one that you own, so each player has to go hit the mob to
strike.

PKA: Fixed the minebot passthrough upgrade, and also adds a human
passthrough upgrade. They are incompatible with eachother, so you choose
between solo+minebot or coop, which is a compromise I thought as a
better alternative to taking mod space (the minebot passthrough
currently takes none). This upgrade is available solely at the mining
vendor, for 750 points.

## Why It's Good For The Game

The new mining has been great, and one thing I love is that it
encourages more coop play. Excavating boulders with other miners is much
more engaging and has good teamwork in it, and also is a good way to
encourage miners to stick together more and even fight megafauna in
pairs.
This hopes to make that easier to do, because currently having anyone
with a crusher is sort of a detriment to the whole team. Either the PKA
dude will accidentally shoot the crusher user while they're going in for
a melee kill, or 2 crusher users will be constantly erasing the mark of
the other. This will hopefully make that aspect better, and make mining
with friends a little better.

## Changelog

:cl:
balance: Crusher marks no longer overwrite eachother, fauna can have one
from each crusher.
balance: Ash drake's crusher trophy no longer affects people the same
faction as you (like hiero trophy), so you won't friendly fire people
with it.
add: Added a new upgrade: Human Passthrough. You can shoot your PKA
without having to worry about friendly fire with this, for 750 mining
points at your mining vendor.
fix: Minebot passthrough upgrade now properly makes PKAs pass through
minebots.
/:cl:

---------

Co-authored-by: MrMelbert <[email protected]>
## About The Pull Request
Well, it's a station trait that makes a small number of (non-secure)
closets function as if splashed with eigenstatium (which turns them into
teleportation cabins of some sort). However, they're subtler, they lack
the transparency and blueish tint, and don't make sparks.

This PR also demotes the Eigenstate subsystem to a singleton global
datum. It doesn't fire, it doesn't init, it plain doesn't belong amongst
the big boys.

## Why It's Good For The Game
This should be a mildly interesting station trait.

## Changelog

:cl:
add: Added a 'Closet Anomaly' station trait, which links and turns a
portion of the roundstart closets into impromptu teleporters.
/:cl:
## About The Pull Request

I merged tgstation#81875 when there was still an open review.
As penance I have completed the requested review because the PR should
not actually have been merged yet.

Additionally while I was there I generated different icons for both
"Summon Simians" and its granted gorilla transformation spell.

![image](https://github.com/tgstation/tgstation/assets/7483112/a541bf96-f277-445a-8019-f1bb88fcf1c6)

They aren't really original art, they're composites of existing sprites,
but I think they look better than what they were before.

## Why It's Good For The Game

This might have caused some small reference management issues if left
unaddressed.

## Changelog

:cl:
image: Updated button icon for Summon Simians and Gorilla
Transformation.
/:cl:

Other change isn't user-facing.
)

## About The Pull Request

This simply adds versions of the build/run vscode tasks that add
`-DLOWMEMORYMODE` when calling the build script, which compiles the
server with the `LOWMEMORYMODE` define, for faster testing of features.


![image](https://github.com/tgstation/tgstation/assets/65794972/ca679fef-2415-475b-86c0-2b40757f9bc3)

---------

Co-authored-by: Ghom <[email protected]>
type mismatch due to feeding non text into span defines
## About The Pull Request

Instruments now use TGUI as their editor which is pretty cool.
It's mostly a 1:1 remake of the HTML UI except I did make a change to
make the playback options a little more compact, leaving some more space
for the editor before you have to scroll, and some other minor things
that were made to make the UI hopefully nicer to look at and mess with.

When there's a song to play - While playing, Repeat section can't be
edited

![image](https://github.com/tgstation/tgstation/assets/53777086/33f21ca3-98d8-4147-83e7-74e7611463e6)

Help section and UI when there's no song put in

![image](https://github.com/tgstation/tgstation/assets/53777086/babd30ab-9551-448b-9fe6-24e0b0535caf)

## Why It's Good For The Game

It is yet another step in finishing up
https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
Instruments especially were in a poor spot because they didn't respect
things like ``IN_USE`` to not refresh if it's not the "UI" you are on,
and such.

## Changelog

:cl:
refactor: Instruments now use TGUI.
/:cl:

---------

Co-authored-by: Ghom <[email protected]>
## About The Pull Request
This PR adds a **persistent** piggy bank to the station vault that,
while it can hold up to 3300 credits carried between shifts. However,
you can only insert up to 1600 (on top of the 50 creds it
auto-generates) each shift, so it does take a small, itsy bitsy of
patience to fill it to the brim.

## Why It's Good For The Game
I put some effort coding persistent piggy banks when making the
cafeteria PR for the museum away mission a while ago (which apparently
isn't enabled yet because the key holders forgot to ig). It'd be a shame
of all the existing code were only used for a single persistent piggy
bank.
…1488)

This PR adds a new logging category and a logging message specific to
SSore_generation's initialize, logging the number of vents of each size,
as well as the number of random and proximity based ore spawns due to
cave generation and map generation.

Currently drafted as I could use some feedback as to why I'm not seeing
the logger.log() messages not appearing on any of the current in-game
log files 👍

Useful for data logging to determine how many of each type of ore is
spawned on the map, for the purposes of determining how much ore is
being spawned manually over the automatic amounts based on the vents,
with the quantity of ores spawning being a product of the ore vent sizes
being logged as well.
@JohnFulpWillard JohnFulpWillard deleted the test-p branch March 14, 2024 21:38
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