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Test pr #11
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Test pr #11
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….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:
## About The Pull Request tgstation#80906 (comment)
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:
… 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.
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About The Pull Request
sup mods