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Fix translate after 18.01.2025 mege upstream #1016
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…not calling it like 50 times per update call (tgstation#89019)
## About The Pull Request Adds a pair of nuar glasses in detdrobe premium tab, which makes them see the world in black and white colors.
## About The Pull Request It just fixes a small typo i caught while testing other things on my private server. ## Why It's Good For The Game TYPOS BAD. ENGLISH GOOD.
## About The Pull Request balloon_alert is async and thus should not be called on objects that are about to qdelete
## About The Pull Request Add `span_class` macro to use instead of <span class='class'> (now only used for changes I made to radio examine). Make radio channel tokens info from headset examine more readable by color coding and displaying it in list format. Currently set broadcast frequence is also color coded and bold. ## Why It's Good For The Game It's now easier to understand headset examine info :D <details> <summary> Before </summary> ![image](https://github.com/user-attachments/assets/6b5d7533-6b8e-47b9-9cd2-7c7a92552ca2) ![image](https://github.com/user-attachments/assets/7fcbde2b-0817-4db6-aca8-d15c17d708be) </details> <details> <summary> After </summary> ![image](https://github.com/user-attachments/assets/6e9a7156-9c76-4843-8a45-7fce752a7b27) ![image](https://github.com/user-attachments/assets/50e5fb70-eb18-4fc5-803a-070774c73ccf) </details> ## Changelog :cl: qol: tokens and channel names in radio headset examine are now color coded and display in list format qol: broadcast frequency in examine is also color coded code: add new `span_class` macro /:cl:
## About The Pull Request This PR adds the fish pun speech filter to space carp. This was originally added and implemented for crabs and lobsters but it seems like it should be fine on space fish as well. Space Dragons don't have this because Dragons are more refined than the riff-raff and take classes on proper diction. ## Why It's Good For The Game For some reason space carp can speak common if they are sapient. Most sapient space carp come from space dragon rifts so it's useful for them to be able to speak to each other and coordinate. I think it's kind of weird that they can talk to the crew to be honest, but it's probably more fun that they can. That said, if they are going to be able to communicate with the crew then they should have to talk like a fish. ## Changelog :cl: add: Space Carp now have a more distinctive accent when speaking Common. /:cl:
…tation tests (tgstation#89026) ## About The Pull Request this stops gibs from being streaked from spawners during unit tests, as there's a chance it might just go into space, causing a mapping nearstation test failure. there's already a precedent for the "just disable it during unit tests" solution with tgstation#87878 ## Why It's Good For The Game flaky tests bad :3 ## Changelog no player-facing changes
## About The Pull Request An alternate to tgstation#89040 ![Screenshot 2025-01-12 035024](https://github.com/user-attachments/assets/230e599a-8cae-4dba-8dee-4e9975b7a61e) Refactors the UI Adds scrollbar to section rather than window so that the title doesnt disappear Gives more contrast to the window's main content section Tooltip now shows closer to the mouse. It was far off in some cases Functions! ## Why It's Good For The Game Fixes a ui bug ## Changelog :cl: fix: Fixed icon spacing in the late join menu. /:cl:
…hen perceived food quality is too high (tgstation#89011) ## About The Pull Request When going through runtime logs earlier, I noticed the edible component's examine logic would have an index out of bounds runtime whenever a lizard were to observe a piece of stinging flatbread. This seems to be because its `examine(...)` proc would call `get_perceived_food_quality(...)`, getting an `8`, and then use the resulting value as an index for `GLOB.food_quality_description`, while the highest value for such is `FOOD_QUALITY_TOP = 7`. Trying to find similar issues I noticed `checkLiked(...)` would cap it to `min(food_quality, FOOD_QUALITY_TOP)` before running anything that cared about it. So in this pr we just move that `min(food_quality, FOOD_QUALITY_TOP)` call into `get_perceived_food_quality(...)` right before it returns, catching all our potential out of bounds issues. This fixes our issues. ## Why It's Good For The Game Fixes jank. ## Changelog :cl: fix: Examining edible items with too high of a perceived food quality no longer runtimes and actually displays a food quality message. /:cl:
## About The Pull Request tgstation#82676 Added medipens into deepfryer blacklist as it allowed them to be filled with custom reagents. Xenobio autoinjectors that are made from industrial crossbreeds function very similarly to medipens with few differences. However, they have a different typepath from medipens so they were not included in the original PR. This adds them into the blacklist too. ## Why It's Good For The Game Xenobio autoinjectors are not ment to be filled with custom reagents, this fixes that. ## Changelog :cl: fix: Xenobio autoinjectors, such as mending solution from industrial purple crossbreed, cannot be deepfried and thus filled with custom reagents using saltshaker anymore. /:cl:
… loading (tgstation#89024) ## About The Pull Request So, funny thing. The syndie base lazy template loads recursively, as it contains two shuttle docks (infiltrator and steel rain). But stationary shuttle docks will immediately load their `roundstart_template` _asynchronously_ upon Initialize. This can cause issues - such as the shuttle's atoms being initialized before everything else is, in a weird way. The usual side-effect of this would be runtimes resulting from the shuttle's initialized walls trying to smooth with non-initialized turfs on the template that loaded it. I simply moved to stationary docking port's async load to LateInitialize. There's prolly a better long-term solution, but this doesn't hurt, and solves the relevant issue. you know i really hope we don't have _3_ layer map templates anywhere. ## Why It's Good For The Game less runtime good. ## Changelog :cl: fix: Fixed an icon smoothing error caused by shuttles during recursive map loading, i.e the nukie shuttles with their base. /:cl:
## About The Pull Request currently, the watcher trophy has no effect on 95% of the lavaland mobs since theyve all been refactored to basic mobs, this rectifies that ## Why It's Good For The Game Fixes the watcher trophy not working on basic mobs ## Changelog :cl: fix: Fixes the watcher trophy not working on basic mobs /:cl: --------- Co-authored-by: Jacquerel <[email protected]>
## About The Pull Request I've noticed that the RCD can print every station airlock type besides hydroponics, this seems to be an oversight. It still cannot be used to print science airlocks (not research) as these do not appear on the station by default, if you want to use these you'll need to use the airlock painter. ## Why It's Good For The Game This allows the RCD to print all airlock types that start on the station by default, fufilling its role as a repair tool. ## Changelog :cl: fix: The RCD can print Hydroponics airlocks /:cl:
…text (tgstation#89048) ## About The Pull Request Admiring was broken, and looking into it, it's because it didn't actually pass the user as `user` and instead as `source`, which is supposed to be the aquarium movable. Changing this fixes our issue. Then I noticed admiring was kind of jank for fish tanks (item)- you could right click to admire it, but only if it's not in-hand. At the same time, you could left click admire aquariums when the panel is closed, but you _can't_ left click admire fish tanks even when they're in hand. So in this pr we actually let you admire fish tanks when in your active hand, both left click and right click, left click only working if the panel is closed. Similarly, the tooltips for such would only get displayed when your hand were to be empty, so this makes it also account for the held item being the fish tank. I also noticed the open/close panel tooltip was inverted, so I inverted it to be the right way around. ## Why It's Good For The Game Nice if it works. Nice if it doesn't feel incredibly jank. Nice if the tooltips display more. ## Changelog :cl: fix: Aquarium/fish tank admiring works again. fix: Inverted aquarium/fish tank panel opening tooltip to be the right way. qol: You can actually admire an in-hand fish tank by clicking on it. qol: Aquarium/fish tank admiring tooltips are more consistent. /:cl:
…ion#89042) ## About The Pull Request Fully black eyes caused division by zero in their overlays yeah. ## Changelog :cl: fix: Fixed division by zero runtimes caused by black eyes /:cl:
… examine code (tgstation#89036) ## About The Pull Request Closes tgstation#89006 Also fixed a division by zero in very, very weird examine code ## Changelog :cl: fix: Custom vendors now sanitize their inputs fix: Fixed a division by zero in custom vendor code /:cl:
Co-authored-by: gleypi <gleypi>
…on#89112) ## About The Pull Request Forgot about airless plating when designing it, so some air always leaked out from the breached insulator wall every round. ## Changelog :cl: fix: Fixed active turfs on the new Turreted Outpost ruin. /:cl:
## About The Pull Request Another SmartFridge restyle aimed at improving the UI/UX. Finally used the new component (ImageButton) as I originally wanted to, but I kept failing. If you need to get a certain amount of fruit, you don't have to type in how much you need and then click on the fruit, just type it in and the fruit will be dispensed immediately, example in the video below. There are a total of 3 options to get what you need with SmartFridge: 1. Just click on the product, you will get 1 unit, nothing new. 2. Enter the required value, this was already there but it became a bit more convenient because you don't have to click on the product after entering it. 3. Press Right Mouse Button to get everything at once. ## Why It's Good For The Game Better UI/UX (No offense to those who made the past variations, they tried their best, but now there is a special component for such purposes, which makes it very much easier) ## Demonstration <details><summary> Comparison screenshots </summary> | Old (Grid) | New (Grid) | | - | - | | ![image](https://github.com/user-attachments/assets/e4ee68fd-c984-402b-a265-864c08f17771) | ![image](https://github.com/user-attachments/assets/a5334f86-22a4-4509-a6c7-09e5b39cc113) | | Old (List) | New (List) | - | - | | ![image](https://github.com/user-attachments/assets/ef5e4a29-470d-4c5e-9776-5bf2af508fb5) | ![image](https://github.com/user-attachments/assets/653ad2f0-247e-4002-8f1f-93b76c77ff67) | </details> <details><summary> Video </summary> https://github.com/user-attachments/assets/c8788707-5947-4f1e-8a3c-6a56ac983e98 </details> ## Changelog :cl: qol: SmartFridge got another redesign, and you can dispense all amount of product in one click (RMB on product) /:cl:
…ather than trait gene [NO GBP] (tgstation#89089) ## About The Pull Request ![image](https://github.com/user-attachments/assets/3d4c5d7a-904c-4b63-a6c8-8c65e1a490da) Didn't know that some plants have reagent traits defined for grafted traits. It didn't work because the trait_db contained only subtypes of `/datum/plant_gene/trait`, but not `/datum/plant_gene/reagent`. ## Why It's Good For The Game Fix ## Changelog :cl: fix: Fixed plant analyzer UI crashing on plants that have a reagent gene on their graft fix: Plants with reagent traits in the graft now properly say the name of the grafted reagent /:cl:
## Что этот PR делает Merge upstream 18.01.2025 ## Summary by Sourcery Update the plant analyzer to use a TGUI interface, add new features to the hydroponics system, and apply various bug fixes and quality-of-life improvements. New Features: - Added a TGUI-based UI for the plant analyzer, replacing the previous chat-based output. Tests: - Added unit tests for nearsightedness. --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: paganiy <[email protected]> Co-authored-by: hyperjll <[email protected]> Co-authored-by: SmArtKar <[email protected]> Co-authored-by: Jacquerel <[email protected]> Co-authored-by: Lucy <[email protected]> Co-authored-by: Jeremiah <[email protected]> Co-authored-by: _0Steven <[email protected]> Co-authored-by: Aniantan <[email protected]> Co-authored-by: Ben10Omintrix <[email protected]> Co-authored-by: NamelessFairy <[email protected]> Co-authored-by: Y0SH1M4S73R <[email protected]> Co-authored-by: Iamgoofball <[email protected]> Co-authored-by: high-speedspin-cycle <[email protected]> Co-authored-by: SyncIt21 <[email protected]> Co-authored-by: Hatterhat <[email protected]> Co-authored-by: Hatterhat <[email protected]> Co-authored-by: Tim <[email protected]> Co-authored-by: jimmyl <[email protected]> Co-authored-by: Ghom <[email protected]> Co-authored-by: Josh <[email protected]> Co-authored-by: Josh Powell <[email protected]> Co-authored-by: OrionTheFox <[email protected]> Co-authored-by: LemonInTheDark <[email protected]> Co-authored-by: Andrew <[email protected]> Co-authored-by: Profakos <[email protected]> Co-authored-by: tonty <[email protected]> Co-authored-by: Waterpig <[email protected]> Co-authored-by: zoomachina <[email protected]> Co-authored-by: gleypi <[email protected]> Co-authored-by: EnterTheJake <[email protected]> Co-authored-by: Aylong <[email protected]>
This pull request updates the server NanoMaps. Please review the diff images before merging. Co-authored-by: NanoMap Generation <[email protected]>
## About The Pull Request ![image](https://github.com/user-attachments/assets/30f5dced-1452-4fd4-8102-9e6e949abbd3)
## Что этот PR делает Фикс винительного падежа у дизейблеров
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Что этот PR делает
Исправляем ветку translate после слияния с восходящим потоком #1014
Summary by Sourcery
Update the plant analyzer to use a TGUI interface and fix various bugs.
New Features:
Bug Fixes:
Enhancements:
Tests: