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Rebase update #24
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Rebase update #24
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…ignificantly easier to make. Projectiles can now have damage falloff. (tgstation#78927) ## About The Pull Request Allows for damage falloff to apply to more than just shotgun pellets. Now any projectile can have a damage falloff defined. Scatter Laser shells no longer use the minigun beams to determine their damage. Instead they use the actually defined scatter laser beams. Those beams do 7.5 damage per pellet, times by 6 pellets. Scatter laser beams now have damage falloff, a separately defined (positive) wounding power from normal beams, and wound falloff. Scatter laser shells can be printed from security protolathes once you have weapon tech. Scatter laser shells _may_ be damaged by EMPs based on severity. The result is that it fires a practically useless volley of laser fire. They cause a honk sound when they hit, so you know when you've shot one of these. ## Why It's Good For The Game Well, we want shotguns universally to not be defined by their damage output (especially extreme damage output) but by niche. What does the scatter laser shell currently occupy as a niche? The single highest damage output of any projectile weapon in direct damage. The thing we don't want of shotguns, and it is reigning champion of all guns. Okay, that's a bit misleading, because obviously it is competing with the likes of .50 BMG which does 70 damage outright and dismembers limbs, potentially doing upwards of 90 damage if it does, and also hard stuns people. Obviously _that_ is technically a stronger bullet. But not for raw damage, because the scatter laser does 90 damage out the gate, barring any potential wounding that might occur which increases the damage multiplicatively. No gimmicks, no extra procs, nothing. It's just 15 force lasers (with no damage dropoff) split between 6 beams. And the reason for this is because this shell has been nerfed once prior by making it not fire 6 normal laser shots into someone. That was 120 damage at the time, 120 to 90 was...I guess a nerf during the taser era. Depends on how you viewed it. Buckshot was doing like 80 at the time, believe me it was a wild period. But anyway, when we did the whole damage rearrangement over the course of the laser few years, every other shell got touched except this one for some reason. Even pulse slugs lost 10 damage while this was still sitting on 90 force point blank. So what is the new niche? Well, it's laser buckshot. That's not a niche but crew don't get buckshot, so this is their buckshot. It wounds real good. Real goddamn good. And its is a laser. It fits the aesthetic, obviously. Okay, thanks. ## Changelog :cl: balance: Scatter laser shells actually utilize the _real_ scatter laser beam. This comes with damage changes. And wounding power. feature: EMPs can potentially damage scatter laser shells. refactor: All projectiles can now have damage falloff defined. Yay. balance: Scatter laser shells can be printed when weapons technology is researched. /:cl: --------- Co-authored-by: Jacquerel <[email protected]>
…dy's nearby. (tgstation#78899) ## About The Pull Request refactor: Adds charges to omens and omen smiting rather than only being permanent or one-use. Mirrors now grant seven bad luckers. qol: Reduces omen bad luck if nobody's nearby to witness the funny. (Ghosts are included in the check!) fix: Fixed an issue where a monkey check in doorcrushing was never actually able to pass. Also they screech now. ## Why It's Good For The Game > refactor: Adds charges to omens and omen smiting rather than only being permanent or one-use. Mirrors now grant seven bad luckers. Allows for someone to get between 1-infinity omen accidents. Seriously why wasnt this a thing before > qol: Reduces omen bad luck if nobody's nearby. I LOVE this quirk, but trying to do antything at all except 'Suffer Miserably' is nigh impossible. To alleviate life a little, making it so that you have a lesser chance of suffering misfortune if nobody's around will be the perfect compromise. It makes life easier but doesn't compromise funny moments. Any client in viewrange will disable the reduction. This includes ghosts. ## Changelog :cl: refactor: Adds charges to omens and omen smiting rather than only being permanent or one-use. Mirrors now grant seven bad luckers. qol: Reduces omen bad luck if nobody's nearby to witness the funny. (Ghosts are included in the check!) fix: Fixed an issue where a monkey check in doorcrushing was never actually able to pass. Also they screech now. /:cl: --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request Fix Gorilla attack cooldown. Now the gorillas attack living people at the same speed as objects ## Why It's Good For The Game tgstation#79092 (comment) ## Changelog :cl: fix: Fixed gorilla attack cooldown. Now attacking speed to mobs is the same as attacking speed to objects. /:cl: --------- Co-authored-by: Hatterhat <[email protected]>
## About The Pull Request Adds some smoke particles to the fireplace while it's burning. ## Why It's Good For The Game ![dreamseeker_PyMQFJc8Gz](https://github.com/tgstation/tgstation/assets/5195984/ce35b21b-b0b0-4bc3-8b71-c359e08d72b5) ## Changelog :cl: qol: Add smoke particles to burning fireplace /:cl:
## About The Pull Request Fixes tgstation#79125 ## Changelog :cl: fix: fixed hair gradients not applying correctly to huge afros /:cl: --------- Co-authored-by: Cruix <[email protected]>
…ation#79231) ## About The Pull Request Previously on dismembered heads, the overlay for hair and facial hair gradients would be rendered based on the dir var of the head object, while the rest of the sprites would always render facing south. Now the overlays are rendered facing south as well. ## Changelog :cl: fix: fixed hair gradients not applying properly on dismembered heads. /:cl: Co-authored-by: Cruix <[email protected]> Co-authored-by: Ghom <[email protected]>
) ## About The Pull Request The monkey business unit test was apparently not actually spawning monkeys on the station like it was supposed to. It was trying to find open turfs inside of area _typepaths_, which obviously do not contain turfs. Functionally, this means it was summoning a number of monkeys into the same turf of the unit test z-level equal to the number of areas on the station map. Now it will actually place one monkey in every area of the station itself. This was an incidental discovery while trying to diagnose tgstation#79147 with Jacquerel. We still don't know what's causing that one, and I doubt this will do anything about it, but nonetheless the unit test wasn't working right. ## Why It's Good For The Game Makes a unit test do what it was actually intended to do, which is put a bunch of monkeys all over the station and see if they ruin anything. This might actually cause _more_ test failures since they're being put in a less controlled environment, but we'll see. ## Changelog Nothing player facing.
## About The Pull Request Fixes tgstation#78721 This PR does a handful of things behind the scenes to increase the consistency of shapechange health tracking. First of all we adjust the order of operations taken when you restore the original body. The implementation as-was would remove the status effect midway through and null a bunch of variables we tried to continue using. This would result in several runtimes and code failing to run, with the upshot that untransforming upon death would leave the caster completely alive, with the corpse of its transformed shape at its feet. Oops. Additionally while testing this I realised that transferring the damagew as also kind of fucked. We wouldn't bother to do it at _all_ if you died, which is a shame, so I made it simply heal you instead of reviving you so we can always do it. Then as noted in the linked issue, we were applying all transferred damage to a single limb, which could exceed the health of the limb and remove damage. Now we spread it around the body. Finally, applying damage to a human using the "force" flag would often actually apply less damage to their _health_ than expected. This is because arms and legs contribute only 75% of their damage taken to a mob's overall health. Now instead of reading `health` we read `total damage` which ignores the limb damage modifier. The end result of this is that if you transform into a corgi, take 50% of your health, and transform back then you will have 50% of your health as a human. Previously the result would be that you'd have ~63%, then transforming into a corgi would leave you with ~63% of a corgi's health, then transforming back into a human would leave you at about 71%... and so on and so forth. Now it doesn't do that. ## Changelog :cl: fix: Dying when using (most) shapeshift spells will now kill you rather than having you pop out of the corpse of your previous form. fix: Damage will now be accurately carried between forms rather than being slightly reduced upon each transformation. /:cl:
adds a table to the readme for better formatting
## About The Pull Request Tin. It did not have the correct PR number in its filename. PR # was tgstation#79170 for reference ## Why It's Good For The Game People in downstreams will have an easier time finding it now. ## Changelog Nothing player facing
…nts to also be colourable. (tgstation#79236) ## About The Pull Request The styling of the announcements has been reworked and major announcements can now be coloured too. Syndicate and hostile announcements have been given a red/orange. Wizard federation now has a purple colour. Admins can set what colour they want their announcements to be and they can also set the announcement subheader now. The colour scheme for darkmode has been changed slightly and the colour scheme for lightmode has been completely revamped. Main text body of the announcements are no longer striped to allow for easier reading. Rolled back the changes to deadchat notifications, they're now back to being normal text. Shuttle-related announcements now have an orange background <details> <summary>Light mode pictures</summary> ![image](https://github.com/tgstation/tgstation/assets/37270891/30f56511-5c98-48ae-9f72-605a813b3103) ![image](https://github.com/tgstation/tgstation/assets/37270891/18741f85-834d-40d6-a7d3-b179760cebfa) ![image](https://github.com/tgstation/tgstation/assets/37270891/e6df8e19-8bb7-4aa4-9e44-f5d6d78563e0) ![image](https://github.com/tgstation/tgstation/assets/37270891/d791f0c5-bcc9-4f39-8c49-e6552e3dbfdd) </details> <details> <summary>Dark mode pictures</summary> ![image](https://github.com/tgstation/tgstation/assets/37270891/5c383dd4-b435-4a2e-8e28-b78e73c4da96) ![image](https://github.com/tgstation/tgstation/assets/37270891/46dd1d1a-22b4-4613-85d3-aeb5be26b3b2) ![image](https://github.com/tgstation/tgstation/assets/37270891/e3b28b75-42b7-467a-b23d-748b12e3c093) ![image](https://github.com/tgstation/tgstation/assets/37270891/6a606798-42ac-4c1e-9246-9ff8f478239d) </details> ## Why It's Good For The Game The colours for light mode were hard to read due to bad colour combinations, which caused the foreground and background to have too low contrast. Additionally, I felt like the styling was less immersive overall and that there didn't need to be so much noise over the main text body. ## Changelog :cl: add: Reworked the colour schemes for the minor and major announcements as well as their layout del: Rolled back changes to deadchat notifications admin: Admins can now select the colour of their announcements as well as the subheader when creating a command report. /:cl: --------- Co-authored-by: Watermelon914 <[email protected]>
…ound (tgstation#79258) ## About The Pull Request joke pr name: Mag Drills (Elite) - Examining an ammo box (incl. magazines) now tells you the top-loaded/next round in the magazine, so if you have a bunch of mislabeled/unlabeled magazines you can figure out which one is your regular bullets and your Not So Regular bullets. - Also, adds a variable `casing_phrasing` which is used instead of just "rounds" or "shells" in little, relevant text bits (e.g. moving bullets in/out of magazines). ## Why It's Good For The Game - Ammo Box Examines: I think it's probably a good thing to be able to check what bullets are in what box/magazine without having to pull them out. - The casing phrasing thing was just for something that bugged me. I should probably extend that out to the guns, too, but after a certain point it's just something that only a small subset of people will notice. ## Changelog :cl: qol: Examining an ammo box (incl. magazines) now tells you the top loaded round, so if you have different ammo types in different magazines, you can at least try to figure out which one is which. spellcheck: Ammo boxes (incl. magazines) can now be set to use different phrasing for their ammunition (e.g. cartridges, shells, etc. instead of just mixing "rounds" and "shells"). /:cl: --------- Co-authored-by: Hatterhat <[email protected]>
## About The Pull Request Wigs now properly adjust their height to match your head's height. They've been being offset twice, first by the worn item code for hats, and again for the overlay applied that actually makes the hair. Adds an argument to said worn item code to just skip the offset business. I'm very open to suggestions on how to do this in a better way, I feel very out of my depth with all this icon code. Fixes tgstation#78215 Fixes tgstation#73451 Fixes tgstation#73153 ## Why It's Good For The Game Fix bugs! ## Changelog :cl: fix: Wigs now properly follow your head when you're any non-standard height /:cl:
…gstation#79271) ## About The Pull Request i forgot a - ## Why It's Good For The Game fixes tgstation#79259 ## Changelog :cl: fix: venus human traps no longer die when on weeds /:cl:
I forgot name could be a number for list indexes, so this switches to using `in` instead. Also improves the error message a little bit so reported issues can at least say *something* about the value throwing an error. fixes tgstation#79280 fixes tgstation#79264
…ation#79270) ## About The Pull Request Fixes tgstation#78250 Bileworms, baby chicks, and various kinds of young spider automatically try to change into a different mob after some time. This bricks shapeshift spells because you can't transform back after being turned into another kind of mob (and sometimes also ghosts you by deleting your original body). Now we have a signal before we try to call `change_type` on a mob which is intercepted by the shapeshift status effect and cancels both things. Unfortunately this doesn't make turning into a Bileworm fun to play, their movement is always random because it's designed for an AI not a player 😔 ## Changelog :cl: fix: If a mob you are shapeshifted into attempts to grow up into a different kind of mob then you will stop being shapeshifted /:cl:
## About The Pull Request Tin. Make sure you guys check the filenames for these! This the second one I've caught. PR # for ref: tgstation#79425 ## Changelog Nothing player facing
…t) (Bonus Useless Code Cleanup) (tgstation#79389) ## About The Pull Request The way we add multiple actions has been very unstandardized, with several implementations of this code doing certain things wrongly (i.e. not nullchecking `ai_controller`), so let's do something in the vein of tgstation#74037 and just make one nice big ol' proc that catches a lot of these cases. There are still a few things that simply can't be done here, but this gets the most generic "give my mob some actions and also maybe tell the AI about it" stuff done. This is only useful in cases where we don't ever need to reference the ability ever again when it's added. In an ideal world we would never need to reference the ability again and it would all be self-contained, but this is not an ideal world. However, a lot of the latticework has been built around certain implementations of this behavior making refactoring it just a bit easier. I also did a lot of auditing on `Destroy()` stuff, because `/datum/action`s listen to signals when their parent is `qdel`ing, so we don't need to neither hold nor clear references on our mob's `Destroy()`. This was all cleaned up now because even if we couldn't use `grant_multiple_actions()` (the new proc I add in this PR), it's just not useful at all and will further hinder efforts to implement this new proc. Also also, I noticed in some places (such as megafauna) that we were initializing a lot of datum actions _in nullspace_. We didn't pass the `src` argument to `New()`. I quickly fixed that, as well as got rid of the useless types we had going on. Also also also, I added a define macro to handle some of the cases that melbert was speaking about in his review down below. All you need to do is invoke the define on the typepath, and you should be good to go from there. There's probably a better way to do it, lmk though. we do the whole `do while` thing in order to prevent code leakages. ## Why It's Good For The Game * Very easy to change the implementation. In case we need to do something different in how we add actions or anything like that, we can simply just edit instances where this proc is located. * Standardizes addition behavior. There's a lot of cases like the aforementioned not-null-checking `ai_controller` that we really need to look out for, so having it all in one accessible proc ensures standard behavior. * Reduces copy-pasta. A lot of mobs had their own individual implementation of this, so let's just clean up all those lines of code. ## Changelog :cl: refactor: The way mobs get specialized actions (like revenants shocking lights or regal rats summoning rats to their side when you slap them) have been modified, please report any bugs. /:cl: This doesn't touch the following case FTR: * Instances where we need to do work on the `/datum/action` after we `Grant()` it, like if we were to edit some variable on the action or if we need to call procs on said action. I don't like how the current code is so reliant on storing a variable to it, but that's a windmill to attack another time.
## About The Pull Request Just playing issues roulette when I came across this gem of old code. Granted, it's not fully rewritten to perfection, but it should at least be better. Added feedback for both parties, sounds, documentation, and swapped references for weakrefs. Note: It looked like it was trying to put the target around the beacon, but this didn't seem to be working. Fixed this, so now it places them in an open spot around the beacon (unless its blocked) ## Why It's Good For The Game Fixes tgstation#35783 Not cool for someone to just zip you up and send you away with no feedback The original issue might not even apply since most(?) only work indoors, but this fixes any case Might fix a hard del?? ## Changelog :cl: fix: Added feedback for both extractor and extractee while using fulton extraction packs. qol: Extraction packs now have better exam text. /:cl: --------- Co-authored-by: Jacquerel <[email protected]>
## About The Pull Request fixes what tgstation#79136 broke, not sure if it was an oversight or not but the viro stuff wasnt logged in the CL and may have just been overlooked. The var and object were named the same thing and broke the ability to turn Viro bounties in ## Why It's Good For The Game Virus bounties work again ![image](https://github.com/tgstation/tgstation/assets/22140677/8893a60a-a499-43d5-871d-8e8ea3cd6db1) ## Changelog :cl:Zergspower fix: Bounties - Virus bounties work once more /:cl:
… on preferencelists + adds descs to most character preferences (tgstation#79356) ## About The Pull Request Title. https://github.com/tgstation/tgstation/assets/59709059/c9fa7d41-6ca4-4b8b-97ec-fdfdd437ce25 ## Why It's Good For The Game The inability to use descriptions in character preferences really limits the context you can give to readers, which becomes a big problem when preferences become complicated or laden with policy that must be given to the reader. ## Changelog :cl: qol: Character preferences now have descriptions as tooltips - hover over their names to see them /:cl:
## About The Pull Request We got some reports about a server lagging, the cause was determined to be TGUI. Potato figured out it was the painting manager, and I was able to recreate the lag by just quickly scrolling through the 1200+ paintings on Manuel via a curator console. Please don't do this btw. ## Why It's Good For The Game Allow people to scrub through the painting gallery without lagging the server. ## Changelog :cl: Tattle fix: you should now be able to scrub through the library without lagging the server /:cl: --------- Co-authored-by: tattle <[email protected]> Co-authored-by: san7890 <[email protected]>
…n#79461) ## About The Pull Request Copy paste error, I assume. `admin_verbs_poll` only contains `/client/proc/poll_panel` which requires `R_POLL` to use. ## Changelog :cl: Melbert admin: Admins without `R_POLL` no longer have access to "Server Poll Management", not that they could have used it anyways. /:cl:
…ation#79456) Fixes Skyrat-SS13/Skyrat-tg#24715 ## About The Pull Request Just makes the softspoken quirk match its description that it should be for spoken languages. You should still be able to have people view your signs from a distance. ## Why It's Good For The Game You can still 'subtly sign' using *whisper with that quirk, but you are no longer restricted to only doing that. It didn't really make sense that you were previously. ## Changelog :cl: fix: Softspoken quirk will no longer be applied to sign language /:cl:
## About The Pull Request Makes shades into basic mobs. As they are solely player-controller and have no AI, this was a very simple conversion. Things of note: - I've made shades use the same "theme" system as constructs, to determine their drops and coloration - as opposed to these things being manually set by the type of soulstone they're held in. - I've reorganized files slightly, putting both constructs and shades in a new "cult" basic mob folder. That's more or less it. As I said, shades are simple. ## Why It's Good For The Game Basic-izes another mob and cleans up the code a little. Removes the last cult-related simplemob, too. ## Changelog :cl: refactor: Shades now use the basic mob framework. Please report any bugs. /: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. --> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> В чейнджлоге <!-- 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. --> Первый шаг к светлому будущему <!-- 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. --> :cl: code: Добавлена поддержка модпаков config: Добавлен файл конфига для модпаков code: Обновлен CI под модпаки code: Изменен метод обнаружения мердж конфликтов /: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. -->
## About The Pull Request Чейнджлог ## Changelog :cl: code: Добавлены модпаки дефайнов, хелперов и сигналов add: Добавлен NT Default закон ИИ add: Добавлены барные вывески и их поддержка add: Добавлены шепот и LOOC balance: Ползание теперь заставляет "ходить", а не "бежать" fix: Поддержка кириллицы add: Добавлена поддержка дискорда и необходимость привязки balance: Трит при онлайне <10 теперь равен 0 balance: Настенный грибок только при >20 онлайна add: Счетчик патронов qol: Кейбинды по-умолчанию теперь Парадиза220 add: Пиксель-шифт add: Перевод для усов и гостей add: TTS220 add: Некоторые ворлд топики /:cl:
## About The Pull Request Default gameplay values for bandastation ## Changelog :cl: config: Default gameplay values for bandastation /: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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Добавляет эмоут панель в IC Перевод большей части эмоутов fixes ss220club#11 fixes ss220club#12 ## Why It's Good For The Game <!-- 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. --> Иногда не хочется кейбиндить все эмоции ## 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. --> :cl: add: Панель эмоций qol: Перевод большей части эмоций /: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. -->
## About The Pull Request Добавляет перевод кейбиндов fixes ss220club#10 ## Why It's Good For The Game Русскоязычный билд? ## Changelog :cl: qol: Перевод кейбиндов /:cl:
## About The Pull Request Порт упрощенной версии Examine Panel ## Why It's Good For The Game Флаворы круто ## Changelog :cl: add: Examine Panel /:cl:
## About The Pull Request Фиксит ТТС и путь конфига fixes ss220club#8 ## Why It's Good For The Game ## Changelog :cl: fix: TTS fix: config path /:cl:
## About The Pull Request Первая часть из перевода эстетики под новооффпару
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rebase update