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Rebase update #24

Merged
merged 2,730 commits into from
Nov 4, 2023
Merged

Rebase update #24

merged 2,730 commits into from
Nov 4, 2023

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larentoun
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rebase update

actions-user and others added 30 commits October 25, 2023 00:24
…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:
vinylspiders and others added 28 commits November 2, 2023 21:39
## 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
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## 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
@larentoun larentoun merged commit 532df8b into ss220club:master Nov 4, 2023
8 of 18 checks passed
@larentoun larentoun deleted the attempt-two branch November 4, 2023 14:44
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