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Fix: fucked up merge #250
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Fix: fucked up merge #250
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## About The Pull Request Monkey knockover is now on a new mob-bump signal instead of being on crossed, fixing some consistency issues and getting rid of our need for snowflake "can bump into mob" check. We should try to get rid of all our instances of Crossed and remove its use to prevent this bug from occurring in the future. ## Why It's Good For The Game Closes tgstation#66983 ## Changelog :cl: fix: Monkeys can no longer be knocked over by walking into a windoor on combat mode while they're behind it. /:cl:
## About The Pull Request Adds the ability to reconstruct pod doors once deconstruction has been started, and adds a pre-deconstructed pod door to the list of plasteel crafting recipes. Also adds context tips and some minor extra feedback during deconstruction steps. ## Why It's Good For The Game Closes tgstation#68800 Door construction like airlocks are all possible this slap-crafting rather than stuffing all of it in the crafting menu, I thought it would be nice to have pod doors available there as well. ## Changelog :cl: fix: You can now re-construct pod doors that had deconstruction started. qol: You can now make pod door assemblies using plasteel in-hand. /:cl:
## About The Pull Request Using debug uplinks once again shows you all categories of role/species restricted items. I also made it not show the shop as being locked since they are meant to always be able to buy things per; https://github.com/tgstation/tgstation/blob/fae4ec5aa1fdd51364b2ffdd49d54ab22c2dc38f/code/modules/antagonists/traitor/uplink_handler.dm#L90-L110 ## Why It's Good For The Game Closes tgstation#66743 ## Changelog :cl: admin: Debug uplinks now shows all categories and won't lock upon buying items like his grace and the syndicate balloon. /:cl:
## About The Pull Request This adds more signals to the conveyor switch circuits, specifically for going forward, stopping, or reversing. One-way conveyor switches will not get the reverse signal (as shown by the bottom right switch in the video). https://github.com/tgstation/tgstation/assets/16826524/66f287de-8413-41df-a69c-51b9ab8d7a02 ## Why It's Good For The Game This makes it far easier to make contraptions such as sorting mechanisms using circuits without the need to toggle multiple times just to get the conveyor direction into the state you need it in. ## Changelog :cl: qol: conveyor switches now have direction-specific input signals /:cl:
## About The Pull Request Silicons moving with their builtincamera doesnt automatically update the camera net, so for some time after borgs move, they wont show up to the AI to track. It's a minor but annoying issue that this fixes. ## Why It's Good For The Game Fixes a minor issue with the new ai tracking stuff. ## Changelog :cl: fix: AIs can now track Silicon as long as their built-in camera is online. /:cl:
…rting with an insignificant amount of charge. (tgstation#82977) Scales the hypercharged slime core and wiremod gun cell maximum charge and charge rate by the STANDARD_CELL_CHARGE and STANDARD_CELL_RATE defines. Fixes their scale. Closes tgstation#82907 ## Changelog :cl: fix: Fixes hypercharged slime core cells and circuit guns having 1,000 times less energy than intended. /:cl:
## About The Pull Request Fixes this ![image](https://github.com/tgstation/tgstation/assets/53777086/091991e4-6470-4ffb-a9b7-a2899adc594d) Which occurs when you spam flee, since it unrestrictedly halves your gold. ## Why It's Good For The Game another arcade issue gone. ## Changelog :cl: fix: Constantly fleeing in Battle Arcade will no longer give you a very large amount of decimals due to halving your gold every time. /:cl:
## About The Pull Request Lets you pick up wheelchairs while resting, and lets you place wheelchairs on adjacent tiles, much like medical roller beds. ## Why It's Good For The Game Makes life just a little bit easier. Barely being able to move is already enough of a downside. I think allowing the little bit of extra independence being able to pick up your own chair (without just finding or making a basic chair first) offers is justifiable. And being able to place the chair a tile away just saves needing to pixel hunt or shuffle around to buckle yourself. ## Changelog :cl: Fluffles qol: you can pick up wheelchairs while on the ground qol: you can place wheelchairs a tile away from you, like roller beds /:cl:
## About The Pull Request Subsystem had the SS_INIT_NO_NEED inside of its subsystem flags. This is not a flag and has a value of 3, which includes the SS_NO_INIT and SS_NO_FIRE flags, which stopped it from initializing. The subsystem has things it needs to do in init, so I've replaced this flag with SS_OK_TO_FAIL_INIT so that it can pass unit tests, but still be okay to fail. ## Why It's Good For The Game Fixes the ipintel subsystem not working. ## Changelog :cl: fix: Fixed the ipintel subsystem not working. /:cl: --------- Co-authored-by: Watermelon914 <[email protected]>
…ut of new bounty options (tgstation#82987) ## About The Pull Request The green buttons for selecting one of three bounties now also display the description and payout. https://github.com/tgstation/tgstation/assets/94711066/53d7fb02-28be-4138-b3d8-9f7a4dd6a356 Fixes tgstation#81867 Sorta brings it back to how it used to look, I think? The payout was still in the code, just not being displayed. But I looked through the file history and could find NO EVIDENCE of the bounty console displaying the description in the past so I guess I hallucinated that. ## Why It's Good For The Game It's nice to be able to see the payout before you're locked into a bounty for 5 minutes. Also more chances to read the flavortext and it makes the buttons feel less barren. With some bounties it also gives a better idea of how to even get the thing before committing to it. ## Changelog :cl: fix: the civilian bounty control terminal displays the payout of new bounty options again qol: the civilian bounty control terminal displays the description of new bounty options /: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 Closes tgstation#82983 Title. Jousting now uses a shiny new post-attack signal, only sent if the attack is actually executed. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game bgus bad <!-- 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. --> ## 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: nikothedude fix: Jousting no longer bypasses pacifism /: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 - Fixes `vote_delay` not being a thing. I broke this two years ago but there's no bug report associated. - Admins can now reset the vote delay (to let people vote again instantly) - Admins can now end the current vote immediately (rather than cancelling) - Custom multi and custom single combined into one vote ## Why It's Good For The Game Makes voting a bit easier to use, both for admins and for coders adding new votes. ![image](https://github.com/tgstation/tgstation/assets/51863163/40b8857c-76b7-4a58-82bc-1b82640d550a) ## Changelog :cl: Melbert admin: Custom Single and Custom Multi votes are now combined into one vote admin: Admins can now end votes instantly, rather than cancelling them admin: Admins can now reset the vote cooldown fix: Vote cooldown actually applies now /:cl:
…om `GLOB` to a datasystem (tgstation#82847) This is just a revitalization of tgstation#80275. ## About The Pull Request On the tin, basically demotes everything related to setting up and storing these bulky lists generated from reading `/datum/sprite_accessory` subtypes from living in a global space that will instead be in a compartmentalized subsystem for accesses. Also a lot of code modernization and micro-improvements (unquantifiable) ## Why It's Good For The Game Same exact expected results, just accessed in a different way. ![image](https://github.com/tgstation/tgstation/assets/34697715/14627773-c9fb-45bd-8ce0-dee33cdd1d27) There's a few reasons why I want this to happen. * The `GLOB` space is too clogged. There are at least a thousand variables on `GLOB`, and it's extremely painful to access stuff on production/local through view variables when you're debugging stuff like this. It's also painful when there is stuff that _should_ live on `GLOB` that you might want to see in VV/Debugger but are forced to either have to scroll a mile to find what you want or wait a long while for it to load. The less bulky lists we have of stored initialized datums, the better. * `make_datum_reference_lists()` is a consequence of wack stuff like this where we're reliant on certain things being initialized in the `GLOB` portion of world initialization _before_ subsystems/static variables load - most of these datum lists in the aforementioned proc doesn't _really_ need to be ready to go before `world.New()` for example. We'll sadly have to abuse `PreInit()` for now, but it really is something that has to be ready to go due the critical dependence that stuff like Preferences has on it. * We don't have to have the procs live in a global namespace either. Instead of passing in `GLOB.XList` or `DSstorage.XList` every single time, we can instead just move the proc setup on the subsystem and use `XList` in a more native fashion. * It's easier to find what you need. To me, it's a lot nicer to ctrl+click the DS and go to the variables to find something I'm looking for instead of having to scavenge around for any footprint/trace of the global I want to look for. This is more trivial than the other two, but that's something I like to think about when I go to bed. I also had to refactor a bit of the code to accommodate the limitations of the new DS system, but it should be a lot cleaner anyways. ## Changelog Not relevant --- Also nothing should have broken but it's a good thing we have screenshot unit tests to prove me wrong.
…x runtimes when no events were drafted to trigger (tgstation#82978) ## About The Pull Request Make events frequency configurable. Fix runtime when no events were drafted to be picked from. ## Why It's Good For The Game No runtimes good. No need to change frequency in code. :cl: fix: fix runtime when no events were drafted to be picked from config: make events frequency configurable /:cl: --------- Co-authored-by: san7890 <[email protected]>
## About The Pull Request Right clicking a paper with a stamp will quickly place down the stamp ## Why It's Good For The Game ![fast](https://github.com/tgstation/tgstation/assets/95130227/de3eab11-e8bf-4266-aab6-97c8434663d7) ## Changelog :cl: qol: You can now quickly stamp papers with a right click /:cl: --------- Co-authored-by: MrMelbert <[email protected]>
## About The Pull Request Signals don't get removed on turfs when they're deleted. This fixes that so that it is reflected in lua as well. ## Why It's Good For The Game Lua bugfixes ## Changelog :cl: fix: Fixed lua scripts breaking when turfs with registered signals get deleted. /:cl: --------- Co-authored-by: Watermelon914 <[email protected]>
## About The Pull Request Title || Puts it next to the dna scanner ## Why It's Good For The Game Easier debugging genetics / dna ui
) ## About The Pull Request Closes tgstation#83020 This proc, called *every single ui_data tick*, was mutating the vote's list of choices. Grahhh impure procs grahhh https://github.com/tgstation/tgstation/blob/f112369547a7da6fdafd69c1d43baf0fc6f76f77/code/datums/votes/map_vote.dm#L57-L60 Weirdly, I have no idea how this *ever* worked, even prior to my PR, because I didn't touch this or any consuming code. It was called in the same place, same args, etc. prior to my PR. So I have no idea. ## Changelog :cl: Melbert fix: Map vote should work better /:cl:
## About The Pull Request Fixes tgstation#83022 The universal cargo scanner calls `sell_object(dry_run = TRUE)` to determine the price without actually selling anything, but an early return for this case was not included when the proc was overridden for the `/datum/export/pirate` type, allowing anybody with a cargo scanner to participate in illegal human trafficking. The automatic return timer had incorrect args causing a runtime error which I've also fixed, humans are returned after 6 minutes. Kidnapping code desperately needs a unification because now there are 3 ways to end up in the holding facility (progression traitor kidnapping side objective, traitor contractor, pirates) and they all have copy pasted code but some is different for no reason. This pirate code does not handle your belongings and you can take anything out of the holding facility or get your stuff stolen while in there, unlike the other 2 methods which hold your belongings for safe return later. ## Why It's Good For The Game Fixes a very funny but very lame oversight and also allows for the safe return of our friends kidnapped by pirates. ## Changelog :cl: fix: If kidnapped and ransomed by pirates, you will now properly return to the station automatically after 6 minutes. fix: You can no longer be kidnapped and held for ransom by cargo technicians posing as pirates. /:cl:
## About The Pull Request fixes tgstation#83023 ## Changelog :cl: fix: Materials are now correctly applied to crafted items (chairs, toilets, etc) /:cl:
## About The Pull Request Fixes tgstation#82064 Fixes a couple of different bugs with Blood Brothers. - Delegates creating the objectives to the team rather than the ruleset, so ones created via the traitor panel will also have objectives. - Creates the objectives after the team has a member mind, so it doesn't runtime when trying to give that mob the equipment needed to steal a supermatter sliver. - Creates the objectives before the first Blood Brother is assigned the antag datum, so that they will correctly be given the starting objectives. - Check the maximum number of brothers that can be recruited when deciding how many objectives to generate rather than the current number of members (which would always be 1). ## Changelog :cl: fix: Blood Brothers should spawn knowing what their objectives are. fix: Teams of 3 Blood Brothers will once more have an additional objective. /:cl:
…ages (for species without name lists, like Felinids and Podpeople) (tgstation#83021) ## About The Pull Request This PR moves random name generation for species onto their languages. What does this mean? - For species with a predefined name list, such as Lizards and Moths, nothing. - For species without predefined name lists, such as Felinids, their names will now be randomly generated from their language's syllables. ![image](https://github.com/tgstation/tgstation/assets/51863163/dddce7a6-5882-4f97-b817-c8922033c8d2) ![image](https://github.com/tgstation/tgstation/assets/51863163/e34e03e9-bcca-45ff-84e4-239e606cd24f) (In the prefs menu:) ![image](https://github.com/tgstation/tgstation/assets/51863163/eb6ccf9b-8b1c-4637-b46e-66cab9c8aac0) Why? - Well, we actually had some dead code that did this. All I did was fix it up and re-enable it. - Generates some pretty believable in-universe names for various languages that are lacking name lists. Obviously defined lists would be preferred, but until they are added, at least. - Moves some stuff off of species, which is always nice. - Also hopefully makes it a tad easier to work with name generation. There's now a standard framework for getting a random name for a mob, and for getting a random name based on a species. Misc: - Adds a generic `species_prototype` global, uses it in a lot of places in prefs code. - Makes `GLOB.species_list` init via the global defines - Deletes Language SS - Alphabetizes some instances of admin tooling using the list of all species IDs - Docs language stuff - Deletes random_skin_tone, it does pretty much nothin ## Changelog :cl: Melbert refactor: Random Name Generation has been refactored. Report any instances of people having weird (or "Unknown") names. qol: Felinids, Slimepeople, Podpeople, and some other species without defined namelists now automatically generate names based on their primary language(s). qol: More non-human names can be generated in codewords (and other misc. areas) than just lizard names. /:cl:
… pr) (tgstation#83028) ## About The Pull Request That's all. Just makes this easier to add onto with less diffs involved. ## Changelog Nothing worth mentioning --------- Co-authored-by: MrMelbert <[email protected]>
## About The Pull Request 1. Removes code duplication 2. Fully documents `sortTim()` 3. Makes a define with default sortTim behavior, straight and to the point for 95% of cases 4. Migrates other sorts into the same file 5. Removes some redundancy where they're reassigning a variable using an in place sorter For the record, we only use timSort ## Why It's Good For The Game More documentation, easier to read, uses `length` over `len`, etc Should be no gameplay effect at all
## About The Pull Request Adminmod now has radprotect module ## Why It's Good For The Game It’s kind of annoying to heal yourself every minute when you’re experimenting with a tritium or a supermatter on a local server, so radprotect module fixes this issue ## Changelog :cl: qol: Admin modsuit now has a radiation protect module /:cl: Co-authored-by: paganiy <[email protected]>
…3051) ## About The Pull Request This pr fixes the missing name when you order traditional equipment then just appearing the name ## Why It's Good For The Game So people know what kind of crate it is at sight ## Changelog :cl: fix: fixes traditional equipment crate name /:cl:
Co-authored-by: Ghom <[email protected]>
## About The Pull Request Does a full shutdown of auxlua when the lua subsystem shuts down. This should unpin the dll file. Compare `AUXTOOLS_SHUTDOWN` code with `AUXTOOLS_FULL_SHUTDOWN`, let me know if I'm mistaken: ### AUXTOOLS_SHUTDOWN https://github.com/willox/auxtools/blob/bc5b2cf019f0f9b18f46b560a0f730d709171b55/auxtools/src/lib.rs#L346 ### AUXTOOLS_FULL_SHUTDOWN https://github.com/willox/auxtools/blob/bc5b2cf019f0f9b18f46b560a0f730d709171b55/auxtools/src/lib.rs#L365 ## Why It's Good For The Game Fixes auxlua keeping the dll pinned when the server is in a process of shutting down. Co-authored-by: Watermelon914 <[email protected]>
## About The Pull Request adds three pai skins, puppy / kitty / spider ![Screenshot_002](https://github.com/tgstation/tgstation/assets/68376391/9c6a65b1-ae05-40a2-97a0-8083e81397d2) ![Screenshot_003](https://github.com/tgstation/tgstation/assets/68376391/2f45d0d2-218c-4caa-8529-26222254fc4f) ![Screenshot_004](https://github.com/tgstation/tgstation/assets/68376391/3b1a0bf7-81d5-465d-acfe-145252b4adb0) ![Screenshot_005](https://github.com/tgstation/tgstation/assets/68376391/b6bf75f9-bc60-4b11-8393-59ae2fed90b6) ![Screenshot_001](https://github.com/tgstation/tgstation/assets/68376391/a80cdf8b-85a1-4305-bcbf-333fe1a39bfc) ![Screenshot_007](https://github.com/tgstation/tgstation/assets/68376391/17c99793-0f95-4724-8a27-3b52449a1487) ![Screenshot_008](https://github.com/tgstation/tgstation/assets/68376391/83f23d0b-3fbf-455e-8181-e118c691eb38) ![Screenshot_009](https://github.com/tgstation/tgstation/assets/68376391/d8cb1bf0-4daa-491d-80d6-1e162302c5cf) ![Screenshot_010](https://github.com/tgstation/tgstation/assets/68376391/3cd34b0a-363b-4739-b30d-a934b3c68782) ![Screenshot_006](https://github.com/tgstation/tgstation/assets/68376391/1a310903-5e6a-496e-b32e-781fe9130c78) ## Why It's Good For The Game bounty request downstream, thought i'd push it up here incase yall wanted it too ## Changelog :cl: add: 'puppy' 'kitten' and 'spider' pai skins /:cl:
This reverts commit 457bf12.
Gaxeer
approved these changes
May 6, 2024
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