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Master upstream merge 2 #28
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larentoun
merged 2,154 commits into
ss220club:master
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larentoun:master-upstream-merge-2
Feb 8, 2024
Merged
Master upstream merge 2 #28
larentoun
merged 2,154 commits into
ss220club:master
from
larentoun:master-upstream-merge-2
Feb 8, 2024
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I've made a new UI for Telecommunications Monitoring Console. New features include: more useful information, search bar, icons and smaller window. This PR also includes a new sprite sheet, be warned! Additionally, I've removed `updateUsrDialog` because it makes no sense here and UI updates are handled by TGUI.
## About The Pull Request The nuclear operative medbot, Oppenheimer, now starts with airplane mode enabled (aka, remote control disabled), so the presence of operatives on the station Z-level is not immediately given away to AIs. ![image](https://github.com/tgstation/tgstation/assets/44104681/990ec84c-e7e8-4557-b036-3e840566e957) Fixes tgstation#81105 ## Why It's Good For The Game It'd be pretty lame to have your stealth ops operation ruined because you forgot to turn on airplane mode, no? I don't think this was intentional by any means, seems like an oversight. ## Changelog :cl: fix: Oppenheimer, the nukie medbot, has been reprogrammed to use Airplane Mode as a factory default. The station AI is no longer immediately aware of his presence! /:cl:
## About The Pull Request - Shortened the description for readability. Makes sense to display further details only when examining. - Removed deprecated `content` tag from button elements in the UI - Added more sanity checks when dealing with numbers inside `ui_act()` - Make sure we don't insert hologram items - Use `as anything` to speed up some for loops - Capitalized some text inside examine ## Changelog :cl: spellcheck: shortened description for the PCM and capitalized some text for its examines. code: adds sanity checks and removed deprecated `content` tag from PCM UI. Stops hologram items from being inserted. /:cl:
…t. (tgstation#81112) ## About The Pull Request Title. The icon state is called "live_sec_reaction". Four to go. ## Why It's Good For The Game ![cheevos](https://github.com/tgstation/tgstation/assets/42542238/f1f91107-49c0-4ae3-8dd6-328a059d8ffe) Mainly inspired by The Rock's eyebrow meme. ## Changelog :cl: image: Added an icon to the "My Watchlist Status is Not Important" achievement. /:cl:
## About The Pull Request ### Alternative title: "Remove kitten omniscience." >If you were to ever have the hubris of entering a kitten's line of sight while holding a food they like, like a dead mouse, they would start pointing and meowing at you. It's their food, after all. You should give it to them. However, if you were to drop the item, they would continue pointing. If you were to leave the area, they would continue pointing. Even if you were to run, to hide, to break down and cry. They would continue pointing. Meowing Forever. And Ever. You can't run. You can't hide. You can't fool them. That ever sweet scent stays with you, lingering. It marks you. Wherever you are, whenever you are, the wretched beasts will know. Even in death your corpse will be theirs to torment. For you, oh marked one, this is now a fact of life. _And you better bring your masters their food._ Putting aside how funny the kitten-based triangulation device is, this feels like an oversight. `/.../beacon_for_food/finish_action(...)` even tries to clear the begging target from the blackboard, but `/.../beacon_for_food/perform(...)` never actually passes in the key. ## Why It's Good For The Game Kittens no longer beg at you forever wherever you are, even after dropping the food they were begging for. ![image](https://github.com/tgstation/tgstation/assets/42909981/146d9f93-57e6-4408-aba3-6c693add0841) Like forever, wherever. ![image](https://github.com/tgstation/tgstation/assets/42909981/d62dbd12-15d1-4bc7-9696-d3b50f1b91d8) ![image](https://github.com/tgstation/tgstation/assets/42909981/46da6905-b29c-43a4-b2f1-bdbd27d0e96d) ## Changelog :cl: fix: Removed kitten omniscience. (They stop pointing at you now.) /:cl:
## About The Pull Request Fixes tgstation#79067 where you can hijack the shuttle without actually being on the shuttle. ## Changelog :cl: LT3 fix: Emergency shuttle console now only works while on the emergency shuttle /:cl:
## About The Pull Request When using the biopsy tool on something that doesn't have a swabbing result it would say: > "You do not manage to find a anything on [target]!". The "find a anything on [target]" is incorrect and reads off, so this pr just changes the respective statement in `code/datums/components/swabbing.dm` to remove that a, becoming: > "You do not manage to find anything on [target]!". ## Why It's Good For The Game Minor grammar fix. ## Changelog :cl: spellcheck: You no longer fail to find "a anything" when swabbing something for cytology that doesn't have swabbing results. /:cl:
## About The Pull Request Thanks Elli-Skala for pointing it out. ## Why It's Good For The Game The port is meant for modular computers and station relays, both of which are objects. ## Changelog N/A, it's a very small thing.
## About The Pull Request Alternative title: "Resolve Jerry Tramstation's impotence." While cats had all the other requirements for breeding, the ai subtree for it returns early as no `BB_BABIES_PARTNER_TYPES` had been set for the cat ai and thus it would never actually try to breed. This pr just adds a `BB_BABIES_PARTNER_TYPES` value to `code/modules/mob/living/basic/pets/cat/cat_ai.dm`, so they can actually have kittens again. ## Why It's Good For The Game Fixes cat breeding bug. And c'mooooon, look at theeeeem: ![image](https://github.com/tgstation/tgstation/assets/42909981/1c046dae-7541-4b7c-a1eb-c2fe92ef94d4) ## Changelog :cl: fix: Jerry Tramstation can get laid again! (Fixed cat breeding.) /:cl:
) ## About The Pull Request - Fixes tgstation#81115 Right we have to start the sum from `0` my bad. Also uses material define constant when inserting sheets instead of constant `100` ## Changelog :cl: fix: auto lathes don't hog local apc supply when printing items /:cl:
## About The Pull Request Fixes two small errors in the lines spoken by mob when performing the fireproof clothing rite. "a thousand time and more" is now "a thousand times and more" And the first line has a space added for consistency with the other lines. ## Why It's Good For The Game Gotta fix those player facing typos. ## Changelog :cl: spellcheck: typos fixed in the fireproof clothing religious rite /:cl:
## About The Pull Request It was mentioned to me that APCs were spamming the power down noise when broken, so I looked into it. After further questioning and testing, this turned out to be a blob-specific issue. Blobs present on the same tile as an APC were continuously calling the `set_broken()` proc: ```dm /obj/machinery/power/apc/blob_act(obj/structure/blob/B) set_broken() ``` ```dm /obj/machinery/power/apc/proc/set_broken() if(malfai && operating) malfai.malf_picker.processing_time = clamp(malfai.malf_picker.processing_time - 10,0,1000) operating = FALSE atom_break() if(occupier) malfvacate(TRUE) update() ``` Which was causing `update()` to be continuously called on the APC, which was in turn spamming the power down noise: ```dm /obj/machinery/power/apc/proc/update() if(operating && !shorted && !failure_timer) (...) else (...) playsound(src.loc, 'sound/machines/terminal_off.ogg', 50, FALSE) area.power_change() ``` So we fixed this by just adding an if statement to check if it's broken or not before breaking it: ```dm /obj/machinery/power/apc/blob_act(obj/structure/blob/B) if(machine_stat & BROKEN) return set_broken() ``` ## Why It's Good For The Game Fixes noise spam bug. Ough my ears. ## Changelog :cl: fix: Blobs sitting on APCs no longer break them when already broken, and so no longer spam the power down noise. /:cl:
## About The Pull Request didnt have a id set, i set a id ## Why It's Good For The Game Pressing the flasher should do something ## Changelog :cl: fix: The buttons for flashers on birdshot/tramstation now work /:cl:
## About The Pull Request Husk icons are now generated dynamically by greyscaling the limbs and applying the husk blood overlay rather than everything using the same husk sprite ## Why It's Good For The Game Less sprites needed, also good for nonhuman races especially those with non-humanoid shapes All that is needed for a husk icon now is a blood overlay instead of an entire limb set Human, Lizard, Moth, Monkey husks PIC IS A BIT OUTDATED, THE BLOOD IN PIC IS DARKER THAN HUSK BLOOD (fixed) AND IT DOESNT "FIT" TO LIMB SPRITE (fixed) ![Screenshot 2024-01-24 025229](https://github.com/tgstation/tgstation/assets/46101244/12dfc3bc-9983-4dbc-8ace-a7130bb4a4e7) ## Changelog :cl: refactor: Husk icons are now dynamically generated. See if you can identify what species it was! /:cl:
## About The Pull Request I made it so Wizarditis Timestop just freezes yourself but forgot timestop makes you immune to timestop. So now I added some vars to timestop both to fix this and also for admins to mess around with. ## Changelog :cl: Melbert fix: Wizarditis Timestop now has the desired effect. admin: Admins can now VV Timestop to make the caster not immune to their own Timestop. If they really wanted. /:cl:
## About The Pull Request `/obj/item/circuit_component/object_overlay` handled the wrong references when implementing `Destroy`. ## Changelog :cl: Melbert fix: The object overlay circuit component will no longer take things with it. /:cl:
## About The Pull Request Apparently, ash mark is supposed to replenish mansus grasp cooldown by 75% when triggered, but this is neither reflected by the research description, nor functional ingame. This edit makes it work, and adds the effect to the description. Additionally, that same block of code was present in moon mark research also. I removed that because I assume it is intended to be an ash-only feature, and moon only had it because of copy-pasting. And since we're at it, I also reworded the mark description to be more clear about the mark only transferring to a single heathen at a time. ## Why It's Good For The Game I don't think we should have code which does not work. The options are to either remove it, or make it work, and the latter is more fun. ## Changelog :cl: fix: ash mark now properly lowers the cooldown of mansus grasp when triggered /:cl:
## About The Pull Request Currently on live, if you throw a bola at a xenomorph or use a beartrap on them, the legcuff will successfully attach itself to the xenomorph but nothing will happen. It will not be present visually nor apply slowdown to the xenomorph at all, and it also gives the xenomorph no indication that it is attached to them or option to remove it. This PR fixes that problem by moving some human-specific code downwards, allowing xenomorphs to visually have legcuffs applied to them, be slowed down by them and to take them off by themselves. Note that as with all cuff-related items, xenomorphs will break the item immediately upon attempting to resist it at all. Therefore, this PR doesn't really do anything balance-related, although maybe you can buy yourself a half-second while the xenomorph you just bola'd realizes they need to take it off before chasing you down again. Another thing to note is that queens and praetorians don't look right with these overlays applied (they float to the left of their sprite), but that's a bigger issue with a lot of the overlays in general (fire being a big one), to be fixed in another PR. ## Why It's Good For The Game This has bothered me for a while now, so its about time I do something about it. Even if using bolas or beartraps on xenomorphs is practically useless, if we're gonna let players do it then we're going to let them do it right. ## Changelog :cl: fix: Xenomorphs now have legcuffs applied to them properly. /:cl:
## About The Pull Request Currently on live, when an alien hunter goes for a pounce, once the pounce is completed the hunter will rise quite a distance slowly from the floor as setting body_position_pixel_y_offset now is done with animation as opposed to being instant. This looked extremely stupid, so I went and fixed it. Initially, I was going to add some form of trait to cancel out the smoothing effect from a shifting y offset, until I looked at the sprite for alien pouncing and realized it was 96x96 for no reason. For reference, 96x96 is the size of Bubblegum's sprites. So, I just made the sprites 48x32, got rid of the unused sprites (sentinel and drone both had pounce sprites but neither ever had that ability iirc) and adjusted some of the pounce ability's internal offset stuff to compensate and it looks perfectly fine now. Somehow made the image file larger by 243 bytes according to Github but I guess it is what it is. ## Why It's Good For The Game The alien hunter ascending from 2 tiles below where it actually was whenever it pounced was incredibly jarring. This fixes the problem. ## Changelog :cl: fix: Alien Hunter's pounce ability no longer has any weird offset issues once the pounce is completed. /: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 We need the last of the signs added to the game so everyone can see and use them. Adds the Red Mons, The Rune, The Wizard and MOTHS-MOTHS-MOTHS bar signs that were created during the bar sign contest. <!-- 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 More options for the bar name is a good thing for player choice and diverse player stories. Giving our bartenders more options helps player agency. <!-- 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. --> ![the-red-mons](https://github.com/tgstation/tgstation/assets/38709973/c614f3d1-a7e0-4de2-8e17-95481aeb1313) ![the-rune](https://github.com/tgstation/tgstation/assets/38709973/2628475f-f30c-4f4d-805c-257a8eb3d22f) ![the-wizard](https://github.com/tgstation/tgstation/assets/38709973/c000ae05-5762-4c41-b1d8-3d832bea46b0) ![moths-moths-moths](https://github.com/tgstation/tgstation/assets/38709973/6f74df0b-3344-4c30-b233-7191230145fb) :cl: add: Adds in the Red Mons, The Wizard, The Rune and MOTHS-MOTHS-MOTHS bar signs from the bar sign contest. Congratulations to the winners! image: Adds in the Red Mons, The Wizard, The Rune and MOTHS-MOTHS-MOTHS bar signs from the bar sign contest. /: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. --> --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request One day we will have opendream lint to catch this. (WYCI I guess)
## About The Pull Request This stuff has been cramping 100% heavy roleplay style for too long. Somehow, the way maptext is formatted* seems to break tag ends found around a line break. This usually happens when a space with width is found by the end of the line, and I don't recall ever encountering the issue otherwise. Apparently, I've also found out that concatenating two spaces, regardless of width, seems to fix the issue just fine, and that brings in the solution to this whole pedantic problem: a <b>zero-width space</b> at the end of the closing tag. *That's handled behind the curtains by the engine, so I can only throw wild guesses to why it happens. Oh, by the by, I've also changed the tip about text modifiers I've made over a year ago. It was too confusing to read.
## About The Pull Request Fixes some things(check mapdiff2 for them) mainly the double terminal that probably was giving the ruin 0 power consumption i think removes the double invisible tiny fans and replaces them with double vents fixes the areas a bit removes some modifiers on the APC ## Why It's Good For The Game Fixes are good for the game ## Changelog :cl: fix: Fixed some things in Ice Box's gas station ruin add: Adds some things in Ice Box's gas station ruin /:cl:
…d windoors (tgstation#81272) ## About The Pull Request Title. Another big updatepaths PR thats been on my radar for awhile. The dir banned var edit is self explanatory. However, I banned icon_state from them as well as there are a big handful of windoors that are either regular, and look like security doors, OR are their mirrored counter part (a south right door var edited to look like a south left door). ## Why It's Good For The Game Avoid mapping sins like this ![image](https://github.com/tgstation/tgstation/assets/70232195/e672f64f-5bba-46f2-9043-c702497d08b2) ## Changelog N/A to players
…tgstation-master
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