Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merge upstream #294

Merged
merged 177 commits into from
Jun 8, 2024
Merged

Merge upstream #294

merged 177 commits into from
Jun 8, 2024

Conversation

Gaxeer
Copy link
Collaborator

@Gaxeer Gaxeer commented Jun 8, 2024

About The Pull Request

Merge upstream

MTandi and others added 30 commits June 2, 2024 16:11
## About The Pull Request

The floor diseases were supposed to be more of a joke, but it seems to
be a bother for many due to the scarcity of cures.

This PR changes the floor diseases cures to some common chemicals.

## Why It's Good For The Game

They weren't supposed to suffer this much.

## Changelog

:cl:
balance: Floor diseases cures are now common chemicals: Milk, Chlorine,
Space Cleaner
/:cl:
## About The Pull Request

In this PR I am just adding the Anxious Zipzap from tgstation#83508 to an actual
fishing source, as that was left out of the original PR by mistake. It
compiled properly and loaded as a server.
## Why It's Good For The Game

Adding a way to actually obtain a recently added fish (with the only
other way to interact with the power generation mechanics being an emag)
seems like it would be good overall.
## Changelog
:cl:
fix: Made the anxious zipzap accessible.
/:cl:
Reverts tgstation#82592

The point of the limit on blades is to punish heretics for handling them
carelessly, allowing them to undo that for free is lame.

Maybe someone can re-add this as a separate ritual which has its own
requirements, maybe a knowledge requirement.

🆑
del: Heretics can no longer return their stolen blades, that's the point
of the limit
/:cl:
## About The Pull Request

In honor of the new sound effects general


https://github.com/tgstation/tgstation/assets/51863163/b2db8ee1-51ef-45a8-9cc8-31594d034ea5

Adds a sound effect that plays when soup is boiling (IE, it only plays
when smoke appears over the soup pot)

It has a sharp falloff and a distance penalty so it will really only be
heard in the kitchen (or though the kitchen's walls), maps with ranges
close to the counter like Metastation notwithstanding.

## Why It's Good For The Game

A touch of atmosphere

## Changelog

:cl: Melbert
sound: Boiling soup now makes a sound.
/:cl:
## About The Pull Request
Release notes: https://github.com/tgstation/rust-g/releases/tag/3.3.0

Mainly bumping in order to use a feature of it in tgstation#83138, to optimize
the system a little better.

## Why It's Good For The Game
Faster init when that system will be more widely used is a good thing.
Also keeps us up to date and enables more tools to be available to
coders.
…ers from request console (tgstation#83627)

## About The Pull Request
Turns out, `requestonly` var never passed to frontend and were always
false in tgui because of that. I've changed it to `can_send` since this
button is responsible for sending and not requesting

<details>
<summary>before</summary>
  

![image](https://github.com/tgstation/tgstation/assets/8430839/ec6ff866-ef7d-4307-9d09-68df7900b6a5)

</details>
<details>
<summary>after</summary>
  

![image](https://github.com/tgstation/tgstation/assets/8430839/2459e00a-1c86-441a-87cd-afef99a63a7e)

</details>

## Why It's Good For The Game
always annoying when some random assistant calls cargo shuttle before
you finished ordering your stuff
## Changelog
:cl:
fix: fixed being able to confirm cargo orders from cargo request console
(and, probably, from PDAs)
/:cl:
…on#83660)

Fixes tgstation#83646 

Fixes crutches setting your legs to null whenever you pick them up or
drop them
Fixes slowdown reduction on crutches being permanent (this was hard to
notice because they instantly cripple you)

:cl:
fix: fixes touching a crutch permanently crippling you
fix: fixes crutches giving permanent speedboosts even when dropped
/:cl:
## About The Pull Request
Breacher and Viper player-controlled Spiders have swapped castes; Vipers
now come from Abnormal Eggs, while Breachers will now come from Enriched
Eggs. This means that Vipers may be seen more, while Breachers require
the Nest to acquire at least a single kill to wrap and create an
Enriched Egg from. Nurse Spiders also perform their heal action much
faster, at the cost of a bit less healing. It was very difficult to heal
others due to the long do_after and thus we saw very few Nurse Spiders.

Breacher Spiders also are now NOT immune to cold, and will die if they
try to space a room or go into space.

## Why It's Good For The Game
Breacher Spiders are in kind of a difficult spot, both in theming and
balance; their space resistance made them able to vent the station in
multiple places by breaking key walls, and they had no need to commit to
their sieges because they could escape into space at all times. It also
broke part of the dynamic of Spiders wanting to keep the atmosphere in
the station, and disincentivizing Breachers from venting the station
also makes them more coherently a part of the Nest because they won't
reduce the Nest's habitable area.

Viper Spiders were seen quite little instead of the other options in the
Enriched Egg; now, hopefully we'll see more. Likewise, the Breacher is
quite powerful for being an Abnormal Egg, so perhaps now we'll see more
focus on cocooning to unlock the powerful Breachers, or just overall
less of them, which will help even the odds.

Nurse Spiders were VERY underutilized despite their power— the do_after
for their healing just felt obnoxiously long, and especially in tense
situations, you'd have shuffle and Spiders yelling at one another
because two of them have to Space Hulk the hallway for a semi-extended
period of time. Now, Nurses will be able to heal and move on a bit
faster. I don't believe this will create too many issues, balance-wise,
as the time-to-kill on Spiders is still quite low for all but the
tankiest against lasers and even welders.
## Changelog
:cl: Jane
balance: Spider Breachers and Vipers have swapped castes. Breachers come
from Enriched Eggs while Vipers come from Abnormals! Breachers can no
longer survive in spaced rooms/temperatures. The Nurse wraps wounds
faster, but with less damage healed per wrap.
/:cl:
…red brand (tgstation#83674)

## About The Pull Request

This revises the descriptions for the smoker/alcoholic quirk memories to
actually mention the preferred brand:



## Why It's Good For The Game

Because memories should help you, well, remember stuff, and "Joe's
smoking problem" is kinda useless when you've forgotten _which_ brand
your character prefers.

`[name]'s smoking problem.` -> `[name]'s addiction to [preferred_brand]
cigarettes.`
`[name]'s drinking problem.` -> `[name]'s addiction to
[preferred_brandy] alcohol.`

## Changelog
:cl:
qol: The memories for Smoker and Alcoholic now actually mention the
preferred brand.
/:cl:
…n#83669)

## About The Pull Request

Allows the AI Core button which snaps their camera to their mob to work
even on backup power.

I don't consider this a balance change because there are already a
myriad of ways to get `AI.view_core()` to be called besides the button
(one of them being to simply reconnect), or other ways to bypass like
what I have taken to doing is prepare a camera hotkey at roundstart
since those do continue to work fine on backup power for some reason.

## Why It's Good For The Game

QoL good. Makes AI a little more intuitive to play especially when s*it
hits the fan.

## Changelog
:cl:
qol: AI's jump to AI Core button works while on backup power (likely
when needed most).
/:cl:
## About The Pull Request
Adds a tiny fan under the blast doors by the mass driver in
Tramstation's disposals room.
## Why It's Good For The Game
Fixes a consistency issue with other station's disposal rooms.
The tiny fan prevents the disposals room from becoming depressurized
after repeated use of the mass driver, or if the blast doors get left
open.
## Changelog
:cl:
fix: A tiny fan was added to Tramstation's disposal room under the blast
doors. No more accidental depressurizations.
/:cl:
## About The Pull Request
Moves a misplaced wire to be connecting the cargo lobby APC instead of
right next to it. Also adds a missing wire in maintenance from cargo's
maintenance to the vault hallway and another one connecting the APC in
the maintenance above mining.

## Why It's Good For The Game
Allows meta's cargo lobby & mining maintence to actually charge without
someone having to add a wire.

## Changelog
:cl: Goat
fix: meta's cargo lobby and mining maintenance APCs is now connected to
the power line
/:cl:
## About The Pull Request
Ash ascension flame hotspot effects are now 150 alpha
Oath of flame (ring)=

![image](https://github.com/tgstation/tgstation/assets/53100513/994b186d-4e25-49ec-b882-ac8705b84a7b)
cascade
pre-post-burst

![image](https://github.com/tgstation/tgstation/assets/53100513/dd2841bb-54a2-46a9-be96-957f8dd0acce)
during burst

![image](https://github.com/tgstation/tgstation/assets/53100513/0dcb1789-6700-4e8b-806e-6ed081016eaa)


The effect ingame is that every time the flame bursts again it makes it
hard to see for a second but then it's a transparent cool 'background'
effect. I think its perfect !

## Why It's Good For The Game

I want to see the fucking game

## Changelog

:cl:
qol:Ash Ascension spells have high transparency
/:cl:
## About The Pull Request
Capitalizes and adds a period to the inspection text of the cat house.
## Why It's Good For The Game
Grammar is good. I like grammar.
## Changelog
:cl:
spellcheck: Changed grammar in cat_house.dm
/:cl:
…keop uplink (tgstation#83644)

## About The Pull Request
Title
## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/152340324/b5631b3e-1b72-430d-93de-d75e3e9d5d7c)
## Changelog
:cl: PapaMichael
spellcheck: Nukie uplinks no longer claim to have nonexistent "Tesla
Energy Relays"
/:cl:
comfyorange and others added 26 commits June 8, 2024 12:53
…#83740)

## About The Pull Request

So crew records weren't actually showing the right quirks for
latejoiners, and in at least one instance (heterochromatic eyes) even
the fingerprint was wrong. The latter seemed to be caused by a recent
fix pr making the quirk actually update your dna, for the sake of
paradox clones/changelings.
Looking into it, this seemed to be because we assign quirks to
latejoiners _after_ injecting them into the manifest:

https://github.com/tgstation/tgstation/blob/b7225d8486476fc4971ef32ed3c83fd778e7e46d/code/modules/mob/dead/new_player/new_player.dm#L218-L244
See line 219 and 244.

So we move manifest injection to be _after_ quirk assignment:
```dm
(line 242-246)
	if((job.job_flags & JOB_ASSIGN_QUIRKS) && humanc && CONFIG_GET(flag/roundstart_traits))
		SSquirks.AssignQuirks(humanc, humanc.client)

	if(humanc) // Quirks may change manifest datapoints, so inject only after assigning quirks
		GLOB.manifest.inject(humanc)
```
This fixes it.
## Why It's Good For The Game

Makes quirks actually show in the medical records for latejoiners.
Makes latejoiners with heterochromatic eyes not have the wrong
fingerprint in the security records.
_Probably_ fixes tgstation#83681.
Fixes tgstation#56469.
## Changelog
:cl:
fix: Latejoiners with heterochromatic eyes no longer have the wrong
fingerprint in the security records.
fix: Latejoiners actually have their quirks visible in the medical
records.
/:cl:
## About The Pull Request
Fixes the admin borg panel's upgrade functionality. Caused by not
registering the signals for deletion and also by the upgrade code
checking the robot's contents instead of upgrades list (since the borg
panel spawns the item in the borg, it appears in the borg's contents,
making the check think the borg already has it installed.)
## Why It's Good For The Game
Easier testing new borg modules
## Changelog
:cl:
fix: Fixes admin borg panel upgrade functions
/:cl:
## About The Pull Request
All instances of reactive armor are now reactive armor, instead of some
being "armour"
## Why It's Good For The Game
Consistency
## Changelog
:cl: grungussuss
spellcheck: all instances of reactive armor are now spelt the same
/:cl:
…Templates for ID cards (tgstation#83683)

## About The Pull Request
Plexagon Access Management now removes the Templates dropdown, and puts
in a note about trim in its place, if the inserted card does not have a
trim attached.
## Why It's Good For The Game
You can't apply a template without a trim on the card. The proc that
handles it does a bitwise AND between what the template and the trim
have for access, and applies it to the ID card. This is not mentioned
anywhere in the program.

I spent hours tracing ID procs trying to find the supposed bug
preventing templates from applying before I stumbled upon this. So now
it tells the user.

I do not know why you're allowed to choose templates that aren't related
to the currently applied trim, but that's out of scope for my
frustration.
## Changelog
:cl:
qol: Plexagon Access Management now tells you that you need an ID Trim
before applying a Template, rather than silently failing.
/:cl:
)

## About The Pull Request
fixes lobstrosities being able to fish tons of resources, closes tgstation#83565

## Why It's Good For The Game
fixes the fishing economy

## Changelog
:cl:
fix: lobstrosities will no longer be able to fish out multiple
necropolis chests
/:cl:
…ackground Checks station trait (tgstation#83657)

Fixes tgstation#83631 

Instead of not initializing the ruleset we just forbid it

:cl:
fix: admins can force rulesets on background checks station trait
(fucking lame)
/:cl:
## About The Pull Request
It makes the automute use bigger, redder text and also balloon alert
I know ppl dont like punctuation in balloon alerts so I can remove the
exclamation mark if u want, i like it tho
I guess if u support darwinism u could leave it as is but in the era of
runetext and TTS ppl cant pay attention to the chat window they're too
busy watching subway surfers on their second monitor and scrolling
tiktok on their phone
Doesnt change the text so it stays deliberately vague like the comment
says it should

Before:
<img src="https://i.ibb.co/3hDnpQm/Automute-Before.png">
After:
<img src="https://i.ibb.co/0qSwJFB/Automute-After.png">
<img src="https://i.ibb.co/n3ch9fg/Automute-Balloon-Alert.png">
## Why It's Good For The Game
Being automuted when there's no admins on cuz u got a bit carried away
isnt cool and then u have to urgent ahelp it, which is understandable
cuz it's making the round unplayable for you but you did kinda bring it
on yourself and the admin might not be too happy with you about it.
## Changelog
:cl:
admin: The auto-mute system yells at you harder when you send a bunch of
identical messages.
/:cl:
## About The Pull Request
Checks for `TRAIT_NO_TRANSFORM` in `allowed_to_move`. Will stop mobs
from moving when they should not.

## Why It's Good For The Game
Fixes tgstation#79870
Fixes AI movement not respecting TRAIT_NO_TRANSFORM.

## Changelog
:cl: Goat
fix: mobs no longer move during cutscenes
/:cl:
## About The Pull Request

What it says on the tin.

Closes tgstation#80865

## Why It's Good For The Game

Fix good.

## Changelog
:cl:
fix: Fixed Silicons not being able to (un)lock Air Alarms.
/:cl:
)

## About The Pull Request
Medical tools have some operation sounds that added to the aesthetic of
their work so I thought why not engineering.


https://github.com/tgstation/tgstation/assets/92416224/30e4558c-8a64-407b-a7fb-b1ad30966fe5





## Why It's Good For The Game
People play engineering to fix stuffs so making the aesthetic of using
the tools better should make it fixing more enjoyable.
## Changelog
:cl:

sound: added operating sounds for wrench, wirecutter and crowbar

/:cl:

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
tgstation#83717)

## About The Pull Request
Fixes ATs caused by ungen turf being inside explored area. May or may
not fix icebox CI failure caused by atmos inside some ruins being a
fraction of degree lower (and causing to peter jr and icebox foxes to
die horrible death). Completely unrelated problems but for some reason
as soon as I replaced ungen turf with normal snow, every ruin stopped
having slightly different atmos composition. Why and how is beyond me.
## Why It's Good For The Game
HEY! LISTEN! Right now were wasted processing 4 turf(s) 

lets not waste right nows
## Changelog
## About The Pull Request
Fix icon cutter readme file


## Why It's Good For The Game
Going into this cache folder and finding it empty really confused me

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request

This adds some more station-trait dependent Pulsar Star reports, much
like the "Clown Planet" report triggered by the bananium shipments
trait.

For those of you not up to speed - When pulsar star (no meaningful
threat report is provided) rolls, and a relevant station trait is
active, the generic report is replaced with one pertaining to that
trait.

It's better to just check the code changes to get a full picture, but
I'll give some summaries on what the individual reports are here:

**Assistant Gimmick Outfits** - "Grey Sky", and a warning to monitor the
recently emboldened assistants on-station.

**Intern** - The intern has forgotten to actually include the report in
his message. What a goof!

**Ion Stormfront** - Oh dear, the electromagnetic interference is
messing with the report broadcast.

![image](https://github.com/tgstation/tgstation/assets/28870487/ea7060b5-177e-4760-a079-9f61650aca27)

**Endless Snowstorm** - Ice Giant, Too much snow, we can't give an
actual report. Stay safe!

**Wise Cow Invasion** - Cow Planet. [We're gonna go fast and we're gonna
go far with a steady driving bass and a rhythm
guitar.](https://www.youtube.com/watch?v=BPqPYszbSFI)
## Why It's Good For The Game

Seeing the goofy clown planet message always made me think "dang, this
feels like underutilized material" and can give command some prompting
on what to tell the crew beyond "yeah we don't know what threat level it
is". Maybe it'll prompt someone to do a gimmick based on the report? Who
knows! It's just an added dash of flavor at the end of the day.

Admittedly, some are a bit silly, but also rare (requiring both a
specific station trait and the 8% pulsar star chance) so I think its
fine.
## Changelog
:cl: Rhials
add: Adds some more station-trait dependent pulsar star reports. Keep an
eye on that roundstart command report!
/:cl:
Copy link

github-actions bot commented Jun 8, 2024

This pr causes following conflicts on translate branch:

  • code/modules/antagonists/heretic/heretic_knowledge.dm
++<<<<<<< HEAD
 +		loc.balloon_alert(user, "ritual failed, at limit!")
 +		return FALSE
++=======
+ 		for(var/obj/item/melee/sickly_blade/is_blade_ritual as anything in result_atoms)
+ 			valid_blades = blades_limit_check(user)
+ 			break
+ 		if(valid_blades)
+ 			return TRUE
+ 		else
+ 			loc.balloon_alert(user, "ритуал провален, уже лимит!")
+ 			return FALSE
++>>>>>>> origin/translate
  • code/modules/antagonists/heretic/knowledge/side_rust_cosmos.dm
++<<<<<<< HEAD
 +	desc = "Allows you to transmute a pool of vomit, some cable coil, and 5 sheets of titanium into a Rust Walker. \
 +		Rust Walkers excel at spreading rust and are moderately strong in combat."
 +	gain_text = "I combined my knowledge of creation with my desire for corruption. The Marshal knew my name, and the Rusted Hills echoed out."
++=======
+ 	desc = "Позволяет трансмутировать лужу рвоты, провода и 5 железа в Ржавого ходока. \
+ 		Ржавые ходоки превосходно распространяют ржавчину и умеренно сильны в бою."
+ 	gain_text = "Я объединил свои знания о созидании с жаждой коррозии. Маршал знал мое имя, и Ржавые холмы отозвались эхом."
++>>>>>>> origin/translate

@Furrior Furrior merged commit e53f624 into master Jun 8, 2024
21 of 22 checks passed
Gaxeer added a commit that referenced this pull request Jun 8, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.