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Merge upstream #294
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Merge upstream #294
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## 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:
These can be null if they're ghost
## 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>  </details> <details> <summary>after</summary>  </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)=  cascade pre-post-burst  during burst  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  ## Changelog :cl: PapaMichael spellcheck: Nukie uplinks no longer claim to have nonexistent "Tesla Energy Relays" /:cl:
…#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.  **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:
This pr causes following conflicts on translate branch:
++<<<<<<< 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
++<<<<<<< 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
approved these changes
Jun 8, 2024
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About The Pull Request
Merge upstream