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Merge upstream [11.07.2024] #338
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…ead of pulling it (tgstation#84752) ## About The Pull Request Sister PR to tgstation#84749 Living flesh arms now have a 30% (70% if you have combat mode on) chance to touch the thing they're targeting instead of pulling it. You can end up punching a random person, or, to much more hilarious results, a heretic influence or the supermatter crystal. Additionally, adds a ``silent`` argument for ``swap_hand`` proc, false by default and will prevent failure message from appearing when trying to swap hands while dual wielding an item if true ## Why It's Good For The Game ![image](https://github.com/tgstation/tgstation/assets/44720187/aa7b5e13-7198-4c8b-8ecf-5e9ebf3403aa) It allows for absolutely hilarious situations which is perfect for the anecdote generator that SS13 is ## Changelog :cl: add: Living flesh arms have a chance to actually touch the thing they're targeting instead of pulling it. Careful with supermatter! /:cl:
## About The Pull Request I want to get back to the food stuff, and adding a few auto tests to avoid regressions. The test makes a dummy human bake a cake from the base ingredients, confirming that the reagent purities are correct and that the cake slice gives a food buff in the end. ## Why It's Good For The Game Avoiding bugs. --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request I subtracted the wrong way around. I should have probably tested it properly before. ## Why It's Good For The Game We want a positive integer, not a negative one. ## Changelog :cl: fix: Fixed a whoopsie with bait-related calculations for fishing. /:cl:
…tion#84805) ## About The Pull Request Fixes tgstation#80396. Fixes tgstation#81508. I suspect this also fixes tgstation#74025, but that one was never properly reproduced. There has been a bug for quite a long time allowing paraplegic characters to walk around after the loss of a leg. This was due to the paraplegic trait being cleared from a removed limb _before_ its owner is cleared, causing the number of usable legs to incorrectly increment. Repeatedly removing and reattaching legs could increment usable_legs arbitrarily high, allowing you to walk around at full speed with no legs at all. Things have been rearranged so that the limb's owner gets cleared first, removing this bug. ## Why It's Good For The Game As funny as it is for a completely legless person to be "walking" around the station at full speed, I don't think this is something you should be able to do freely if you know how. ## Changelog :cl: fix: Amputating a paraplegic's leg no longer miraculously allows them to walk. /:cl: --------- Co-authored-by: Ghom <[email protected]>
) ## About The Pull Request closes tgstation#77789 edt: also closes tgstation#82600 Light sources stop emitting light if the tile in which the light source itself is located and all 4 adjacent tile block the light. This usually happens when a smoke grenade is thrown, or something went wrong in the chemistry again <details> <summary>Videos</summary> As it was before https://github.com/tgstation/tgstation/assets/112967882/44ff556b-d09f-4024-945e-c2c105f511a9 Now https://github.com/tgstation/tgstation/assets/112967882/9f9f8f43-47a9-47be-8499-99bab39fc166 </details> ## Why It's Good For The Game You wont need to switch the lights twice to make them work after someone threw smoke grenades into the hallways anymore ## Changelog :cl: fix: Fixed lights stopping emitting light in some situations /:cl: --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request - Fixes tgstation#84794 `/datum/component/remote_materials` blocks the tool act from continuing when linking with ore silo fails. We don't want that for stacking machines ## Changelog :cl: fix: stacking machines can be linked with its console via multitool /:cl:
… threat is stopped (tgstation#84771) ## About The Pull Request Changes hostile environments so that if the shuttle is docked then the ETD timer will be reset when the threat is stopped. ## Why It's Good For The Game Right now, if you end a hostile environment threat before the shuttle timer goes to ERR the timer won't reset, which often leaves the people who went to deal with the threat unable to get back to the shuttle in time, which really sucks. People shouldn't be punished for stopping a threat. ## Changelog :cl: qol: Docked emergency shuttles will always reset their departure timer when a hostile environment is stopped, regardless of if the timer displays ETD or ERR. /:cl:
## About The Pull Request Amps up the duration of the flip and the bullet dodging to 1.4 seconds (from 0.8). EDIT: I've added a check to prevent matrix-flipping into stamcrit (unless the emote wasn't intentional) and lowered the stam cost very slightly to allow for a fifth flip. ## Why It's Good For The Game I've tested the thing, with and without stun immunity (which prevents stamcrit from overusing it), hulk, rapid gloves, against the colossus and turrets at the tdome. It's pretty meh overrall, having to keep spamming the flip hotkey to keep it going, and the duration isn't all that useful since you can't easily foresee when something or someone's going to fire at you, or react in time. This is likely going to stay a gimmick, albeit a less crappier one. ## Changelog :cl: balance: Buffed the matrix flip skillchip duration. Lowered the stamina cost very, very slightly. qol: You can now longer matrix-flip yourself into exhaustion, unless the emote is unintentional. /:cl:
fixes tgstation#84617 i did test this, no clue how this got missed...
## About The Pull Request - Splits the trait into two, one that affects only bots (like the original version) and one that only affects machines - Only mapload bots are affected (again) - Only mapload machines are affected - The Automated Announcer is immune ## Why It's Good For The Game I made this trait a while back and then someone else changed it to be far more disruptive and annoying without adjusting the weight, so I feel like I have the right to reign it back in a little bit. This aims to retain some of the charm intended behind the original trait while maintaining some of the changes made to it. ## Changelog :cl: Melbert add: Bot Language station trait split into two: One that affects bots (retains the old weight and cost) and one that affects machine (half weight, double the cost) del: Bot Language station trait and (new) Machine Language station trait no longer affect newly created machines or bots, just those present at game start del: Machine Language station trait cannot affect the Automated Announcer in telecomms /:cl:
## About The Pull Request We don't actually record emags outside of the log which makes it hard to parse, this should give us a better image of what people are using emags for.
…or` to security level prototypes (tgstation#84830) ## About The Pull Request Move security level related data from switch-cases to security level prototypes. ## Why It's Good For The Game Nothing player facing. Cleaner code for coders ## Changelog :cl: refactor: move `status_display_bottom_text` and `fire_alarm_light_color` to security level prototypes /:cl:
## About The Pull Request Closes tgstation#83573 by removing an underscore ## Changelog :cl: fix: Vapes use correct fill level overlays /:cl:
## About The Pull Request You can emag grapple gun to use it on station. ## Why It's Good For The Game Cool hook. Gives him the way to use his mechanics at the station. :cl: add: You can emag grapple gun to use it on station. /:cl: --------- Co-authored-by: MrMelbert <[email protected]>
…ion#84838) ## About The Pull Request So while working on another pr, I noticed every time I used a deck to click on a single card, it'd create a cardhand... that's centered on the table. Looking into it, I noticed we already have code for it... but it doesn't work? This seems to be because we copy over the `pixel_x` and `pixel_y` values AFTER we insert the card into the cardhand: https://github.com/tgstation/tgstation/blob/cb5a5c1c69adf00663791f86f9b56047dd52367e/code/modules/cards/singlecard.dm#L172-L176 Swapping these around fixes it. ## Why It's Good For The Game It's kinda awkward to play card games around a single table if all your newly created cardhands decide to take up the same space on the table. ## Changelog :cl: fix: Using a dual wielded deck to add another card to a single card bases the position of the resulting hand of cards on the position of the card. /:cl:
…ve cranial fissure (tgstation#84822) ## About The Pull Request Closes tgstation#82526 Cranial fissure didn't check for combat mode so if someone had the trauma you weren't able to punch them in the head ## Changelog :cl: fix: You no longer try to pull out someones eyes in combat mode if they have cranial fissure /:cl:
…y arg in law.dm (tgstation#84818) ## About The Pull Request As the title says ## Why It's Good For The Game if someone's using the proc and fucks up they might be able to tell easier ## Changelog :cl: code: added a crash report and removes an arg /:cl:
…4815) ## About The Pull Request TV helmet no longer has gas mask FOV, nor does it give you flash sensitivity. Since those are gone, removed pepper proof from it as well. ## Why It's Good For The Game I don't really know why the tv helmet specifically was cucked like this. Out of all the costume helmets, none do this. I don't think it adds much? It just makes it a pain in the ass to use? I want to be a tv helmet guy and see 360 degrees and weld in peace, I don't think that's too much to ask. For fairness sake it also doesn't have pepperproof anymore. You can replicate all its effects by just wearing a gas mask underneath. ## Changelog :cl: qol: TV helmet no longer has gas mask FOV, nor does it give you flash sensitivity. qol: Since those are gone, removed pepper proof from it as well. /:cl:
## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/86125936/4129fc5b-f56c-4a06-bae1-898a3d9fce41) > Redesigns Tramstation's Primary Tool Storage, also giving it proper disposals. ## Why It's Good For The Game Now the disposal bin in the Primary Tool Storage will be useable, and looking nicer might encourage people to visit the room instead of the Auxiliary Storage, which is closer to the rest of the station. ## Changelog :cl: fix: gave tram's primary tool storage functional disposals /:cl:
## About The Pull Request Title. ## Why It's Good For The Game This PR fixes some areas lacking an APC and air alarms. Ever so minor. ## Changelog :cl: Jolly fix: [Birdshot] The Ordnance freezer chamber is now linked to an APC, much like the burn chamber. fix: [Birdshot] The Janitors quarters no longer uses `/area/station/commons`, instead, it uses the janitors regular area. fix: [Birdshot] The entertainment center now has an APC. fix: [Birdshot] A handful of smaller areas have received air alarms. /:cl:
…ecurity bounties. (tgstation#84003) ## About The Pull Request This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. ### What does something being contraband MEAN? Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. ### What items ARE contraband? Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> ### How does this interact with the round? Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. ### Other minor changes that I rolled into this Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). ## Why It's Good For The Game Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. ## Changelog :cl: add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /:cl: --------- Co-authored-by: MrMelbert <[email protected]>
## About The Pull Request DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Drink Dispenser: Creates a glass, then fills it up with a random drink. Bioscrambler: After a noticeable warning, bioscrambles people nearby. 33% chance to be used up on use. Recharger: Shocks you, but recharges one random item to max battery. Hugger: Hugs everyone in range as if you had the friendly trait. DImensional: Converts the surroundings to a random material-theme. Each use increases cooldown by two seconds. Disguiser: Drops your clothing to the ground and replaces it with a delete-on-drop costume and a randomly assigned cardboard ID. Removed an unused and unusable shock flag. Removed an unused dumb ghost item. Added a proc that returns a hex color with the # attached. ## Why It's Good For The Game > DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Request by ArcaneMusic! He wanted new abilities to go along with the new sprites, and approved these. > Removed an unused dumb ghost item. please stop using costume subtypes for OP items. whats the damn point of the subtype if youre just going to screw with it > Added a proc that returns a hex color with the # attached. idk why it didnt have this tbh ## Changelog :cl: add: Adds six new strange object powers! Drink dispenser, bioscrambler, recharger, hugger, dimensional, disguiser. code: Removed some unused code and items, and added a proc that returns a random #colorstring. /:cl:
…ion#84785) ## About The Pull Request This change adds 100 iron sheets to Wawastation's robotics lab and 50 sheets in the R&D chamber at roundstart. One stack of 50 has been added to each of the areas circled below in red. ![Adding_Iron_To_Wawa_000](https://github.com/tgstation/tgstation/assets/51569477/e52b7125-5d8b-40fb-b5fe-23ae70717609) ![Adding_Iron_To_Wawa_001](https://github.com/tgstation/tgstation/assets/51569477/57a5daa5-3056-4dcf-a29e-29158342b7b5) ![Adding_Iron_To_Wawa_002](https://github.com/tgstation/tgstation/assets/51569477/3371fd78-07a3-47a5-a67b-366c3d4ba22e) ## Why It's Good For The Game Closes tgstation#84761, making Wawastation a bit more consistent with the other stations and hopefully kickstarting the efforts of our science teams at the beginning of the round. ## Changelog :cl: qol: Our glorious corporate overlords have provided the funding for iron sheets in Wawastation's robotics and science rooms at roundstart. /:cl:
## About The Pull Request Redoes the delam/tram incident displays to be wallening compatible. ![image](https://github.com/tgstation/tgstation/assets/83487515/34c4c930-7fe8-4dda-b95a-60d3011cb047) ## Why It's Good For The Game Looks better, and won't be jank when wallening comes. ## Changelog :cl: LT3 image: Incident displays got a makeover /:cl:
…tation#84814) ## About The Pull Request Sets `integer` to false. Also a tidbit about the `skew_loot_weight` proc, though loot lists with uneven weights all tend to add a value to all entries so it isn't an issue. ## Why It's Good For The Game The config isn't an integer. ## Changelog N/A
…tation#84800) ## About The Pull Request At some point, some of the techweb node descriptions were changed, so that it referred to certain modsuits as exosuits. This just changes it back. ## Why It's Good For The Game The term "exosuit" is generally used for mechs, not modsuits. The techweb descriptions should refer to modsuits as modsuits. ## Changelog :cl: spellcheck: The techweb no longer erroneously refers to MODsuits as exosuits. /:cl:
## About The Pull Request Adds a new hairstyle called Short Bangs 2. The hairstyle is basically an edit of the existing double buns, except the hair buns themselves are removed. https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506 ## Why It's Good For The Game More customization, variety and character flavor is great. Double buns itself is a good hairstyle but some may not like the hair buns out of personal preference or that it can look weird on non-human species like felinids. ## Changelog :cl: Hardly3D add: Added new hairstyle: Short Bangs 2 /:cl:
larentoun
approved these changes
Jul 11, 2024
This pr causes following conflicts on translate branch:
++<<<<<<< HEAD
+ name = "Weapon Recharger"
+ description = "Nanotrasen military academy is conducting marksmanship exercises. They request that a recharger be shipped."
++=======
+ name = "Зарядники"
+ description = "Военная академия Нанотрейзен проводит учения по стрельбе. Они запрашивают зарядники для доставки."
++>>>>>>> origin/translate
++<<<<<<< HEAD
+ if(get_armor().has_any_armor() || (flags_cover & (HEADCOVERSMOUTH|PEPPERPROOF)) || (clothing_flags & STOPSPRESSUREDAMAGE) || (visor_flags & STOPSPRESSUREDAMAGE))
+ . += span_notice("It has a <a href='?src=[REF(src)];list_armor=1'>tag</a> listing its protection classes.")
++=======
+ if(get_armor().has_any_armor() || (flags_cover & (HEADCOVERSMOUTH|PEPPERPROOF)))
+ . += span_notice("Имеется <a href='?src=[REF(src)];list_armor=1'>бирка</a>, указывающая классы защиты.")
++>>>>>>> origin/translate
|
Furrior
approved these changes
Jul 11, 2024
larentoun
pushed a commit
that referenced
this pull request
Jul 11, 2024
## About The Pull Request Fix translation after #338
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About The Pull Request
Merge upstream [11.07.2024]