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Merge upstream 16.11.24 #731
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## About The Pull Request Upstream port of Monkestation/Monkestation2.0#4215 This changes some tgui UIs that used icon2base64/getFlatIcon to display items to instead use DmIcon, just passing the icon/icon_state instead. To be specific: the ORM, the "ore container", and the order console (produce, mining, and bitrunning vendors) <details> <summary><h3>UI screenshots / proof of testing</h3></summary> ![2024-11-12 (1731458275) ~ dreamseeker](https://github.com/user-attachments/assets/b1c60677-b117-4c23-8076-8b5072130d55) ![2024-11-12 (1731458281) ~ dreamseeker](https://github.com/user-attachments/assets/b64d3c2f-4754-4e5d-991a-2df69d86eb2a) ![2024-11-12 (1731458286) ~ dreamseeker](https://github.com/user-attachments/assets/287d8db1-8acb-4c4c-a2f0-66227a477d19) ![2024-11-12 (1731458388) ~ dreamseeker](https://github.com/user-attachments/assets/f69f5d51-5cdc-442c-971d-a4abedd4a3d2) ![2024-11-12 (1731458391) ~ dreamseeker](https://github.com/user-attachments/assets/53a95e88-ac41-4f97-a409-10b19d130376) </details> ## Why It's Good For The Game gfi bad, especially in ui(_static)_data, dmicon good. ## Changelog :cl: refactor: The ORM, "ore container", and order console UIs (produce, mining, bitrunner vendors) now load icons in a more efficient manner. /:cl:
…ide of soft crit and properly removes its effects when detached (tgstation#87901) ## About The Pull Request Wear off message is only printed if the user actually had the effect active before, and speed modifier is removed alongside the element. ## Changelog :cl: fix: Fixed tenacity effect printing its messages when it shouldn't be, and not removing its' effects when it should've. /:cl:
## About The Pull Request Mechs were playing spin sound effects (_on top_ of normal step sounds) every time they'd take a step while strafing. Additionally, they would not play the spin sound effect when actually turning. This fixes both. ## Why It's Good For The Game Bugfix. Also, cleaner sounding mechs. ## Changelog :cl: Fix: Fixed the triggering of mech turn sound effects /:cl:
## About The Pull Request closes tgstation#87611 ## Why It's Good For The Game it makes sense ## Changelog :cl: grungussuss sound: sandstone blocks have the correct sound now /:cl:
## About The Pull Request This lowers the cost of the singularity beacon to 4 crystals. Right now this item never gets used due to the high cost and niche requirements. According to the statistics it is not even on the list: https://superset.moth.fans/superset/dashboard/4/?native_filters_key=Gd84-_rrITStPTkyo7BlqnE5aYcHmofhLU2GjWEiWdqY-ZaK2WVxrq1eG6qS0bNa Before we had the SM, the singularity engine was often sabotaged with this beacon since all you needed to do was disable an emitter or cut a wire and the singularity would break loose. It was a relatively easy process. The criteria to achieve a singularity now is very difficult. You either have to overload the SM and fight off anyone who tries to fix it OR purchase one from cargo and make a pipe setup to feed it a ton of gas. All the crew has to do to prevent it, is leak the gas by opening an airlock, breach the floor, or a window. If there is an AI or cyborgs, your job is now ten times harder. Then you have another problem. The beacon requires powered wires and if the SMESs gets destroyed by the singularity it's useless. This is guaranteed to happen if using the SM from engineering since it's so close to the SMESs. So now you have to either rely on solars or a generator to power the device. The hassle of spending 10 crystals on this item is not worth it. Too many things can go wrong and it would be a waste of points. ## Why It's Good For The Game This item never gets picked due to it's high cost and difficulty. By lowering the cost, it would make it a more reasonable choice. ## Changelog :cl: balance: Lower the telecrystal price of the singularity beacon from 10 to 4 and reduce the timer to 20 minutes before it can be purchased. /:cl:
…dust spawn aligned lower on the tile (tgstation#87858) ## About The Pull Request - Speeds up the torso part of the dust animation by a few frames, as was requested but I didn't do before merge - Makes remains/dust spawn from being dusted towards the bottom of the tile Videos (take before the remains/dust change) https://github.com/user-attachments/assets/7e9fe699-a44b-49d5-a4d0-2304e09283d5 https://github.com/user-attachments/assets/7b426340-5d3d-49fa-91f1-52b2fc3a560c ## Why It's Good For The Game Should help sell the effect a bit more ## Changelog :cl: Melbert image: Speeds up some frames of the dust animation slightly image: Dust/remains spawned after being dusted are now aligned towards the bottom of the tile image: Bigger mobs now produce bigger piles of ash image: Plasmamen now dust into plasma bones /:cl:
## About The Pull Request You couldn't put cigarettes in gas masks due to a check for if the masks mouth is covered ## Why It's Good For The Game You can now filter the air through your cigarettes as was intended. ## Changelog :cl: fix: removes the gas mask check for if the gas mask mouth is covered. Now it only checks for filters and other cigs /:cl:
…y, causing a harddel (tgstation#87903) ## About The Pull Request See name, if a dummy somehow gets hold of a PDA with the camera app installed (This just so happens to be a default PDA program in the case on Nova, Skyrat, and Bubber), and the delete_equipment proc is called, the camera inside the PDA gets sent to the wardrobe because of `/datum/outfit/job/assistant/gimmick/hall_monitor` having one, and then qdelled with the PDA, leaving a hanging ref This causes a harddel during tests that has caused me great pains to locate. Turns out a single example holodisk with the clown holds a magical key to trigger all this: a single PDA ## Why It's Good For The Game Fixes a harddel. There might be other similar ones hiding in the dark like cameras in other objects. ## Changelog :cl: fix: Fixes SSWardrobe stealing a camera from the camera app when on a dummy, causing a harddel /:cl:
… 516 (tgstation#87889) ## About The Pull Request This makes `/datum/player_details` properly track BYOND version and build separately, as opposed to just the full version string. Whenever a client logs in, and their BYOND version is 516, while their previous version was 515, or vice versa, it'll set a newly added client var, `rebuild_plane_masters`, to TRUE. During the `COMSIG_MOB_LOGIN` signal handler of a mob's HUD (`/datum/hud/proc/client_refresh`), it will check to see if `rebuild_plane_masters` is TRUE - if so, it will set the appropriate `relay_loc` of (based on client BYOND version) of its plane master groups, and rebuild their plane masters. ## Why It's Good For The Game Makes testing stuff across 515 and 516 easier, as your screen won't break when switching between the two. ## Changelog 516 is _still_ in private alpha, so no user-facing changes.
## About The Pull Request 1st SM filter is now set to N2 by default A random hallway apc that started unwired is now wired Chef gets a dehydrator Surgery theatre now has a surgery tray instead and surplus prosthetic limbs to fill in the empty space Greater central maintenance owns all of its walls The chemical closet in pharmacy now has multiver, formaldehyde, epinephrine, basic buffer and the other kind of buffer to compensate for not having a chemstorage room atmos distro air mixer now mixes correctly ## Why It's Good For The Game closes tgstation#87729 also maintenance is supposed to own all of its walls ## Changelog :cl: fix: Added dehydrator to birdshot kitchen. Surgery theatre now has a surgery tray and surplus prosthetics. An unwired hallway APC is now wired. 1st SM filter is now set to Nitrogen. Chemistry closet in pharmacy now contains extra chemicals to compensate for not having a chemical storage. Atmos air for distro mixer now mixes correctly /:cl:
…7786) ## About The Pull Request floor lights have the same light range during nightshifts ## Why It's Good For The Game theyre horrendously bad at lighting up stuff in nightshift and birdshots bar looks horrendous as a result ## Changelog :cl: fix: floor lights have the same light range during nightshift, so you can actually see the bar during a night shift on birdshot /:cl:
## About The Pull Request Wingless creatures don't cause runtimes when they flap their imaginery wings ## Why It's Good For The Game Runtimes bad ## Changelog :cl: fix: Fixes a runtime when wingless creature flaps their wings /:cl:
## About The Pull Request - Fixes tgstation#87788 Usually when you force move an item anywhere `obj/item/doMove()` is responsible for removing the item from the players hand & updating the visuals. When you move that item from say your pocket to your hand we call `attempt_pickup()` which also updates visuals. The one case where these 2 procs don't help is when that item is equipped from anywhere else but the hand(pockets for e.g) into a storage medium that is held in hand. For this edge case we have to drop the item to ground to update the visuals of whatever inventory slot it was attached to Now evidence bag uses the storage pre attack mode rather than implementing its own item interaction thus fixing the visual glitch not just for it but for all items that have `allow_quick_gather = TRUE` ## Changelog :cl: fix: Fixed visual glitches when inserting items from an slot other than the hands into evidence bags & other storages that have quick gather mode enabled /:cl:
Having a non-organic heart ignored the heart damage, so you could just be immortal forever :cl: fix: Nooartrium heart damage can no longer be bypassed with non-organic hearts /:cl: Balance maybe? I don't feel this was ever intended and an oversight in not setting the correct flag --------- Co-authored-by: MrMelbert <[email protected]>
## About The Pull Request title ## Why It's Good For The Game OOC: Blard of Jard: I was trying to cut a cargo tech's leg off for a spy bounty, but instead of just cutting his leg with it targetted on harm intent, it immediately cut his ties and he mag dumped me with his laz gun. ## Changelog :cl: fix: you now snip cuffs with right click to prevent accidental cuts /:cl: --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request Closes tgstation#75447 by allowing projectiles to pass through portals. This does not allow for infinite loops for sanity (including host's) reasons. Can safely be merged before tgstation#87740 ## Changelog :cl: fix: Many years later, projectiles finally can pass through portals - this time without crashing the server. /:cl:
## About The Pull Request Fixed cheesing by monkeyification by changing the gorillas factions to hostile. Tweaked the loot to be consistent and nerfed slightly (Makarovs instead of APS) Also changed one of the observation cells to a cytology room with a clown glutton ![image](https://github.com/user-attachments/assets/2b3f5ea0-75ea-42f1-98f7-50b7ebd60b04) ![image](https://github.com/user-attachments/assets/9d700be2-7108-4d7a-90f9-7a8f19737879) ## Why It's Good For The Game It fixes stuff and prevents cheese. ## Changelog :cl: fix: Syndicate Biodome fixes /:cl:
## About The Pull Request Significantly buffed the anomalock modules. Anomalock modules can be used with eachother. Antigravity module costs 2 complexity. Teleporter module is thrice as fast at teleporting with a slightly reduced cooldown, but has a much larger power cost. Changed how teleporter tracks maximum range to be less painful to the end user. Kinesis module's default range has been extended to 8. Kinesis module can drag around people in critical condition or worse. ## Why It's Good For The Game These modules have historically been, well, kind of a complete joke. They seem to have been crippled out of fear of them being overpowering with the end result of being unusable. Anomaly items are allowed and meant to be fun, strong, and wild, so I really don't see why these need to be so weak. The amount of times I'd rather make a teleporter that takes 3 seconds to get you anywhere instead of an instant portal gun or a bag of holding is roughly zero. People hate modsuits, and in part that hate is because of modules which do very, very little due to severe undertuning. Let's fix that with the anomaly ones here. > Anomalock modules can be used with eachother. Let people get a buncha anomaly modulse together if they want to. An antigravity user with teleporting and kinesis could be something to fear, but not so much as to strike it from existence altogether without even letting people mess around with it first. > Antigravity module costs 2 complexity. Antigravity module is glorified wittel -> gravitum, but it takes a core and 3 complexity. At least let it be somewhat cheap. > Teleporter module is thrice as fast at teleporting with a slightly reduced cooldown, but has a much larger power cost. Teleporter module is a big damn joke ATM, as stated above being effectively overshadowed in every way by the portal gun. This now gives it a fun niche instead, of being able to teleport around everywhere at the cost of a massive power draw. > Changed how teleporter tracks maximum range to be less painful to the end user. view() was working weirdly when I was using it. It was failing to register tiles somewhat near the end of the screen, so I just ditched it for a get_dist check that I threw 9 in as a somewhat arbitrary value for. > Kinesis module's default range has been extended to 8. There's this bug on live where when you kinesis someone it flies all the way to the SW corner of the screen for seemingly no reason. I don't know why it happens but it drives me mad. Even without that bug, 5 tiles is extremely frustrating to handle - it's super, super annoying to find a middleground between 'not slapping you in the face', 'not losing your grip'. 8 tiles is a lot more forgiving and makes the module actually fun to use. > Kinesis module can drag around people in critical condition or worse. This one might be a bit nuts, but I really want to see this ingame, it's kind of the best part of the module yet is unobtainable. Maybe some stuff would need to be tuned for it, like making human throws flimsy. ## Changelog :cl: balance: Significantly buffed the anomalock modules. balance: Anomalock modules can be used with eachother. balance: Antigravity module costs 2 complexity. balance: Teleporter module is thrice as fast at teleporting with a slightly reduced cooldown, but has a much larger power cost. code: Changed how teleporter tracks maximum range to be less painful to the end user. refactor: Refactored LoS checks to be a proc on atom, los_check balance: Kinesis module's default range has been extended to 8. balance: Kinesis module can drag around people in critical condition or worse. /:cl:
## About The Pull Request Vampires have stomachs and lungs. They still don't have hunger. Vampires are a human subtype. Vamp bloodtype from "U"nknown to "V"ampire ## Why It's Good For The Game For some stupid reason vampires lacked stomachs. Vampires drinking wine is a classic trope that currently results in vomit magically appearing below you. Evidence of wine: ![ielbiv4shad81](https://github.com/user-attachments/assets/ef39c522-282d-4763-8802-a6fb180aafb2) Vampires are a human subtype too like felinids because this resulted in dumb bugs like no screaming sound. Vamp bloodtype from "U"nknown to "V"ampire I mean if we haev these guys on halloween. We probably know their blood right. ## Changelog :cl: fix: vampires are a human subtype & have stomachs/lungs /:cl: --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request closes tgstation#87640 ## Why It's Good For The Game feedback is cool ## Changelog :cl: grungussuss qol: added feedback for cutting mulebot wires /:cl:
## About The Pull Request This adds plenty of useful stuff regarding byond-tracy, altho mostly focused on the [Paradise fork](https://github.com/ParadiseSS13/byond-tracy). - Adds two new config options **(THEY ARE DISABLED BY DEFAULT)** - `ALLOW_TRACY_START` gives admins with +DEBUG the "Run Tracy Now" verb, which will allow them to start profiling with byond-tracy mid-round. - `ALLOW_TRACY_QUEUE` gives admins with +DEBUG the "Toggle Tracy Next Round" verb, which will initialize byond-tracy during world init the next round (in the same way as passing `-params tracy` or defining `USE_BYOND_TRACY`) - If byond-tracy fails to initialize, the error will be logged and available to view for the whole round. - If `MC_TAB_TRACY_INFO` is defined, information about byond-tracy now appears in the MC tab - if it's running or not, if it errored (and what the error is), why it's running, if its queued for next round, etc. - byond-tracy is now properly shut down when the world shuts down/reboots, minimizing the risk of data loss or crashing - More info regarding byond-tracy init is sent to `world.log` ## Why It's Good For The Game Profiling is super helpful, and this should make things quite easier ## Changelog No user-facing changes
…nce (tgstation#87907) ## About The Pull Request Changes firelock code to register signals on the atom holding the crowbar, not necessarily the mob that initiated the action. Since mobs inside mechs don't technically move, signals listening for the mob's movement wouldn't fire until the mob exits the mech. Registering the signal on the crowbar owner (mech in this case) solves the issue. This makes no change to mobs holding crowbars, as the mob is considered the crowbar owner in that case, and is thus handled identically as before. ## Why It's Good For The Game Prevents this: https://github.com/user-attachments/assets/77150360-c1c2-46a0-8943-3b80fbd5a9e8 ## Changelog :cl: fix: Firelocks opened by a mech will correctly close when the mech moves out of range. /:cl:
## About The Pull Request Adds a new janitor tooltip ## Why It's Good For The Game This feature isn’t very well known
…tation#87701) ## About The Pull Request Changes the color of hallucination cores from red (?) to hot pink. Adds the Perceptomatrix Helm, a hallucination anomaly core item. ![image](https://github.com/user-attachments/assets/d1b37313-f141-4638-b950-7d58556dbf8d) This helmet shields the user's brain from all external stimuli while creating a 1:1 replica of it, beamed straight into their mind. What this means in practice is that the user's perception is hypercharged and their brain shielded from psychic phenomena. The sprite is a resprited marine helmet. It's mid and I don't like it but I'm not a spriter. List of effects: Perception: - Flash/Weld Immunity - True Night Vision - Blindness and blurriness immunity - Expanded FOV Brain Shielding: - Perceptual Trauma Immunity - Hallucination Immunity Psyshield: - Conversion and Mindswap Immunity - Magical Mind Resistance (Much more limited than normal resistance) - Technically counts as casting clothes Additionally, you can an ability to invoke hallucinations on others on a 25-second cooldown. ![image](https://github.com/user-attachments/assets/7dd4eaba-90ba-4e67-a302-2aae844009a7) ## Why It's Good For The Game I'm kinda tired of half the anomaly cores in the game having jack and shit going for them. I also think there's a moderate lack of psychic content in the game, so here we go. ### Yeah this is cool but like isn't it kinda fucking nuts? Holy shit dude Let's dissect this. > Perception: > - Flash/Weld Immunity > - True Night Vision > - Blindness and blurriness immunity > - Expanded FOV This part effectively amounts to nothing but night vision sunglasses. > Brain Shielding: > - Perceptual Trauma Immunity > - Hallucination Immunity This isn't all that impactful, either. Hallucination immunity is immensely irrelevant. Perceptual trauma immunity, which means you ignore effects like blindness or imaginary friends, is very, very niche. > Psyshield: > - Conversion and Mindswap Immunity > - Magical Mind Resistance (Much more limited than normal resistance) > - Technically counts as casting clothes Basically just having a mindshield, and that only if you don't get it taken off anyways. Mindswap immunity could be nice, that's really not something you can even get otherwise. Magical mind resistance isn't very good. It blocks mind reading, nullblade sneak attacks, eye of god, many forms of telepathy, psyker magic, the curse of madness, the curse of babel, and that's about it. It's nice, but it won't stop a fireball. A lot of this can in the end be duplicated with sunglasses & oculine/mesons and welding protection, and a tinfoil hat, which is partly why I added the ability. It staggers for a small duration and causes hallucinations, and it's pretty fun to use, despite its effects being rather understated.
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💾 Изменение конфига
Ф-ф-фуриор...?
🖌️ Спрайты
Вы заработали свою миска-рис и кошко-жена. Партия гордится вами!
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О великий восходящий поток, спасибо что приносишь нам свои дары контента и багфиксов
TGUI
Добавление или изменение существующего интерфейса на базе фреймворка TGUI
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В этом ПРе затронут файл не станционной карты. Может и не один.
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About The Pull Request
Мерге апстрим