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Merge upstream 18.11.24 #758

Merged
merged 59 commits into from
Nov 18, 2024
Merged

Merge upstream 18.11.24 #758

merged 59 commits into from
Nov 18, 2024

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larentoun
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@larentoun larentoun commented Nov 17, 2024

About The Pull Request

мерге апстрим

SmArtKar and others added 30 commits November 16, 2024 13:53
…or contraband (tgstation#87882)

## About The Pull Request
What title says. Handheld N-Spect scanners and scanner gates can no
longer scan people for contraband. N-Spect scanners can still scan items
and storage containers.

## Why It's Good For The Game

Contraband scanners are a direct (and pretty much binary) antag check
(which goes against our general disdain towards antag checks) and a
significantly faster and easier bag check (which goes against our server
policy established eons ago). This interaction isn't logged either which
is also very bad.
There is no way to avoid being caught if someone comes up to you
intending to scan/bag check you, which is why bag check policy was made
in the first place - if you don't agree to it, you must have something
to hide. Scans aren't logged either, you can only check nspect's says to
see if there was an attempted scan but not if its been finished or what
the results were.

## Changelog
:cl:
del: Removed N-Spect scanner's and scanner gate's ability to scan people
for contraband.
/:cl:
…87932)

## About The Pull Request

Fish release code didn't pass the releaser arg, causing runtimes in all
listener procs. Test yer code.

## Changelog
:cl:
fix: Fixed a missing arg in fish release code causing runtimes
/:cl:
## About The Pull Request
Closes tgstation#87915
Open and closed sprites got mixed up, resulting in lack of directional
versions for incomplete plating

## Changelog
:cl:
fix: Fixed a mixup in ripley plate sprites
/:cl:
## About The Pull Request
``held_items`` can contain nulls and typecaches don't check if the
passed var is valid, so it just runtimed and never worked if at least
one hand was empty

## Changelog
:cl:
fix: Fixed cats not begging people for food
/:cl:
## About The Pull Request
Swaps out local components for tgui-core components for interfaces D-M

I'm doing this in small batches for easier debugging.

## Reopened:
With the release of tgui core v1.3, I am much more confident that the
library can replace our usage. I've expanded this PR to many more UIs
for testing
## Why It's Good For The Game
Centralized, maintained component library that many external developers
contribute to
## Changelog

n/a
## About The Pull Request

https://github.com/user-attachments/assets/3e07530e-c8f1-4c21-b59b-b814831fdb2d

## Why It's Good For The Game
The aforementioned escape menu felt lacking on the sound side so with
the assistance of @Sadboysuss I've added these,
they also sound pretty neat.
 
## Changelog
:cl:
sound: Added sounds for the escape menu opening/closing/being open
/:cl:
## About The Pull Request
Birdshot had a few minor issues so I went to fix those. I used the
mapping verbs and found a good few more.

<details>
  <summary>Full changes</summary>
  
Removed incorrectly placed sandy plating decal from room below security
escape pod
Fixed a few decals above the atmospherics storage room
Added missing air alarm to atmospherics (yea)
Added missing air alarm to library private room
Edited an air tank canister refiller above grav gen so that the
connector is facing the correct way and gave a pressure pump to make it
more useable.
Moved one of the lattice moorings at the asteroid above the ai sat one
over so the lattice would connect nicely
Added lights to the gulag shuttle airlocks because it was very dark
Changed the c_tag of the reflection chamber camera because it shared one
with the isolation camera
Fixed nearstation area tiles outside engine maintenance
Connected atmospheric pumping room APC to the power grid
Connected Port Primary Hallway APC to the power grid
Fixed engine maintenance vent and scrubbers not being connected to
anything
Made a passive vent properly connect to perma's scrubbernet
Rotated gas connectors in telecomms so they connect properly
Connected scrubber in the engine room to the scrubbernet
Removed a double camera from the SM chamber
Remade the lattices at arrivals because the arrivals shuttle would ruin
it the first time it landed
Removed a cabin door bolt button from the wall in the maintenance bar
Replaced the glass tiles in RD office with grey tiles because glass
tiles show pipes and it looked pretty bad.
Added walls for lattice to connect to on the asteroid above cargo
Removed a sandy plating decal and a nearspace that were incorrectly
placed outside the engine room airlock
Rotated two chairs in the barber shop
Removed an incorrectly placed hazard stripe box and double stacked
disposal pipe from the wall in tool storage

  
</details>

## Why It's Good For The Game
some of the fixes are somewhat important like atmospherics having an air
alarm or the hallway to escape having power, the rest are just minor map
polish.

## Changelog
Most of the changes probably aren't important enough to put in the main
changelog.

:cl:

fix: Birdshot Atmospherics now has an Air alarm 
fix: Birdshot Atmospherics pumping room APC is now connected to the main
grid
fix: Birdshot Port Primary Hallway APC is now connected to the main grid

/:cl:
## About The Pull Request


https://github.com/user-attachments/assets/eb3895b4-4949-4b94-ba6d-c69cc1f7efa5

I was told to selectively implement it, hope it's not too much
## Why It's Good For The Game
I think it looks nice, helps hide ugly hair sticking out of hats
## Changelog
:cl: grungussuss
qol: some hats now "compress" your hair to fit it the headwear better
/:cl:
## About The Pull Request
closes tgstation#87914
it's labeled a fix because
[this](tgstation#87771) was labeled a
fix.
## Why It's Good For The Game
It shouldn't be this easy to husk xenos
## Changelog
:cl: grungussuss
fix: xenos take more damage to husk
/:cl:

---------

Co-authored-by: Ghom <[email protected]>
…instead of fiery sweat (tgstation#87949)

## About The Pull Request

Reverts change that altered pyrokinesis recipe to require firebreath
instead of fiery sweat

## Why It's Good For The Game

I don't know who did this and why. Fiery breath is a PITA to obtain and
I never wanted it to need it.

## Changelog

:cl:
fix: Reverts change that altered pyrokinesis recipe to require
firebreath instead of fiery sweat
/:cl:
…gstation#87955)

<!-- 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

Removes an extra set of shutters from the HoS' office on NebulaStation.
They were paired with the Quartermaster's button so probably a holdover
from testing.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## 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 its 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. -->

:cl: Vekter
map: Removes extra privacy shutters in the HoS' office on NebulaStation
/: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. -->
## About The Pull Request

Noticed downstream. Meta's cargo delivery has two disposals on the same
tile.


![image](https://github.com/user-attachments/assets/d0e8651a-f703-4a1a-8427-df3f0950f005)

Axes the horizontal pipe.

## Why It's Good For The Game

Map fix good.


## Changelog
:cl:
map: metastation's security mail chute no longer has an extra erroneous
pipe.
/:cl:
…on#87942)

## About The Pull Request
The hotspring and the surrounding watery tiles didn't have lavaland
atmos so it caused active turfs roundstart.

<details>
  <summary>Full changes</summary>
  
Adds /turf/open/water/hot_spring/lavaland_atmos
Adds /turf/open/misc/ashplanet/wateryrock/lavaland_atmos
Replaces matching turfs on lavaland_surface_crashsite.dmm with the above
turfs to remove roundstart active turfs
 
</details>


## Why It's Good For The Game
Squashes a few round start active turfs

## Changelog
Not really player facing
…87811)

## About The Pull Request

Reworks the Druggy visual effect to cause less eye strain.
The visual effect now targets the lighting layer and now adds color
blending operations to it, based on a custom sprite. It is also
code-animated!




https://github.com/user-attachments/assets/2ab2fcf3-9859-4951-a834-3cb52c3c6695




## Why It's Good For The Game

Makes it so that people with Light Sensitivity (me) can no longer get
blinded by getting injected with weed or breathing in n2o. Other than
that, I think the effect is cooler (probably biased) and feels more in
line with the "woah pretty colors dude" meme.

If people find this is too intense, it can easily be adjusted via code
to reduce the color change effect.

## Changelog

:cl: BurgerBB
qol: Reworks the Druggy visual effect to cause less eye strain.
/:cl:

---------

Co-authored-by: MrMelbert <[email protected]>
Co-authored-by: Ghom <[email protected]>
tgstation-ci bot and others added 23 commits November 17, 2024 04:03
…based on rep (tgstation#87382)

## About The Pull Request

makes reputation locked gear instead be very very expensive and get
cheaper as you get to that rep
price initially starts at 3x 0 rep and climbs to 1x as you approach the
needed reputation


https://github.com/user-attachments/assets/7696e776-6058-474a-b028-f120c90df45e


## Why It's Good For The Game

Reputation locking you out until youre exactly or above that rep kinda
sucks as it locks you out of doing the things you want because you dont
have the rep yet so you gotta AFK in a locker or stare into a wall or
play the really poorly made objectives

with this change you can sacrifice much more TC to have it early
still prevents roundstart medbay bombing: syndbomb costs 33tc roundstart
or so

## Changelog
:cl:
balance: makes reputation locked gear instead be very very expensive and
get cheaper as you get to that rep
/:cl:
## About The Pull Request

actually adds the perceptomatrix to the techweb

## Why It's Good For The Game

i forgor

## Changelog

:cl:
fix: actually adds the perceptomatrix to the techweb
/:cl:

---------

Co-authored-by: MrMelbert <[email protected]>
## About The Pull Request
Add ignition sound to whenever a hotspot is created and add a grouping
system for hotspot to play a sound at its "center"
Drafting for now for review
## Why It's Good For The Game
For such an engaging part of our simulation it really does lack sound

Fire ignition sound


https://github.com/user-attachments/assets/52433d82-8ee7-4a80-9a3b-51977cbfeeb8

Roaring fire sound


https://github.com/user-attachments/assets/3967aaa3-60a1-4c0e-8bed-ab7b08b848f4




## Todo List
- [ ] Add support for hot group splitting for when rooms are split 
- [x] Chop up the original roaring fire sound file for better sound
looping
## Changelog
:cl:
sound: added ignition and roaring fire sound to plasma/tritium fire
/:cl:

---------

Co-authored-by: Afevis <[email protected]>
Co-authored-by: Ghom <[email protected]>
Co-authored-by: LemonInTheDark <[email protected]>
## About The Pull Request

The Clarke Exosuit has received several adjustments to make it worth
using in the Arcmining era.

- Clarke no longer requires gold bars to be built.

- HP bumped from 200 to 250, melee armor bumped from 20 to 40.

- Clarke Ore storage module can now collect boulders and smelt them
internally.

- Exo mining scanners can now be used in proximity to a vent to start
the wave defense event.

- Mech Pkas now do more damage  and have the AOE upgrade preinstalled.

- Mech drills are now a utility module rather than a weapon.

- New Internal module unique to the Clarke, It's a rusty sleeper that
can be used to recover dead miners, but lacks the ability to inject
chems

- Fixed Mech sleepers not granting life support.

- Plasma cutters and Bluespace satchels tech nodes are no longer locked
behind experiments, but they are now discounted by them.

## Why It's Good For The Game

Ever since the inception of Arcmining, the Clarke Exosuit has fallen
from being niche to straight up irrelevant.

The Clarke sits in this weird spot, where, while not being roundstart
available, it is an effectively worse fit than your regular Shaft Miner
in all aspects of the job.

This PR aims to address this by making The Clarke able to be built even
if the miners are absent or haven't secured a haul, while making it
actually capable of interacting with the new elements introduced by
Arcmining.

**Arcmining Clarke and Improved Combat functionality**

The Mech mining scanner can now be used to trigger the vent wave
defense, The internal storage module can now collect boulders and
internally smelt them within the Clarke.

Video Demonstration: https://www.youtube.com/watch?v=gtsNK5JbI3o

The Clarke is now a more capable fighter on Lavaland, being a bit
beefier overall.

The mech Pka was also in dire need of some love. It being unable to be
upgraded made it frankly underwhelming at dealing with Vent defences.

I was considering just having PkA upgrades applicable to the mech itself
but ultimately decided against it in fear of having it become a problem
on the station.

Instead, I just went for a flat damage increase and have the AOE upgrade
come preinstalled to better deal with legion swarms.

Lastly The drill modules have been reworked to be utility modules
instead of weapons.

Frankly these shouldn't be weapons, they are nowhere near as valuable as
the cutter or the PKA and can't be used at all on moving targets due to
the long cost time.

**New Clarke Exclusive Internal Module: Mining Sleeper**


![image](https://github.com/user-attachments/assets/bf807ec7-57e0-4caf-a2ac-bbd70ccc44c0)


Just a bit of extra functionality to aid miners that have tragically
fallen, this sleeper is effectively a worse version of the Odysseus, it
can stabilize patients but cannot inject chems, I also fixed an issue
where Mech sleepers were not putting patients on life support like
regular sleepers do.

**Tech Node Changes**

This is not something super related to the Clarke in and on itself, but
I figured I might push my luck and try these anyway.

There is just no good reason as to why satchels and cutters should be
hard locked behind gas shells.

These experiments are fairly trivial, but have a huge impact on lowpop
as they usually force people to break into ordinance or the teleporter
room just so miners could get their basic tools.

The shells still exist but now grant a discount instead of hardlocking
tech, so there's still an incentive to do them.

ROCK AND STONE!

## Changelog

:cl:
add: New internal sleeper module for the Clarke.
balance: Clarke Integrity has been bumped from 200 to 250 HP, melee
armor bumped from 20 to 40.
balance: Exo mining module can now be used to scan vents and begin the
wave defense event.
balance: The Clarke Ore Storage Module can now collect boulders and
internally smelt them.
balance: Mech Pka is now bundled within the Clarke tech node, it now
does more damage and comes with the AOE upgrade preinstalled.
balance: Exo mining drills are now a utility module rather than a
weapon.
balance: Applied Bluespace Research and Controlled Plasma tech nodes are
no longer hardlocked behind surveys, they instead favor from a discount
if they are completed.
fix: Fixes Exo Mech modules not granting life support to housed
patients.
/:cl:

---------

Co-authored-by: Xander3359 <[email protected]>
Co-authored-by: Ghom <[email protected]>
## About The Pull Request

climbing hook now aims for the turf of whatever you click on
you may now climb onto things that wouldnt make you fall down: lattices,
catwalks and the like


https://github.com/user-attachments/assets/291b1e85-4c85-4ed0-af1c-fe990de83041



## Why It's Good For The Game

fixes tgstation#87947

## Changelog
:cl:
fix: You may no longer use a climbing hook to phase through catwalks and
such. On the other hand, improved climbing hook aim and you may climb
onto lattices or catwalks
/:cl:
…#87959)

## About The Pull Request

fixes tgstation#87945

## Changelog
:cl:
fix: manufacturing sort-routers can no longer crawl
/:cl:
## About The Pull Request
**READY-DONK'S BACK!!**

![image](https://github.com/user-attachments/assets/13af242a-874e-43e6-87b0-fa33224f0d64)
Gives a (sorely needed) new lick of paint to Ready-Donk. The sprites are
based off of the import vendor trays from Skyrat
(Skyrat-SS13/Skyrat-tg#16215), originally by
Paxilmaniac, and I think they really help nail the microplastic-laden
ready meal aesthetic that Ready-Donk was always meant to embody.

As a fun extra, I also threw together some sprites for some TV dinner
classics, Salisbury Steak and Country-Fried Chicken, and figured I might
as well go the extra mile and actually add them in.
## Why It's Good For The Game
More Ready-Donks means more sodium for the crew, and more sodium equals
more gooder.

Also, if I'm being honest with myself and with everyone else, the
current crop of sprites for Ready-Donk never really captured the feel I
was aiming for with them; this new set is both generally better (I
think, anyway) and actually looks like what it's meant to be.
## Changelog
:cl:
add: DONK CO. HAS UNVEILED A NEW RANGE OF READY-DONK PRODUCTS! GET THEM
AT CARGO TODAY!
image: READY-DONK: NEW LOOK, SAME GREAT TASTE
/:cl:
@github-actions github-actions bot added TGUI Добавление или изменение существующего интерфейса на базе фреймворка TGUI 🔉 Звук Нам скорее всего нравится как это звучит. 🖌️ Спрайты Вы заработали свою миска-рис и кошко-жена. Партия гордится вами! 🗺️ Изменение Карты В этом ПРе затронут файл не станционной карты. Может и не один. 🙏 Слияние с восходящим потоком О великий восходящий поток, спасибо что приносишь нам свои дары контента и багфиксов labels Nov 17, 2024
Copy link

This PR causes following conflicts on translate branch:

code/game/machinery/scanner_gate.dm
++<<<<<<< HEAD
 +					detected_thing = "Obesity"
++||||||| 853f5ad502e
++					detected_thing = "Obesity"
++		if(SCANGATE_CONTRABAND)
++			for(var/obj/item/content in thing.get_all_contents_skipping_traits(TRAIT_CONTRABAND_BLOCKER))
++				detected_thing = "Contraband"
++				if(content.is_contraband())
++					beep = TRUE
++					break
++			if(!n_spect.scans_correctly)
++				beep = !beep //We do a little trolling
++=======
+ 					detected_thing = "ожирение"
+ 		if(SCANGATE_CONTRABAND)
+ 			for(var/obj/item/content in thing.get_all_contents_skipping_traits(TRAIT_CONTRABAND_BLOCKER))
+ 				detected_thing = "контрабанду"
+ 				if(content.is_contraband())
+ 					beep = TRUE
+ 					break
+ 			if(!n_spect.scans_correctly)
+ 				beep = !beep //We do a little trolling
++>>>>>>> origin/translate
code/modules/antagonists/heretic/heretic_living_heart.dm
++<<<<<<< HEAD
 +				balloon_message = "very near, [dir2text(dir)]!"
 +				arrow_color = COLOR_GREEN
++||||||| 853f5ad502e
++				balloon_message = "very near, [dir2text(dir)]!"
++=======
+ 				balloon_message = "очень близко, [dir2text(dir)]!"
++>>>>>>> origin/translate
++<<<<<<< HEAD
 +				balloon_message = "near, [dir2text(dir)]!"
 +				arrow_color = COLOR_YELLOW
++||||||| 853f5ad502e
++				balloon_message = "near, [dir2text(dir)]!"
++=======
+ 				balloon_message = "близко, [dir2text(dir)]!"
++>>>>>>> origin/translate
++<<<<<<< HEAD
 +				balloon_message = "far, [dir2text(dir)]!"
 +				arrow_color = COLOR_ORANGE
++||||||| 853f5ad502e
++				balloon_message = "far, [dir2text(dir)]!"
++=======
+ 				balloon_message = "далеко, [dir2text(dir)]!"
++>>>>>>> origin/translate
++<<<<<<< HEAD
 +				balloon_message = "very far!"
 +				arrow_color = COLOR_RED
 +
 +		make_navigate_arrow(their_turf, arrow_color)
++||||||| 853f5ad502e
++				balloon_message = "very far!"
++=======
+ 				balloon_message = "очень далеко!"
++>>>>>>> origin/translate
tgui/packages/tgui/interfaces/JobSelection.tsx
++<<<<<<< HEAD
 +import { Color } from 'tgui-core/color';
++||||||| 853f5ad502e
++import { Color } from 'common/color';
++import { BooleanLike } from 'common/react';
++
++import { useBackend } from '../backend';
++import { DEPARTMENTS_RU, JOBS_RU } from '../bandastation/ru_jobs'; // BANDASTATION EDIT
++=======
+ import { Color } from 'common/color';
+ import { BooleanLike } from 'common/react';
+ 
+ import { useBackend } from '../backend';
+ import {
+   DEPARTMENTS_RU,
+   JOBS_RU,
+   ReverseJobsRu,
+ } from '../bandastation/ru_jobs'; // BANDASTATION EDIT
++>>>>>>> origin/translate
tgui/packages/tgui/interfaces/Uplink/index.tsx
++<<<<<<< HEAD
 +                              the price of certain items, which will return to
 +                              their normal price once you have enough
 +                              reputation.&nbsp;
++||||||| 853f5ad502e
++                              what items you can purchase.&nbsp;
++=======
+                               список доступных для покупки предметов.&nbsp;
++>>>>>>> origin/translate

@larentoun larentoun merged commit 8d051d0 into master Nov 18, 2024
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🖌️ Спрайты Вы заработали свою миска-рис и кошко-жена. Партия гордится вами! 🙏 Слияние с восходящим потоком О великий восходящий поток, спасибо что приносишь нам свои дары контента и багфиксов 🔉 Звук Нам скорее всего нравится как это звучит. TGUI Добавление или изменение существующего интерфейса на базе фреймворка TGUI 🗺️ Изменение Карты В этом ПРе затронут файл не станционной карты. Может и не один.
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