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Merge upstream 18.11.24 #758
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…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
…h a 30 minutes cooldown. (tgstation#87944)
## 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.  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]>
…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]>
Fixes mislabeled audio files. @francinum and I found this while working on tgstation/rust-g#192  https://www.youtube.com/watch?v=plrlrGtoiik
…d permanently brick it. (tgstation#87941)
## 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**  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!!**  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:
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.
++||||||| 853f5ad502e
++ what items you can purchase.
++=======
+ список доступных для покупки предметов.
++>>>>>>> origin/translate
|
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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
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Нам скорее всего нравится как это звучит.
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