-
Notifications
You must be signed in to change notification settings - Fork 46
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Merge upstream 13.01.2025 #981
Conversation
…methods (tgstation#88960) ## About The Pull Request Man. ### Standardizing Ethereal Defines The _single_ biggest issue with all of the recent Ethereal prs has been that, well, none of our Ethereal defines meaningfully tie to each other, and as shown repeatedly it's _incredibly_ easy to the others when changing one of them. To resolve this, we introduce a `STANDARD_ETHEREAL_CHARGE` define that every single other Ethereal define is scaled around, which itself is tied to `STANDARD_CELL_CHARGE`. Now these can be changed without immediately blowing up everything else, and with awareness that they tie back to something. As a side to this, we redefine all reagent-based charge recovery to be relative to `ETHEREAL_DISCHARGE_RATE` rather than an arbitrary power level, so it's easier to compare them to how quickly an ethereal discharges. ### Adjusting Ethereal Defines Previously, we defined `ETHEREAL_DISCHARGE_RATE` as `8e-3 * STANDARD_CELL_CHARGE` per second, while defining `ETHEREAL_CHARGE_FULL` as `2 * STANDARD_CELL_CHARGE`. With some math, we get that we'd `2 / 8e-3 = 250 seconds`, 4 whole minutes, to go from full charge to none at all. It only takes half as much to get hungry, and about 3 minutes to start taking toxin damage from roundstart. So we slash this by eight, to `1e-3 STANDARD_ETHEREAL_CHARGE`, giving us a nice 16-17~ minutes until we're hungry, and another 16-17~ until we are 100% out of charge. This is also closer to the pre-power-rework discharge rate. What made this _worse_ was that the Ethereal APC charge define `ETHEREAL_APC_POWER_GAIN` wasn't updated to match the current charge/discharge levels, still being at `10 * STANDARD_CELL_CHARGE`, which due to how it was coded led to it being impossible for Ethereals to recharge from APCs. We first and foremost change this to `0.1 * STANDARD_ETHEREAL_CHARGE`, which is roughly equal to what it was before the most recent change, and actually falls in line with Ethereal charge levels. ### Refactoring Ethereal Charge Methods APC and Power Store recharging were both performing some awkward checks, which led to our primary issues above, where they would refuse to even attempt to charge if the stomach couldn't handle a full load or the cell didn't have a full load. So we rewrite their entire method to instead check how much can be charged by taking the minimum of the cell charge, stomach used charge, and charge-per-step. We do this instead of just discharging it and taking the return value, as the stomach may not have enough space for the cell's power, and that'd get wasted. This rewrite also allows us to address a small list of bugs. We keep the `to_chat` for power store draining, as it better communicates that this method is imperfect than a balloon alert would. # Testing:<br>I spent an extended period of time looking at Ethereals slowly starve in front of me with a stopwatch in hand. ## Why It's Good For The Game Fixes tgstation#88934. Fixes tgstation#88977. 16-17~ minutes is a _lot_ more bearable than 2-3~ minutes, and more in line with discharge rates before the power rework. Having Ethereal charging stuff actually work is nice. ## Changelog :cl: balance: Ethereal hunger rate has been adjusted to be 1/8th of its previous rate, now taking roughly 16-17~ minutes to go down from full to normal or normal to none. Ethereal defines have been standardized to help keep this sane. refactor: Ethereal APC and power store draining/charging methods have been refactored. Please report any issues. fix: Ethereal APC and power store draining/charging no longer arbitrarily caps out at slightly below or above the max/min. fix: Ethereal APC draining/charging no longer runtimes when there is no cell or it gets removed mid-charge. fix: Ethereals can no longer continue charging their stomach even if it gets surgically removed from them mid-charge. fix: Ethereal power store draining actually updated the charge level overlay. qol: Ethereal APC and power store draining displays a balloon alert when it can't continue for whatever reason. /:cl:
## About The Pull Request Makes OD2211 as an error since it fixes a byond bug that nobody should be using ``` New Pragma: OD2211 - ProcArgumentGlobal A new pragma has been added for detecting this BYOND bug: https://www.byond.com/forum/post/2830750 When a proc argument begins with /var/ instead of var/, it creates a global variable instead of an argument. /datum/proc/foo(/var/bar = 5) return /proc/main() world.log << global.bar // This prints 5 in BYOND Since this is obviously nonsense, elevating this pragma to an error is strongly encouraged. I have only found it in one SS13 codebase so far. ```
…8890) ## About The Pull Request Closes tgstation#88692 A bit of a tricky one, this fixes station traits using incorrect names for jobs. Moved name changing to run before the parent proc, and also moved comsig after job traits so that it truely runs after job spawning, not in the middle of the process (in case something removed or changes job-related traits) ## Changelog :cl: fix: Station traits no longer use clown and mime's human names (they're not human) /:cl:
## About The Pull Request Closes tgstation#88510 Also fixed incorrect icon positioning on Big Brother's trim (Human AI) and medieval punpun icon flickering ## Changelog :cl: fix: Fixed chameleon cards not updating sechud icons image: Fixed human AI's and medieval punpun's ID trims /:cl:
## About The Pull Request This PR reduces the strength of SaturnX's radial blur effect, and makes it use sine easing instead of extremely jumpy elastic easing. Before: https://github.com/user-attachments/assets/3f617916-d6d6-4d03-97f8-8a999d568303 After: https://github.com/user-attachments/assets/b7333f24-7663-4fb8-89e3-e0c5f3232e7b ## Why It's Good For The Game Invisibility may be strong, but it also requires you to drop all of your items, including held ones, to truely be invisible. This filter is too much of a downside/visual effect and needs to be tuned down, as its strong enough to make you dizzy just from looking at it. ## Changelog :cl: balance: Significatly tuned down SaturnX's visual filter's strength /:cl:
## About The Pull Request Adds ckey sorting akin to how you can look someone up by their name or job in the observer menu, only available for admins. ## Why It's Good For The Game Wine said it would be mad useful, no reason not to - they can already observe people by ckey via the ``Who`` verb, this just adds a cleaner way to do so. ## Changelog :cl: admin: Admins can now filter observable mobs by ckey /:cl:
## About The Pull Request Improves mindbreaker toxin's reagent description. ## Why It's Good For The Game Grammar is hard. ## Changelog :cl: spellcheck: Improved mindbreaker toxin description /:cl:
## About The Pull Request update_body_parts_head_only is broken and doesn't clean overlays, resulting in lizard blinking stacking their frills and snouts infinitely, breaking the overlay cap and turning them into error sprites. This is pretty bad for perf as update_body is somewhat expensive, but this is a hotfix as lizards who emote right now turn "invisible" as they become walking error sprites ## Changelog :cl: fix: Lizards no longer turn into error sprites when blinking /:cl:
## About The Pull Request Fixes bug inadvertently reported by forum screenshot. Two defined ammo calibre strings had underscores in them, however this are occasionally printed to users and thus can and should just use spaces. ## Changelog :cl: spellcheck: Foam Force's brand management team require us to remove an erroneous underscore which was in violation of their logo usage terms and conditions. /:cl:
…instead of just the red one (tgstation#89009) ## About The Pull Request While reading the code to answer a technical question I noticed that luminescent fluid had its `overdose_start(...)` proc defined twice: https://github.com/tgstation/tgstation/blob/91981e151c75f3e971951612f161e81f9898f5b8/code/modules/reagents/chemistry/reagents/other_reagents.dm#L3227-L3235 https://github.com/tgstation/tgstation/blob/91981e151c75f3e971951612f161e81f9898f5b8/code/modules/reagents/chemistry/reagents/other_reagents.dm#L3237-L3247 ...The latter of which permanently applying the unnaturally red eyes trait. Given the proc is defined twice, and the latter comes immediately after the red subtype that gives the same trait on metabolize, it looks like it was intended to be for the red subtype only. This fixes that. ## Why It's Good For The Game Fixes jank. ## Changelog :cl: fix: Only red glowstick fluid gives permanent unnaturally red eyes on overdose. /:cl:
## About The Pull Request Something that's really bugged me for a while, custom vendors don't display custom names on items. Nobody cared enough to fix this but me. Guess you can count on me, eh? Tested this on my own private server, worked fine. The items still technically merge by type, so if you place one item with a custom name first, then another of the same type with no custom name OR with a different custom name, the newly inserted item's listed name will override the other until it's bought. ## Why It's Good For The Game Fixes tgstation#84937 / tgstation#83151 (technically) ## Changelog :cl: fix: A single enthusiastic chemist hell-bent on selling chemicals to his co-workers single-handedly solved a programming issue with our custom vendors. They'll begin displaying custom names (such as those provided by labels) once more. /:cl:
## About The Pull Request If you ink kissed a obj there would be a floating ink spit as it did not delete the projectile. This is now fixed ## Why It's Good For The Game bugg ## Changelog :cl: fix: ink kisses now delete the spawned projectile /:cl:
…on whispered speech. (tgstation#88826) ## About The Pull Request Adds an off-by-default config option to optionally disable TTS audio on whispered speech. ### Ignore the Wallening. It's an old branch and I like to be nostalgic of what could've been. https://github.com/user-attachments/assets/f97aad31-9a83-421f-a3f0-0c0e54256664 ## Why It's Good For The Game We're trying to claw back as much performance as possible from our TTS engine and there's literally no reason to play TTS audio if nobody but the person speaking into the radio is going to hear it. Requested by the host. Config is off by default. ## Changelog :cl: sound: Adds an off-by-default config option to optionally disable TTS audio on whispered speech. /:cl:
## About The Pull Request Low cost cargo crate that is filled with 3 boxes of mousetraps. It's apart of the service category. ## Why It's Good For The Game Threatening the rat king with using all the station budget to stop his army should be achievable. Ordering cats was very disappointing. ## Changelog :cl: add: Rat kings across the station tremble in fear since mousetraps have been added to the cargo crate via service category. /:cl:
…ion#88873) ## About The Pull Request - Tech storage now sits where Public Mining used to be - Public Mining now sits where Tech Storage used to be - The maintenance between Old-tech-storage-now-public-mining and cargo/telecomms has been reworked <Details> <Summary> Pictures Within Click Me Pictures Within Click Me Pictures Within Click Me Pictures Within Click Me </Summary> ![image](https://github.com/user-attachments/assets/70e61176-b50f-4dc8-ba50-ded285897b6b) ![image](https://github.com/user-attachments/assets/8f7f61b8-7b5c-4593-b2e5-e4ae06f1dbe2) </Details> ## Why It's Good For The Game I did this for three primary reasons 1. Public mining on Icebox is weird. It's claustrophobic and weirdly, in a high security area (the core of the station) when all it really has is a ladder 2. Tech Storage has not been touched since it was Box. The floor is still plating for god's ake 3. Secure Tech Storage is extremely extremely unsecure. Back when it was Box it at least had a space gap, but on Icebox anyone can weld a few walls/windows and get access to the AI upload / comms console board. This addresses all of the above. Now, secure tech storage is located on a lower moat, being slightly harder to penetrate by the average joe, but potentially more open up to heists (such as by busting in from the back wall or by attempting to bridge over the moat). Meanwhile Tech Storage itself can still be breached by cutting one of the soft walls on either side of the door. It's slightly less stealthy than before but it already wasn't very stealthy. Public mining now has a bit more room to stretch its legs as well, having a bit more of a landing on the second floor than a one tile wide hallway. This should also help prevent the main hall from being firelock'd randomly. ## Changelog :cl: Melbert add: [Icebox] Reworked Tech Storage add: [Icebox] Reworked Public Mining /:cl:
## About The Pull Request Remove a few instances of duplicated wall mounted items and moves the light switch in engineering shared storage because it's covered by the APC. ## Why It's Good For The Game Gotta click the light switch ## Changelog :cl: map: fixed the lightswitch in Ice Box shared engineering storage being covered by the APC. /:cl:
## About The Pull Request For MetaStation: Removes a wire that went under a wall between Qm's office and maintence. Removes a redundent disconected scrubber in the Cargo office Moves a camera in science lobby so its not eaten by the Experimental Destructive Scanner when someone scans somthing. Lavaland: Connects scrubber in the mini hydroponics to network. ## Why It's Good For The Game Noticed most of these immeditaly after tgstation#87968 was merged just normal fixs to redundent wires and pipes. Not sure if AI get messaged when the camera is eaten by machinery but it probbaly shouldnt be. ## Changelog :cl: map: Metastation Science lobby camera moved away form Experimental Destructive Scanner(It was geting eaten on scan) fix: Lavaland base hydroponics scrubber attached to its network with missing pipes map: Redundent disconnected scrubber in cargo office removed on Metastation map : Cable remove from under wall of Qm office on Metastation /:cl:
## About The Pull Request Updates the Unnamed Turreted Outpost space ruin ![image](https://github.com/user-attachments/assets/1b60c320-437e-45a1-84e3-938c3e6eb6ea) Old version: ![image](https://github.com/user-attachments/assets/58c37c44-106e-409e-92db-6ff43a35e23a) It has received a slight improvement in loot quality (SC/FISHER disruptor in the armory and a couple of syndicate corpses - one with a neat black ID!), but also an increase in difficulty in form of more turrets with heavier armor, and some locked doors! Get those multitools ready! ## Why It's Good For The Game Its a rather outdated and plain-looking ruin, last updated when its' camera bug got replaced with a floppy disk. This should make it look nicer and more alluring to space explorers. ## Changelog :cl: map: Updated the Turreted Outpost space ruin /:cl:
…n#88931) ## About The Pull Request Sometimes I like doing a little bit extra for the station, especially when I find things difficult to figure out (curse you science!). It helps to at least get something done to reduce friction and let new ideas flow. This is one of those cases. ## Why It's Good For The Game Well, it's a small change of scenery that I feel some will get a kick out of. Not really trying to do the whole Holiday thing, just more like, hey, it's January, and I'm freezing my butt off since it finally got cold, and my heater is kaput, lets add some ice to the old gal'. No doubt that this'll get old in no amount of time, but I'll have something else ready to go that'll remove this and do something cooler. So basically you can expect some Snowy decals all around Birdshot until I unfreeze my ass and shuffle some things on the station map. I need to work on command a tad bit so I can free up some space for Science, but that's really not what this PR is about. Enjoy the snow folks! ## Changelog :cl: map: Who turned down Birdshots Thermostat? /:cl:
## About The Pull Request Error sprite bad ## Changelog :cl: fix: Fixed camouflage implant missing icon /:cl:
## About The Pull Request Assembly shells now use power from whatever machine/borg/mech/modsuit they are attached to the wires of, instead of their own power cell, when appropriate. As for the meat of this PR, circuit wirenet components function like NTnet and NFC components, but their signals are transmitted across whatever cable network the shell (or in the case of assembly shells, the machine or button it's inserted into) is connected to. These components are available with roundstart tech. ## Why It's Good For The Game Provides a somewhat intuitive way to make circuit networks that aren't dependent on external factors to continue functioning. NTnet components require a functional NTnet relay, which usually means they need telecomms to be working. NFC components have a range limit, and you need to provide a specific reference to the circuit being communicated with. Wirenet components, on the other hand, just need the shell to be anchored (or for assembly circuits, the thing whose wire it is attached to), and for the shell to have a cable under it. Also might indirectly provide a reason to use cable layers other than the default one. ## Changelog :cl: add: Adds circuit wirenet components, allowing data to be transmitted and received over cable networks. qol: When attached to a machine, mech, modsuit, or borg, assembly circuit shells will use power from those instead of the circuit's own cell. /:cl:
… for modsuits (tgstation#88751) ## About The Pull Request the module doesn't actually show the visor thanks to the fact that the module is not actually active at any point, which the visor attempts to check for also the color of purple was like WAY too dark it was practically black on every modsuit ## Why It's Good For The Game it'd be cool if it actually worked and you could actually see it ## Changelog :cl: fix: fixes plasma stabilizer module not showing a visor on modsuits fix: makes the plasma stabilizer module actually visible fix: makes rave module grey by default as it was meant to be /:cl:
Reviewer's Guide by SourceryThis PR merges upstream changes from January 13, 2025. It includes a variety of changes, including UI updates, crafting improvements, ethereal balancing, bug fixes, and additions to the game. Sequence diagram for Wirenet data transmissionsequenceDiagram
participant Sender as WirenetSend Component
participant Powernet as Power Network
participant Receiver as WirenetReceive Component
Sender->>Powernet: data_transmission(data, encryption_key)
activate Powernet
Powernet->>Receiver: COMSIG_POWERNET_CIRCUIT_TRANSMISSION
activate Receiver
Note over Receiver: Check encryption key
alt encryption key matches
Receiver->>Receiver: Set output data
Receiver->>Receiver: Trigger output signal
else encryption key doesn't match
Receiver->>Receiver: Ignore transmission
end
deactivate Receiver
deactivate Powernet
Class diagram for Wirenet Circuit ComponentsclassDiagram
class CircuitComponent {
<<Abstract>>
}
class WirenetReceive {
+cable_layer
+data_package
+enc_key
+on_powernet_connection()
+on_powernet_disconnection()
+on_circuit_transmission()
}
class WirenetSend {
+cable_layer
+data_package
+enc_key
+connected_powernet
+on_powernet_connection()
+on_powernet_disconnection()
+input_received()
}
class WirenetSendLiteral {
+cable_layer
+enc_key
+connected_powernet
+on_powernet_connection()
+on_powernet_disconnection()
+input_received()
}
CircuitComponent <|-- WirenetReceive
CircuitComponent <|-- WirenetSend
CircuitComponent <|-- WirenetSendLiteral
Class diagram for Circuit Component Wirenet ConnectionclassDiagram
class CircuitComponentWirenetConnection {
+cable_layer
+tracked_shell
+tracked_movable
+tracked_node
+tracked_powernet
+connection_callback
+disconnection_callback
+set_shell()
+unset_shell()
+set_tracked_movable()
+unset_tracked_movable()
+set_tracked_node()
+unset_tracked_node()
+set_tracked_powernet()
+unset_tracked_powernet()
}
CircuitComponentWirenetConnection -- PowerNetwork
CircuitComponentWirenetConnection -- CircuitComponent
File-Level Changes
Tips and commandsInteracting with Sourcery
Customizing Your ExperienceAccess your dashboard to:
Getting Help
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
We've reviewed this pull request using the Sourcery rules engine.
## Что этот PR делает Translation fix after #981 Перевод сноведений о Мансусе ## Summary by Sourcery Translate the Mansus dream and Heretic guide sections into Russian.
Что этот PR делает
Merge upstream 13.01.2025
Summary by Sourcery
Update stack crafting UI, ethereal interactions with APCs and power stores, and fix various bugs.
New Features:
Tests: