Skip to content
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

Merged
merged 75 commits into from
Jan 13, 2025
Merged

Merge upstream 13.01.2025 #981

merged 75 commits into from
Jan 13, 2025

Conversation

Gaxeer
Copy link
Collaborator

@Gaxeer Gaxeer commented Jan 13, 2025

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:

  • Added wirenet components for transmitting data over cable networks.
  • Assembly circuit shells now draw power from attached machines, mechs, modsuits, or borgs.

Tests:

  • Added unit tests for ethereal revival.

lukevale and others added 30 commits January 10, 2025 16:16
…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:
MrMelbert and others added 17 commits January 12, 2025 21:08
…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:
Copy link

sourcery-ai bot commented Jan 13, 2025

Reviewer's Guide by Sourcery

This 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 transmission

sequenceDiagram
    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
Loading

Class diagram for Wirenet Circuit Components

classDiagram
    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
Loading

Class diagram for Circuit Component Wirenet Connection

classDiagram
    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
Loading

File-Level Changes

Change Details Files
Updated UI elements in the Generic Uplink and Stack Crafting interfaces to use grow instead of grow={1} for Stack.Item components. Also updated ItemList to use Section fill scrollable instead of Stack vertical and added conditional rendering for NoticeBox in GenericUplink.
  • Replaced grow={1} with grow in Stack.Item components.
  • Used Section fill scrollable instead of Stack vertical in ItemList.
  • Added conditional rendering for NoticeBox based on items.length.
tgui/packages/tgui/interfaces/Uplink/GenericUplink.tsx
tgui/packages/tgui/interfaces/StackCrafting.tsx
Refactored ethereal interaction with APCs and power stores, standardized ethereal defines, and adjusted ethereal hunger rate.
  • Ethereals can no longer drain APCs below half charge.
  • Added balloon alerts for various ethereal interaction outcomes.
  • Standardized ethereal charge defines using STANDARD_ETHEREAL_CHARGE.
  • Reduced ethereal hunger rate to 1/8th of its previous value.
code/modules/power/apc/apc_attack.dm
code/modules/power/power_store.dm
code/__DEFINES/mobs.dm
Added new features for heretics, including dream clues about unused influences and changes to how traumas are applied.
  • Heretics now receive dream clues about nearby objects related to unused influences.
  • Refined the logic for applying traumas from impure medicine reagents, excluding certain traumas and subtypes.
  • Modified how ethereals gain traumas upon revival, using trauma types instead of specific trauma datums.
code/modules/flufftext/Dreaming.dm
code/modules/reagents/chemistry/reagents/impure_reagents/impure_medicine_reagents.dm
code/modules/surgery/organs/internal/heart/heart_ethereal.dm
Added wirenet components for circuits, allowing data transmission over cable networks, and enabled assembly circuits to draw power from attached machines or devices.
  • Introduced wirenet receiver, transmitter, and list literal transmitter components.
  • Assembly circuits can now draw power from attached machinery, mechs, modsuits, or borgs.
  • Added new signals for assembly attachment, powernet cable connections, and circuit component addition/removal.
code/modules/wiremod/shell/assembly.dm
code/modules/wiremod/components/wirenet/receive.dm
code/modules/wiremod/components/wirenet/send.dm
code/modules/wiremod/components/wirenet/send_literal.dm
code/modules/unit_tests/ethereal_revival.dm
code/modules/unit_tests/_unit_tests.dm
code/modules/research/techweb/nodes/circuit_nodes.dm
code/modules/research/designs/wiremod_designs.dm
code/datums/components/lockable_storage.dm
code/__DEFINES/dcs/signals/signals_object.dm
code/__DEFINES/dcs/signals/signals_powernet.dm
code/__DEFINES/dcs/signals/signals_circuit.dm
Various bug fixes and quality-of-life improvements, including fixes for ethereal interactions, ID card forging, and UI updates.
  • Fixed various bugs related to ethereal interactions, bluespace fishing rods, and station traits.
  • Improved UI elements in several interfaces, including stack crafting, ore silo, personal crafting, and telecomms monitor.
  • Added mousetraps to the cargo service pack.
  • Adjusted visuals for cult blood barrage and secure briefcases.
  • Fixed emag behavior on secure containers and nuclear disk teleportation.
  • Added config option to disable TTS for whispered speech.
  • Improved and standardized ethereal defines.
  • Added ruin outpost portable turret access assessment.
tgui/packages/tgui/interfaces/AntagInfoHeretic.tsx
tgui/packages/tgui/interfaces/common/SearchBar.tsx
tgui/packages/tgui/interfaces/OreSilo.tsx
tgui/packages/tgui/interfaces/PersonalCrafting.tsx
tgui/packages/tgui/interfaces/TelecommsMonitor.tsx
code/modules/cargo/packs/service.dm
code/modules/reagents/chemistry/reagents/drug_reagents.dm
code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
code/modules/reagents/chemistry/reagents/food_reagents.dm
code/modules/reagents/chemistry/reagents/other_reagents.dm
code/modules/reagents/chemistry/reagents/toxin_reagents.dm
code/modules/reagents/chemistry/reagents/drinks/drink_reagents.dm
code/modules/antagonists/cult/cult_items.dm
code/modules/antagonists/nukeop/equipment/nuclear_authentication_disk.dm
code/modules/antagonists/fugitive/fugitive_equipment.dm
code/modules/fishing/fishing_minigame.dm
code/modules/jobs/job_types/clown.dm
code/modules/jobs/job_types/mime.dm
code/modules/jobs/job_types/_job.dm
code/modules/mob/dead/observer/orbit.dm
code/modules/mob/living/carbon/human/emote.dm
code/modules/mob/living/living_say.dm
code/modules/mob_spawn/corpses/mob_corpses.dm
code/modules/mod/modules/modules_general.dm
code/modules/mod/modules/modules_maint.dm
code/modules/power/powernet.dm
code/modules/vending/_vending.dm
code/game/machinery/buttons.dm
code/game/machinery/computer/records/medical.dm
code/game/machinery/computer/records/records.dm
code/game/machinery/porta_turret/portable_turret.dm
code/game/objects/items/cards_ids.dm
code/game/objects/items/hand_items.dm
code/game/objects/items/stacks/stack.dm
code/game/objects/items/stacks/stack_recipe.dm
code/game/say.dm
code/controllers/subsystem/id_access.dm
code/controllers/subsystem/pai.dm
code/controllers/configuration/entries/game_options.dm
code/__DEFINES/projectiles.dm
code/datums/brain_damage/severe.dm

Tips and commands

Interacting with Sourcery

  • Trigger a new review: Comment @sourcery-ai review on the pull request.
  • Continue discussions: Reply directly to Sourcery's review comments.
  • Generate a GitHub issue from a review comment: Ask Sourcery to create an
    issue from a review comment by replying to it.
  • Generate a pull request title: Write @sourcery-ai anywhere in the pull
    request title to generate a title at any time.
  • Generate a pull request summary: Write @sourcery-ai summary anywhere in
    the pull request body to generate a PR summary at any time. You can also use
    this command to specify where the summary should be inserted.

Customizing Your Experience

Access your dashboard to:

  • Enable or disable review features such as the Sourcery-generated pull request
    summary, the reviewer's guide, and others.
  • Change the review language.
  • Add, remove or edit custom review instructions.
  • Adjust other review settings.

Getting Help

@github-actions github-actions bot added TGUI Добавление или изменение существующего интерфейса на базе фреймворка TGUI 🖌️ 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. 🎸 Инструменты Мы выдаем себя за реальное сообщество разработчиков. 💾 Изменение конфига Ф-ф-фуриор...? 🙏 Слияние с восходящим потоком О великий восходящий поток, спасибо что приносишь нам свои дары контента и багфиксов labels Jan 13, 2025
Copy link

@sourcery-ai sourcery-ai bot left a 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.

@Gaxeer Gaxeer merged commit 9f28617 into master Jan 13, 2025
6 of 7 checks passed
Gaxeer added a commit that referenced this pull request Jan 13, 2025
## 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.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
💾 Изменение конфига Ф-ф-фуриор...? 🎸 Инструменты Мы выдаем себя за реальное сообщество разработчиков. 🖌️ 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 TGUI Добавление или изменение существующего интерфейса на базе фреймворка TGUI 🗺️ Изменение Карты В этом ПРе затронут файл не станционной карты. Может и не один.
Projects
None yet
Development

Successfully merging this pull request may close these issues.