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## About The Pull Request Using these search regexes: Ending in 0: `addtimer\((.*),\s?(\d{1,3})0\b\)` replacement: `addtimer($1, $2 SECONDS)` Two digit ending in odd: `addtimer\((.*), (\d)([1-9])\)$` replacement: `addtimer($1, $2.$3 SECONDS)` Single digit ending odd: `addtimer\((.*), ([1-9])\)$` replacement: `addtimer($1, 0.$2 SECONDS)` ## Why It's Good For The Game Code readability --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request Adds Watcher Wreaths. An item that makes it look like you have a slightly floating thorn crown that you can make from some of their material parts (and the icewing crusher trophy for the icewing variant). The wreath has emissives. They don't do anything mechanically, they're just for show.    ## Why It's Good For The Game I really like the whole thing with turning lavaland monsters into trophies and cosmetics. Going down and coming back up looking like someone who just crawled through a horror movie and took some souvenirs is great. Stuff like the trophy accessories, bone and drake armor and many of the various lavaland items have this quality, and it always amuses me when a tech sees a dressed up miner and just goes 'holy shit, where did you get that'? Drip is the ultimate reward for playing miner. Nobody can tell me otherwise. this is the endgame every miner craves. And I crave a goddamn crown made from the broken remains of my enemies. ## Changelog :cl: add: Watcher wreaths. Made from the mangled remains of a watcher, now a handsome accessory for you to wear a few inches behind your head. Comes in Normal and Icewing variants. add: Some bounties for the two variants of watcher wreaths. /:cl:
## About The Pull Request You may remember this, that's because I accidentally deleted it before while trying to change things. Anyways! Adds drop-down selections and new options to transhumanist. also fixes a minor typo Previously, you could choose your replaced limb by taking prosthetic limb, setting what you want changed, and then switching to transhumanist, since they used the same preference previously. ## Why It's Good For The Game Transhumanist felt strange because it was hypothetically a voluntary operation, but the augmentation clinic just spun the wheel on what you got replaced. From a role-playing perspective, being unable to choose is uninteresting and confusing. Also it always says your limb being was being replaced with a robotic arm and that annoyed me. Now that you are able to select your replacement part, I've added two new options, the robotic voice box, good for a more prominent change then a limb that will be hidden for most of a round, and flashlight eyes, for when you are truly committed to being rushed directly to robotics seeing the bright future ahead of humanity! ## Changelog :cl: add: Transhumanist now allows you to select your augmentation add: Transhumanist can now provide a robotic voice box, or flashlight eyes spellcheck: Transhumanist's roundstart text has been re-written to not be wrong /:cl: --------- Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request This should be completely fine to run on our current servers. Moves the (massive) javascript out of tgui.html into its own file so I can lint/format/minify it Removes some of the checks for earlier versions of IE. No need to check for these now, especially not later Removes some pre-ie11 checks we're not using now Creates a fn to check if the user is running blink engine (chromium/edge) ## Why It's Good For The Game 516 prep
…nates absolute. (tgstation#82468) ## About The Pull Request CHEAP_HYPOTENUSE() no longer absolutes the differences between the coordinates. ## Why It's Good For The Game It gets squared so it doesn't need to be done.
## About The Pull Request Stops activation of all neutered symptoms in a advanced disease. ## Why It's Good For The Game Closes tgstation#68944 ## Changelog :cl: fix: Narcolepsy is no longer activated while neutered. /:cl:
## About The Pull Request `check_captivity` accepts a mob, not a mind  Which leads me to believe this always returned `null` and always failed. But checking further and this proc does not return a truthy or falsy value at all, meaning even if this runtime didn't happen, it still wouldn't function correctly. So I made it check for `CAPTIVE_XENO_PASS`. ## Changelog :cl: Melbert fix: Captive Xeno end round report should make a tad more sense /:cl:
## About The Pull Request It always runtimed due to `replace_floors` being `null` and because it runtimed it never got to set `replace_floors` to a list ## Changelog :cl: Melbert fix: Fix fancy anomaly theme being broken /:cl:
…ion#82489) ## About The Pull Request `src` vs `source` moment. Plus some minor code cleaup. ## Changelog :cl: Melbert fix: Skill rewards should properly be dropped out of unworthy player's hands /:cl:
This reverts commit 34890b9. It appears my decision to merge it was a bit too liberal as it's interfering with admin functions (tgstation#82521). this is just a test mergeable PR to have for the time being to prevent it from fucking with servers test merging TGUI PRs is a bit CBT for the record as i believe it interferes with the CDN in some ways that might break for players... so just be warned should you apply this. maybe soft stop and then TM? your call
tgstation#82495) ## About The Pull Request Broken chameleon kits can be EMP'd to un-break them. This fixes that and makes them permanently broken. ## Why It's Good For The Game Patching a possible exploit Fixes tgstation#82454 ## Changelog Broken chameleon kits can't be unbroken by an EMP. :cl: fix: Broken chameleon kits can't be unbroken by an EMP. /:cl:
## About The Pull Request This removes some dust from a space tile that was throwing stack_traces every time the Maint Mania map was loaded up. ## Why It's Good For The Game Less clutter while looking for an entirely unrelated runtime regarding deathmatch. ## Changelog :cl: Rhials fix: Sweeps a tile of dust off of the Maint Mania deathmatch map, which was causing errors. /:cl:
## About The Pull Request It was sending back stringified numbers as inputs. This came from a typescript cleanup pr from sync (tgstation#82000) and was ultimately caused by a... I think misunderstanding of how the color list works (tgstation#67967) ## Why It's Good For The Game Works like a charm now, which is good cause I use it a lot ## Changelog :cl: fix: The color matrix editor now works properly again /:cl:
## About The Pull Request Context: tgstation#82522 Apparently you cant just stuff the byond helper functions into an external js file, but if you do, byond won't even let you know its a problem until the servers crash and you have to run `bin/clean` just to unbork your entire repo This reimplements the changes from tgstation#82473 without: - moving the byond helper functions externally - causing a tooltip render issue in panel ## Why It's Good For The Game 516 prep (again this time)
## About The Pull Request Adds a new final objective option with a classic premise; the forced battle to the death. The concept is that the Syndicate will provide you with an implanter tool you can use on an arbitrary number of crew members. Once you have at least 6 (though there is no ceiling) you can activate the implants to start the Battle Royale and broadcast the perspectives of everyone you implanted live to the entertainment monitor. After activation these implants cause you to explode upon death. If at the end of 10 minutes, more than one person remains unexploded then all of the remaining implants will detonate simultaneously. Additionally, one of the station's departments (Medbay, Cargo, Science, or Engineering) will be chosen as the arena. If after 5 minutes pass you're not within that department (or if you leave it after that time has passed) then you will be killed. The Syndicate plan on both using the recorded footage to study Nanotrasen technology, and also to sell it as an underground blood sport, and so have employed a pirate broadcasting station to provide colour commentary. The implantation is silent, however it requires you and your target to be adjacent and stood still for one and a half seconds. Once implanted, it will occasionally itch and eventually signal to the implantee that something is up, so once you start implanting someone you're on a soft timer until you are given away. You can also implant yourself if you want to do that for some reason. Removing an implant from someone has a 70% chance of setting it off instantly, but it _is_ possible. If the implant is exposed to EMP, this value is randomised between 0 and 100%. You could also try doing surgery while the patient is wearing a bomb suit or something, that puzzle is for you to solve and I'm not going to tell you the answers. I'm sure you'll think of ones I haven't. ## Why It's Good For The Game Adds a somewhat more down-to-earth but still hopefully exciting and threatening option which should let people mess around with the sandbox. The mutual death element provides some roleplaying prompts; nothing actually _forces_ you to fight apart from fear of death and it may be possible to find other ways to survive, or perform some kind of solidarity behaviour with your fellow contestants. Maybe you'll try that but one of your fellow contestants just wants to be the last survivor anyway. Maybe you'll pretend you're setting up some kind of mutual survivorship thing in order to make sure you're the sole survivor. Gives some people to watch on the bar TV channel. The crew apparently love playing Deathmatch while dead so we might as well enable doing it while alive. Also I'm going to follow this up with a separate PR to remove the Space Dragon objective and it felt like it'd be a good idea to do one out one in ## Changelog :cl: add: Adds a new Final Objective where you force your fellow crew to fight to the death on pain of... death. /:cl:
## About The Pull Request Confusing error message at loading screen  ## Why It's Good For The Game Less confusing ## Changelog :cl: fix: CentCom dispatched a team of interns to fix the loot panel's loading message. It should now load properly. It did before too, but now the message is fixed. /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request - Makes use of the byond internal optimization for `view` to speed up aura healing a tiny bit. - In case you didn't know, byond has an optimization for `view` which speeds up iterating over objects in view if you provide it a type. This use of a ternary (likely) prevented this optimization from kicking in, and since worst-case we're doing view(7) it can add up. - Test case: 2 staff of Ascelpius users surrounded by 15 humans and 15 random objects constant being damaged. ~8 minutes of testing. - Profile: ``` /datum/component/aura_healing/proc/heal_old 0.789 6.590 6.596 0.000 4076 /datum/component/aura_healing/proc/heal_new 0.682 6.443 6.442 0.000 4081 ``` - Generalizes `SSaura_healing` to `SSaura`, makes "damage aura" component (which is totally 99% copied from "healing aura" but that's for another pr) use it as well ## Changelog :cl: Melbert refactor: Staff of Healing should perform slightly better. /:cl:
…onger ignores walls (tgstation#82689) ## About The Pull Request This gives shadow walk a snazzy new sound effect for entering/exiting jaunt. https://github.com/tgstation/tgstation/assets/28870487/c25f720f-5bad-4063-8d6e-140fd41bd740 This also has the sounds it plays no longer passes through walls. ## Why It's Good For The Game The ethereal_entrance/exit sound effects are drawn out, and pretty grating. They work for the other jaunts they're used for because a jaunt typically lasts longer than the sound itself. Nightmares are frequently dancing in and out of jaunt, and the sound effects for entering/exiting tend to overlap. It gets loud and annoying really fast. This sound effect is quicker, spookier, and more distinct. As for making the sound not ignore walls, I think it's pretty dumb how easy it is to detect the spooky scary shadow antag just by sitting in your department. It takes a lot of the initial fear and paranoia they have the potential for is wasted when Joe Geneticist can hear them messing around in their territory without having to leave their chair. ## Changelog :cl: Rhials sound: Nightmare has a new sound effect for entering/exiting shadow jaunt. It also no longer can be heard through walls. /:cl:
…ctors ai cooldowns a bit (tgstation#82640) ## About The Pull Request Nother bit ripped out of tgstation#79498 [Implements a get_cooldown() proc to get around dumb manual overrides and empower me to optimize the findtarget logic](tgstation@7047d29) [Adds modify_cooldown, uses it to optimize find_potential_targets further](tgstation@4ebc8ce) No sense running the behavior if we're just waiting on its output, so let's run it once a minute just in case, then push an update instantly if we find something [Optimizes connect_range and promxity_monitors](tgstation@bcf7d7c) We know what turfs exist before and after a move We can use this information to prevent trying to update turfs we don't care about. This is important because post these changes mobs with fields will be moving a lot more, so it's gotta be cheap [Implements a special kind of field to handle ai targeting](tgstation@80b63b3) If we run targeting and don't like, find anything, we should setup a field that listens for things coming near us and then handle those things as we find them. This incurs a slight startup cost but saves so much time on the churn of constant costs Note: We should also work to figure out a way to avoid waking ais if none is near them/they aren't doing anything interesting We don't need to do that immediately this acts as somewhat of a stopgap (and would be good regardless) but it is worth keeping in mind) ## IMPORTANT I am unsure whether this is worth it anymore since tgstation#82539 was merged. As I say it was done as a stopgap because ais didn't know how to idle. If not I'll rip er out and we'll keep the other refactoring/optimizations. ## Why It's Good For The Game Cleaner basic ai code, maybe? faster basic ai code, for sure faster proximity monitors (significantly)
## About The Pull Request Rewrites how alt click works. Based heavily on tgstation#82625. What a cool concept, it flows nicely with tgstation#82533. Fixes tgstation#81242 (tm bugs fixed) Fixes tgstation#82668 <details><summary>More info for devs</summary> Handy regex used for alt click s&r: `AltClick\((.*).*\)(\n\t.*\.\.\(\))?` `click_alt($1)` (yes I am aware this only copies the first arg. there are no other args!) ### Obj reskins No reason for obj reskin to check on every single alt click for every object. It applies to only a few items. - Moved to obj/item - Made into signal - Added screentips ### Ventcrawling Every single atmospherics machine checked for ventcrawling capability on alt click despite only 3 objects needing that functionality. This has been moved down to those individual items. </details> ## Why It's Good For The Game For players: - Alt clicking should work more logically, not causing double actions like eject disk and open item window - Added context menus for reskinnable items - Removed adjacency restriction on loot panel For devs: - Makes alt click interactions easier to work with, no more click chain nonsense and redundant guard clauses. - OOP hell reduced - Pascal Case reduced - Glorious snake case ## Changelog :cl: add: The lootpanel now works at range. add: Screentips for reskinnable items. fix: Alt click interactions have been refactored, which may lead to unintentional changes to gameplay. Report any issues, please. /:cl:
…cking non-mobs (2 year old bug) (tgstation#82694) ## About The Pull Request - Deletes `ATTACK_QDELETED` - May have been necessary in the past but it's pointless now. All it does is clutter the attack chain. Perish. - Fixes welders not using fuel on attacking non-mobs - tgstation#65762 "fixed" welders consuming fuel on clicking turfs by adding an `isliving` check and not an `ismovable` check? ## Changelog :cl: Melbert fix: Blobs may rejoice, welding torches now consume fuel when attacking objects again after two years. /:cl:
This pr brought to you by The™ Players™ Club™.
## About The Pull Request this makes ai controllers use cell trackers and signals to determine when to idle ## Why It's Good For The Game might be better than looping over all clients for every controller ## Changelog :cl: code: The way mobs idle has been refactored, please report any issues with non-reactive mobs /:cl:
…em, instead of being just a var (tgstation#82650) ## About The Pull Request quirk_item is now /obj/item, since it will allow for calling procs or getting variables from this item It's required for non-modular translation to call for item's name to remove articles ## Why It's Good For The Game It's always an item, and if it's a path, it's already checked for it. Better usage in the future.
## About The Pull Request adds a new weapon to mining, the grapple gun. this weapon is a new fun way to traverse lavaland, it lets u grapple onto things and ziplines u towards them. https://github.com/tgstation/tgstation/assets/138636438/5e935776-1482-4994-bcc7-e1ca7fcf33dc while its less practical than things like the spinning mining modsuit module, or xenobio wings, its still very fun to use. u can also use this as a weapon against mobs! (like batman) the zipline will launch u towards the mob, doing some damage to them and launching them back https://github.com/tgstation/tgstation/assets/138636438/3bf77fe5-4ed1-4153-8673-a0786ecee98f ## Why It's Good For The Game adds a new fun harmless way to travel through mining biomes ## Changelog :cl: add: miners can now purchase grapple guns /:cl:
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About The Pull Request
Why It's Good For The Game
Changelog
🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl: