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upstream merge #34
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upstream merge #34
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## About The Pull Request This pull request aims to hide the delete button from the main chat tab as well as to allow reordering of the other chat tabs. ((Not to cause any issues with existing tabs, the variable has to be true, so the hiding of the delete button only takes effect for new players or when someone deleted all tabs once)) ![grafik](https://github.com/tgstation/tgstation/assets/144968721/c1682cef-3e4f-4c4f-8394-bbf1345d4630) ![grafik](https://github.com/tgstation/tgstation/assets/144968721/ffe973a5-24eb-44ed-b8db-e3c1867935d1) ## Why It's Good For The Game - I'm not quite sure, why the main tab has the delete button in the first place, after all, it's not like the tab should be removed? So, we can just hide the delete button on that tab and keep it always there. - Accidentally deleting a chat tab when one has multiple tabs set up requires to change all tabs to the right to regain the previous order, so why not simply allow to reorder all tabs except for the main tab. (The main tab can neither be moved, nor can anything swapped with it) ## Changelog :cl: qol: hides the delete button on the main tab allows to reorder all other chat tabs /:cl:
…s delay as to not give lighting a stroke (#81549) ## About The Pull Request removes an unused proc, and spawners should be slightly more reliable deathmatch now has a 8 second delay before spawning you in as to give lighting and smoothing a breather the match being in progress is now shown in lobby UI ## Why It's Good For The Game ![image](https://github.com/tgstation/tgstation/assets/70376633/8a275232-e186-4685-ab28-94c077532870) also unused proc bad ## Changelog :cl: code: deathmatch lobbies take 8 seconds to start as to give lighting a breather /:cl:
## About The Pull Request Arcane did this a few months back, but he ported the WRONG ONES (kryson snuck a new version in underneath a bunch of other changes, he wasn't all that organized). ![image](https://github.com/tgstation/tgstation/assets/58055496/688f358c-fe0e-44cf-b4b1-44f7806af84e) ## Why It's Good For The Game It's annoying to have to balance two different sets of sprites. ## Changelog :cl: LemonInTheDark, Kryson image: Modified railing sprites to be a bit more three-d /:cl:
## About The Pull Request - The time from which the boulder is picked to when it's teleported onto the conveyer belt is 1.5 seconds. During that time the boulder could get deleted due to many factors and we lose our materials. No one like's that that so now both steps are combined into 1 proc so we no longer loose boulders during teleportation. - Batch processing cooldown was not working when `boulder_processing_max` is > 1. Now it does ## Changelog :cl: fix: boulders are no longer lost when teleported by the BRM fix: batch processing cooldown works when teleporting multiple boulders /:cl:
## About The Pull Request Currently to use items like the regenerative core, you can either attack yourself (or someone else), or use Z to use the item in-hand, unless you are lying down in which case you have to specifically click, and can't use in-hand. It's kinda dumb and this has been an issue I had since I've started playing, and today I thought "wait why did I just never fix it then?", so now I am. ## Why It's Good For The Game Mostly explained in the about section, you can already use cores while resting, this just means you can't use Z instead of having to click on your character sprite. ## Changelog :cl: fix: Regenerative cores (and other monster organs) now work when using it in-hand while resting. /:cl:
## About The Pull Request The DNA console's Joker button, when used and goes through its cooldown, currently automatically reactivates itself, which causes Geneticists who aren't aware of this and who do not want to use their joker yet, waste it and have to wait its cooldown once again. ## Why It's Good For The Game You are waiting at minimum a 300 second timer (on t4) between Joker uses, so I do not expect people to think that this is something that would remain active once its cooldown has expired. It's just better UI. ## Changelog :cl: fix: The DNA scanner's joker button no longer instantly activates itself when the cooldown between uses is done. /:cl:
## About The Pull Request Adds additional information to triggered fire alarms, viewable on the air alarm. Displays the method of alarm trigger and the source of the alarm. ![image](https://github.com/tgstation/tgstation/assets/83487515/2b8bb334-e641-451b-9d6d-97e650e74032) ## Why It's Good For The Game Useful for engineers to track down the source of why the fire alarm/firedoors are triggering. Fire alarms that are manually triggered will never reset without intervention, so this also identifies these cases instead of chasing down an issue that may not exist. ## Changelog :cl: LT3 qol: Air alarms now display the source of triggered fire alarms/firedoors /:cl:
## About The Pull Request - Fixes #81537. For competing reactions where reaction B consumes the results formed from reaction A `total_step_added` yields values higher than the actual volume of products formed causing the reaction to end early leading to less volume of product formed as explained in the comment - Removes `update_total()` from instant reactions as it already does that for us making it a little faster - merges `remove_all_direct()` with `remove_all()` to reduce code as their functionalities are very similar ## Changelog :cl: fix: multiple reactions occuring in the same holder like mixing drinks will yield correct reagent result volumes code: Removes `update_total()` from instant reactions improving performance slightly code: merges `remove_all_direct()` with `remove_all()` to reduce code size /:cl:
…y changes to fishing. (#81407) ## About The Pull Request This PR adds a new line reel, which speeds up the baiting phase of the fishing minigame and skips the biting phase, thus starting the minigame without the initial input from the player. The auto-reel line will also throw items (or other people/things, if you have the right hook) in your direction when snagged, with the added bonus of catching the item mid-air. Turn your fishing rod into a discount meat hook. I've lowered the deceleration coefficient and bounce threshold of the minigame by 1/4. My rationale is that these two numbers are a must lest we end up with an uncontrollable mess of a minigame, though they also feel like a sack of flour hitting gravel rn, making specific hooks like the bi-directional one and the weighted other a bit useless. Another change is to the baiting and biting phase. Previously, if you clicked anywhere during the baiting phase, it'd reset the whole timer back to any value between 1 and 30 seconds, spelling futility to the time you've just spent waiting. Now, it'll simply add another 4 seconds or so to the current timer, capping at 30s. One last thing*. Once the biting phase start, the faster your input is, the higher the starting completion of the minigame will be, and the other way around, if you're very slow. The difficulty variable can also lower the starting completion. *I lied. I've also added a short cooldown to casting a fishing rod so you can't just spam it. ## Why It's Good For The Game Finetuning the minigame, quality of life and balance, making fishing even more gimmicky. ## Changelog :cl: Ghommie add: Added a new fishing line reel that speeds up the first half of the fishing minigame, and also let's you catch things from afar like a discount meat hook. balance: During the biting phase preceeding the actual minigame, initiating it as soon as the "!!!" alert pops up will net you an advantage. Conversely... qol: Clicking during the baiting phase will no longer wholly reset it and make you lose your patience. Instead, it'll delay the next phase by about 4 seconds. balance: The deceleration and bounce should feel less sudden and stiff, meaning the controls are 25% more slippery again. balance: Added a cooldown to spam-casting fishing rods. imageadd: Resprited line reels a little. /:cl:
…ns on UI (#81500) ## About The Pull Request (Roundstart) Curators now get a 22.5% cut on credits spent on painting patronages (divided by the number of curators). The service department also gets another, 12.5% cut. This PR also adds zoom in/out buttons to the painting canvas UI. So you don't have to stare at a blob of such enormous squares while the UI is open, which is only good when drawing. Screenshot copypaste in paint: ## Why It's Good For The Game The painting feature is mostly an end in itself, which is totally fine. I've put quite a few quality-of-life changes into it through the years, and I still want to kick in some stuff. However, I think the curator should actually benefit from them in a more "mechanical" way. Furthermore, I personally prefer them over the random written crap that players make. Also, as I said above, the canvas UI can feel a tad too big at times.
… proof (#81557) ## About The Pull Request marks deathmatch areas as NOTELEPORT, and abductor and event proof ## Why It's Good For The Game ok just incase they shouldnt be able to get out of here
## About The Pull Request This should fix #81560 and fix #81561, ## Why It's Good For The Game Oh no, another invisibility exploit. ## Changelog :cl: fix: fixed an issue with tactical appearance (potted plants / cardboard cutouts) not going away after giving the item to someone else. fix: Fixed slaughter demon cutouts being invisible. Also fixed another issue with the tactical appearance not going away when the cardboard cutout is pushed down. /:cl:
## About The Pull Request Just a routine, well-past-due, update to the North Star map. This PR does a number of things, everything is tested and functional. The list of full changes is below: <details> <summary> List of Changes! </summary> Sec outpost on 1st floor moved Central elevator can now access all floors New maint door in 1st aft hall New maint door in workout room Chaplain has lesser smoke book Chaplain starts in bed (they eeby) Chaplain has more wallmounts Shuffled some pipes & wires around in robotics Renamed doors by psych & science Fixed disposals above bitrunner's den Replaced the central staircase with a sturdy ladder Decorated the central ladder area Rearranged loot in starboard dorms maint Renamed the name of the floor in xenobio's pen Replaced windoors at arrivals with proper subtype and gave them hydroponics access to prevent animals from escaping early Change the design on the floor outside of Robotics Gave Robotics & Science a roundstart quantum pad for easy access to eachother. Updated some decals inside robotics Added more windows to maint Added more unrestricted helpers to all floor maints Added more lights on the path to the gravgen from engineering Security offices now have their cells replaced with a disposals tube leading to security's "drunk tank" Security's drunk tank now has wall mounted flashers Added more landmine spawners Added DNA disks and a geneticist outfit vendor to genetics </details> ## Why It's Good For The Game The map needed some polish, and this PR addresses some concerns and suggestions in the feedback thread on the forums! [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=35536](url) ## Changelog :cl: fix: The North Star's disposals are now functional! qol: The North Star has had a staggering amount of quality of life changes. add: Nanotrasen has now supplied North Star security outposts with a disposals line leading directly to the drunk tank. /:cl:
## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/70376633/2c2a8ddf-d210-468b-9403-f7de4fa1fd9b) removes IEDs, these are its replacement ![image](https://github.com/tgstation/tgstation/assets/70376633/95cc67d7-ed41-481b-9b9d-f31897fdb46d) this recipe produces a finished pipebomb you can craft pipes (of the atmos kind) with some metal then you can make it into a pair of halved pipes with a welder then you stuff in items for extra effect (optional, only works if it does something) then you put in welding fuel OR gunpowder (no other options as of now, gunpowder is a better explosive) cable finishes that part after that, you can attach an unsecured assembly to finish the bomb also this is the math for the explosion, power is decided by fuel ![image](https://github.com/tgstation/tgstation/assets/70376633/95ac3101-a2af-4bdc-9730-6c9c20195b59) using it in-hand activates the assembly, using it off-hand allows you to configure the assembly ## Why It's Good For The Game IEDs suck and stuff and this would be a better upgrade/replacement because with assemblies you could make a circuit sentient pipebomb or gift a pipebomb via cargo or something and gimmicks i guess ## Changelog :cl: add: Pipebombs del: Improvised Firebombs /:cl:
## About The Pull Request Brains might not always be located in the head, e.g. HARS puts it in the chest, thus making the assumption that the brain will always be in the head in this conditional false. ![image](https://github.com/tgstation/tgstation/assets/13398309/e920f8e7-45ae-4715-8077-0dc3ab23c760) Also fixes this compiler warning ![cmd_nLK3wfCmVx](https://github.com/tgstation/tgstation/assets/13398309/e21686f1-f315-48c9-99fa-05d528e9ece2) ## Why It's Good For The Game Fixes a bug/oversight of a niche edge case. ## Changelog :cl: fix: fixes an issue where being gibbed while under the HARS mutation can sometimes lead to the brain being deleted when it's not supposed to be /:cl:
## About The Pull Request Simply allows you to drag from storage containers directly onto All-In-One Grinders. Current behavior just spills it on the same tile. ## Why It's Good For The Game I already had to put all these items in the box in the first place, this just makes it slightly easier on the way back.
## About The Pull Request Changes the "Fitness" skill title to "Powerlifter" ## Why It's Good For The Game Fixes: #81531 ## Changelog :cl: spellcheck: changed the fitness skill title to powerlifter /:cl:
#81512 i accidentally added it to the emagged console it should be on contraband now. also added a backpack to present it from interfering. and its available in uplink :cl: add: box with a set of floortile camo, which can be ordered in black market uplink add: also adds a backpack to camouflage fix: i had the crate under emagged console, should be fixed now. /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
…nspired by Goonstation's Spy-Thief (#81231) # Disclaimer: No Goon code was referenced or used in the making of this PR ## About The Pull Request [Design Document (Read this for more information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6) This PR adds Spies as a new roundstart antagonist type, inspired by Spy-Thiefs from Goonstation. Spies are tasked with stealing various objects around the station, from insulated gloves to the black box, from the clown's left leg to the bridge's communications console. For every item stolen, the Spy is rewarded with a random item from the Syndicate Uplink, plus some items uniquely available to the Spy. Stolen items are then shipped off and sold on the Black Market Uplink, allowing the crew - or maybe some other evil-doers - to get their hands on them. ![image](https://github.com/tgstation/tgstation/assets/51863163/f057d480-4545-44da-b8fe-a8d09a5d2dcf) More ideas for theft items and bounties are welcome. ## Why It's Good For The Game See the design document for more information. In short: Adds a solo antagonist which has less impact than your Traitors and Heretics, but more impact than Paradox Clones and Thieves. In other words: On the same tier as old traitors. Seeks to embrace the sandbox aspect of antagonists more by having no precise greentext objective, and instead some suggestions for chaos you can embark in. Have fun with it! ## Changelog :cl: Melbert add: Spies may now roam the halls of Space Station 13. Watch your belongings closely. /:cl:
## About The Pull Request Fixes wall-nerds#100 Replaces a couple of instances of abilities using the icons of walls or floors with different, somewhat more descriptive icons. I will be honest I do not understand why two of these were even using iron walls as an icon. Both of these instances were cases of "I want to surround something" so I have replaced them with this icon: ![image](https://github.com/tgstation/tgstation/assets/7483112/264da818-5c33-4093-b993-45ee1b06c24f) I have also replaced the "freeze floors" ability icon with the ice cube icon, rather than a 32x32 ice floor icon. ![image](https://github.com/tgstation/tgstation/assets/7483112/524af0ac-4128-4bd3-a3f0-f82583f6cbcb) I removed a bunch of old copies of goggles items from the `robot-items` dmi and made them just reference the corresponding item sprites that they were copies of, because they were out of date with the items and using deprecated sprites. X-Ray now just looks like the red sam fisher goggles instead of a caution sign (not that it is obtainable in game). Oh also I added a tooltip to Ice Demon afterimages because it didn't have one. ## Why It's Good For The Game The previous icons don't even look like anything. ## Changelog :cl: image: Bubblegum Hallucination Surround Charge, Wendigo Shockwave Scream, and Ice Demon Floor Freeze all have more appropriate action icons. qol: Adds a tooltip to Ice Demon Afterimages ability. image: Cyborg view items now use the same sprites as their corresponding goggles instead of old versions of those sprites. /:cl:
## About The Pull Request Updates shield sprites to new more polished and 3/4 perspective ones. <details> ![shielding show](https://github.com/tgstation/tgstation/assets/42353186/823d1d24-6fdd-40c9-84b4-2b9b61d70813) </details> Adds 2 new shield types: - **Improvised Shield.** Made out of 10 iron sheets and 2 sticky tape pieces. Weaker then buckler shield and breaks after 2 gunshots or 4 baton hits, but has a 50% (BASE FOR ALL OTHER SHIELDS) blocking chance instead of 30% that buckler has. Bulky - **Ballistic Shield.** Printed at Security Techfab for a lot of titanium after getting weapon research. Strong against projectiles, but weaker than riot shield against melee. Bulky Both of these shields break, and both of them are their own subtype. As such you can still only craft strobe shield with a riot shield. ## Why It's Good For The Game The sprites of shields were very ancient and extremely flat, this gives them a more refreshed look. Ballistic Shield is added because Riot Shield was weakened against projectiles, Ballistic Shield gives the crew a way to get access to protection against projectiles at some point in the round. Improvised Shield adds a second improvised shield in the game (after Buckler Shield). It's balanced by being weaker than Buckler, but higher block chance, this adds an interesting choice for players on which shield to craft. ## Changelog :cl: add: Adds 2 new shields to the game! Ballistic Shield - researched by Science, and Improvised Shield - made out of iron and sticky tape image: Riot, Strobe, Telescopic, Energy shields got new less flat sprites! /:cl:
…#81746) ## About The Pull Request Buying the advanced plastic surgery disk currently gives you a brainwashing disk instead, this fixes that. ## Why It's Good For The Game big oversight, you now get the right program you bought. ## Changelog :cl: fix: Buying the advanced plastic surgery disk from the uplink now gives you advanced plastic surgery instead of brainwashing. /:cl:
## About The Pull Request - Butt sprite pngs put into a single .dmi - All living mobs can have butt sprites defined [maybe even ghosts in the future?] - Human butt sprites are based on the chest bodypart instead of species - having a human chest and felinid tail shows felinid sprite - Added fuzzy moth butt sprite from Paradise - Butt sprites use defines ## Why It's Good For The Game Cleaner code, more realistic and logical for humans on the chest rather than species, moth player flavor, butt sprites did not need to be separate pngs at all, and gives felinid tails some more "value" ## Changelog :cl: refactor: Butt sprites are based on the chest bodypart for humans, instead of the species image: Moths have their own special butt sprites /:cl:
## About The Pull Request I fixed 2 instances of procs having multiple arguments with the same name. BYOND does not error on these, instead ignoring all but the last. It's best to remove these for clarity. ## Why It's Good For The Game N/A --------- Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request This doesn't need to use weakrefs, it's a fairly easy to manage relationship, when the atom goes the forensics goes
## About The Pull Request Pete can no longer eat vines while dead. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game ![image](https://github.com/tgstation/tgstation/assets/28870487/b3156bf2-386d-427f-91b8-61a4dfe83424) This should probably not be happening even though it was funny to watch. ## Changelog :cl: fix: Pete can no longer eat vines while dead. /:cl:
## About The Pull Request Food items with kronkaine in it now count as great baits (this is the case of the "all-natural" bait from that overpriced cargo pack I'm converting into a less expensive goodie in another PR) Sufficiently high fishing skill (and the relative skillchip) allows you to list fishes in a fishing spot by examining it twice. ## Why It's Good For The Game Little fishing things off the top of my head before I move on bigger stuff. ## Changelog :cl: add: Fishes love kronkaine. qol: Examining a fishing spot twice with sufficiently high fishing skill (or the skillchip) will get you a list of fishes that can be caught. /:cl: --------- Co-authored-by: san7890 <the@san7890.com>
…bs being singletons (#81756) ## About The Pull Request Jobs are singletons don't make new ones!! Also this tweaks job station traits slightly so that traits in the future support multiple slots without breaking
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please work already