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Re lore #2
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commit b1358980acbad5a3cf15505852537e82f950c2b6 Author: NovaBot <[email protected]> Date: Mon Jan 15 21:49:17 2024 -0500 Automatic changelog for PR #398 [ci skip] commit 317ce7a3cdc84198fc606f92ef82c85f669931be Author: aKromatopzia <[email protected]> Date: Tue Jan 16 10:44:29 2024 +0800 [MODULAR] porting teshari cybernetics (#398) * porting from bubberstation * Update tgstation.dme * makes the readme not piss off the linter * change 1 Co-authored-by: GoldenAlpharex <[email protected]> * simplified file hiearchy * fixes because simplifying the file heiarchy caused errors * fix ^2 * cleaning Co-authored-by: Bloop <[email protected]> * this is what I get for porting an old version * ach --------- Co-authored-by: GoldenAlpharex <[email protected]> Co-authored-by: Bloop <[email protected]> commit 7fca3891ddc5d21c5be8fcfaf3f6776b3ee25655 Author: NovaBot <[email protected]> Date: Mon Jan 15 21:44:09 2024 -0500 Automatic changelog for PR #463 [ci skip] commit 21f6e9942e00fe95c0f914d7ce3c584903e5d07d Author: Tom <[email protected]> Date: Tue Jan 16 02:43:48 2024 +0000 cow (#463) commit 48d28d27887773e491d92f576e56119ef6d9d88a Author: NovaBot <[email protected]> Date: Mon Jan 15 21:37:09 2024 -0500 Automatic changelog for PR #477 [ci skip] commit 9ca71719ee3f329f60f1bf2e09ccb6ddde4cfa35 Author: lila <[email protected]> Date: Tue Jan 16 03:26:25 2024 +0100 [No GBP] Fixes space trash at Blueshift departures (#477) oops commit b8c87438734af93ae72bc4ecc3da4c4c934addb8 Author: NovaBot <[email protected]> Date: Mon Jan 15 21:25:58 2024 -0500 [MIRROR] Optimizes Reftracking (Bigly) (Plus harddel fixes) (#490) * Optimizes Reftracking (Bigly) (Plus harddel fixes) (#80443) ## About The Pull Request ### Reftracking BS Alllright so reftracking is slow, really really slow. That's a problem for me, both because I want it to be fast so I can more efficiently torture players by running it on live, but also because it impedes both local and CI runs. So I've set out to micro optimize the DoSearchVar proc, one of the hottest in the game. I've done this in a few different ways. #### The simple shit Removing redundant proc args Yeeting assoc arg setting (extra cost) Moving if statements around to prioritize the more common case Ignoring empty lists. #### The not simple shit Throwing our snowflake list checking into the sun (Background, byond has some special lists that cannot be accessed like an assoc list, trying to will lead to runtimes) The way we handle this involves inspecting their ref string, and it eats a LOT of time. Faster then to mark all the lists we know are special by var name, and then use try/catch to detect and silence anything that sneaks through (this is on the order of like 1/3 per run, kinda curious what they are tbh) Thanks to MSO for the idea for this btw. Removes the vars and logic that tied ref searching to clients. It's not how this code is used, and it slows everything else down for really no reason Added support for handing in a known "hanging reference" count, and then searching for that. This lets us early exit the ref search if we find everything we were looking for, which is REALLY powerful, and why I asked for refcount() in the first place. ### Harddel Fixes [Fixes some harddels w gulag stuff born of the 515 one way ref issues](https://github.com/tgstation/tgstation/commit/046d7daa03454fac501acb9a3960ea8306247da8) [Ensures proximity cameras clean their ref to their proximity datum if it's deleted](https://github.com/tgstation/tgstation/commit/ff607e9ccb841d253c39502211ad9442a9cd362d) [Deleting a pipe connected via the gas_machine_connector datum to a machine should also delete that machine (harddel fix)](https://github.com/tgstation/tgstation/commit/9eecca22e70b4a61ad48c04ddc9c726ef0c6713b) ## Why It's Good For The Game All this combined speeds up refsearching massively, on the order of hundreds of seconds, and makes it far less time consuming for both CI and running on live. I'll be bullying some servers semi soon, want to see what I can cut out. * Optimizes Reftracking (Bigly) (Plus harddel fixes) --------- Co-authored-by: LemonInTheDark <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 0684b1e42b23efbcca32f91eac312be73339de31 Author: NovaBot <[email protected]> Date: Mon Jan 15 21:25:42 2024 -0500 Automatic changelog for PR #489 [ci skip] commit 6963ad8e12034930a043dc9de22f21896009e867 Author: NovaBot <[email protected]> Date: Mon Jan 15 21:25:21 2024 -0500 [MIRROR] fixes an incorrect direction on the plumbing splitter sprite (#489) * fixes an incorrect direction on the plumbing splitter sprite (#80953) ## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/70376633/8b412b2d-eb4e-4fb3-bc4f-48ce1b7b85af) the previous one used to face the wrong direction ## Why It's Good For The Game uhhh correct direction = good? ## Changelog :cl: image: the plumbing chemical splitter no longer has a wrongly rotated direction /:cl: * fixes an incorrect direction on the plumbing splitter sprite --------- Co-authored-by: jimmyl <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 4314e310cf4935346d68a72feab263cbc3fd0780 Author: Changelogs <[email protected]> Date: Tue Jan 16 00:31:02 2024 +0000 Automatic changelog compile [ci skip] commit 4fa1334ebdd7482d69694fcd7320ba9a8d03425e Author: NovaBot <[email protected]> Date: Mon Jan 15 18:02:38 2024 -0500 [MIRROR] Fixes assorted head harddels, removes specific organ vars in head (#484) * Fixes assorted head harddels, removes specific organ vars in head * fixes merge conflict * woops --------- Co-authored-by: Time-Green <[email protected]> Co-authored-by: SomeRandomOwl <[email protected]> commit 9e5559ead87bcc1fb23faf5dbd802fba604ae922 Author: NovaBot <[email protected]> Date: Mon Jan 15 17:44:02 2024 -0500 [MIRROR] Refactors pod launcher UI (#479) * Refactors pod launcher UI (#80887) ## About The Pull Request While debugging #80857, it became immediately apparent why it was never converted over to TypeScript: It's massive. 1203 lines in one file, making it our largest UI! I stated in the aforementioned PR my general guideline: 500 lines before something needs to be separated. This does so. ## Why It's Good For The Game - Separates a titanic UI component for easier maintainability - Typescript conversion ## Changelog N/A nothing player facing * Refactors pod launcher UI --------- Co-authored-by: Jeremiah <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 8ebac84d9ed6d4cf6a2541ed9ceea5ed8f95f212 Author: NovaBot <[email protected]> Date: Mon Jan 15 17:02:41 2024 -0500 Automatic changelog for PR #485 [ci skip] commit cd48b275b01f0a45028156b25ef258a72ae183fb Author: NovaBot <[email protected]> Date: Mon Jan 15 16:28:42 2024 -0500 [MIRROR] Hub shows if restarting, starting, time to start; Time is more accurate (#485) * Hub shows if restarting, starting, time to start; Time is more accurate (#80890) ## About The Pull Request Hub shows if game is restarting (game is finished), starting (game is initializing), time to start (inits done) Also the time, is more accurate to the actual roundstart time previously it would show "Time 00:00" and when you joined it was actually still in lobby now "Time 00:00" will mean that the round has started and gone in game Hopefully this is ok as it's not really a feature, it's just improved feedback to the player @ MrStonedOne ## Why It's Good For The Game Time is more accurate to station time, also is handy to know if server is restarting or just starting and in lobby ## Changelog :cl: code: Hub status shows if server is restarting, starting, time to start. The "Time" is more accurate and based on roundstart now /:cl: * Hub shows if restarting, starting, time to start; Time is more accurate --------- Co-authored-by: 13spacemen <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 82538ce0181083889c2560824abf755f6700fcdb Author: NovaBot <[email protected]> Date: Mon Jan 15 16:24:58 2024 -0500 Automatic changelog for PR #483 [ci skip] commit 222fedf8225dda86e54d1c8702dd7e65eebcbc64 Author: NovaBot <[email protected]> Date: Mon Jan 15 16:23:58 2024 -0500 Automatic changelog for PR #481 [ci skip] commit 99f8c6b125201030df956536c634d96049a5deaf Author: NovaBot <[email protected]> Date: Mon Jan 15 16:23:39 2024 -0500 Automatic changelog for PR #480 [ci skip] commit 9dac48be8d402e0d5c3d8a25b4a193f42886f4e5 Author: NovaBot <[email protected]> Date: Mon Jan 15 16:22:51 2024 -0500 Automatic changelog for PR #478 [ci skip] commit a6a9d42d8a3a7041fc568f1c9464c102fdd52c1a Author: NovaBot <[email protected]> Date: Mon Jan 15 16:16:58 2024 -0500 [MIRROR] [NO-GBP] Fixes radshelter not radprotecting against nebula storm (#483) * [NO-GBP] Fixes radshelter not radprotecting against nebula storm (#80957) :cl: fix: Radiation shelters (wherever they are) will protect against nebula storms /:cl: Oversight when I originally added the nebula. Didn't realize these were a thing * [NO-GBP] Fixes radshelter not radprotecting against nebula storm --------- Co-authored-by: Time-Green <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 5d8228fa84e7338acd4d4650ccef484537977440 Author: NovaBot <[email protected]> Date: Mon Jan 15 16:15:54 2024 -0500 [MIRROR] Remove unused `output` var from `sql_message_system.dm` (#482) * Remove unused `output` var from `sql_message_system.dm` (#80951) ## About The Pull Request Fixes this ![Screenshot (382)](https://github.com/tgstation/tgstation/assets/110812394/39f8ae38-0632-4429-9d46-3355d16b9e86) ## Changelog N/A * Remove unused `output` var from `sql_message_system.dm` --------- Co-authored-by: SyncIt21 <[email protected]> Co-authored-by: NovaBot <[email protected]> commit f8a99a4d017c60b23a6aafda44eef0d5614c156c Author: NovaBot <[email protected]> Date: Mon Jan 15 16:15:21 2024 -0500 [MIRROR] fix bileworm ai going insane after eating someone (#481) * fix bileworm ai going insane after eating someone (#80954) ## About The Pull Request bileworms will no longer infintely try to eat what they already ate ## Why It's Good For The Game fixes #80948 ## Changelog :cl: fix: fix bileworm ai going insane after eating someone /:cl: * fix bileworm ai going insane after eating someone --------- Co-authored-by: Ben10Omintrix <[email protected]> Co-authored-by: NovaBot <[email protected]> commit ae17afe0d1766046817dfd416fd23a8d6628fa67 Author: NovaBot <[email protected]> Date: Mon Jan 15 16:15:01 2024 -0500 [MIRROR] Adds logregisters and messages for situations like: mob hits dense turf, obj/machinery hits mob, item without "thrower" hits mob, mob gets hit by non-carbon mob. (#480) * Adds logregisters and messages for situations like: mob hits dense turf, obj/machinery hits mob, item without "thrower" hits mob, mob gets hit by non-carbon mob. (#80909) ## About The Pull Request Adds few (3) log registers and (2) visible messages for interactions like; mob hits solid turf (wall for instance), mob gets hit by obj/machinery and log register for mob gets hit by item without "living thrower" Edit: adds additional logregister and chat message when mob hit by non carbon mob ## Why It's Good For The Game Fixes #76085 And on top of that, PR is supposed to make situations where players are being hurt or moved by objects without direct interactions with the second player (if he does exist) a bit more trackable for player and log divers. ## Changelog :cl: qol: Players are now able to see in chat when they are being hit by obj/machinery, got crushed into dense turf or get hit by thrown non carbon mob. admin: Scenarios like mob hits dense turf, obj/machinery hits mob, item without "living thrower" hitting mob, mob gets hit by thrown non carbon mob now appear in logs. /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Adds logregisters and messages for situations like: mob hits dense turf, obj/machinery hits mob, item without "thrower" hits mob, mob gets hit by non-carbon mob. --------- Co-authored-by: Voudez <[email protected]> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> Co-authored-by: NovaBot <[email protected]> commit babeabb7f6267240fe8b3d168320552fa2b77d9e Author: NovaBot <[email protected]> Date: Mon Jan 15 16:13:53 2024 -0500 [MIRROR] Lawyer badge now points instead of giving a message in chat (#478) * Lawyer badge now points instead of giving a message in chat (#80710) ## About The Pull Request Using a Lawyer badge in hand will now point to it, giving the thought bubble over your head, rather than sending a message to your chat. I thought the lawyer badge would show its icon in chat when using it, but it doesn't seem like that was the case. I thought this would be a better change though, since it doesn't rely on chat. ## Why It's Good For The Game Moves the lawyer badge away from a thing that spams your chat and makes it more visible as an action being done by a player. ## Changelog :cl: qol: Using a Lawyer badge in your hand now shows a thought bubble with the badge, rather than giving a lousy message in your chat. /:cl: * Lawyer badge now points instead of giving a message in chat --------- Co-authored-by: John Willard <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 803d61922a9753486e0e1af1244f5b6358ebade9 Author: NovaBot <[email protected]> Date: Mon Jan 15 09:20:46 2024 -0500 Automatic changelog for PR #399 [ci skip] commit 576a7052e4da08c47400b239c7c187d574e1d91f Author: NovaBot <[email protected]> Date: Mon Jan 15 09:20:39 2024 -0500 [MIRROR] Better errors for adding element to qdeling datum (#468) * Better errors for adding element to qdeling datum (#80927) ## About The Pull Request Got this from reading #80915 The actual name of the element is not reported anywhere in the stack trace, and while you might be able to figure it out from context clues based on the procs invoked in the stack trace... this isn't guaranteed and just makes it harder to diagnose these weird sporadic runtimes. ## Why It's Good For The Game easier to figure out a problem when you have as much useful information as possible ## Changelog irrelevant * Better errors for adding element to qdeling datum --------- Co-authored-by: san7890 <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 719b9e638dcac2d20443f768be82d20cbe247d36 Author: aKromatopzia <[email protected]> Date: Mon Jan 15 22:20:13 2024 +0800 [MODULAR] porting digi-cybernetics (#399) * porting digi-cybernetics * change 1 Co-authored-by: GoldenAlpharex <[email protected]> * change 2 Co-authored-by: GoldenAlpharex <[email protected]> * adjusted heiarchy * fixing because removing the file heiarchy caused errors * Update tgstation.dme * there * . * ech * reparented again, and advanced sprites digitigrade has too little visual real estate to do surplus shenanigans. * oop Co-authored-by: Bloop <[email protected]> * commas at the end of lists Co-authored-by: Bloop <[email protected]> * . Co-authored-by: Bloop <[email protected]> * d * gwa * typo --------- Co-authored-by: GoldenAlpharex <[email protected]> Co-authored-by: Bloop <[email protected]> commit 32b48f8415e0d31fc49ba664a6ae101358507548 Author: NovaBot <[email protected]> Date: Mon Jan 15 01:57:30 2024 -0500 Automatic changelog for PR #472 [ci skip] commit f39e57e9f11fef64b62e35c3ceb050796f2c9ada Author: NovaBot <[email protected]> Date: Mon Jan 15 01:50:59 2024 -0500 [MIRROR] Partially reverts popper component [no gbp] (#472) * Partially reverts popper component [no gbp] (#80930) <!-- 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 As requested by @ mothblocks I implemented react-popper instead. Perks: 1. Seemingly handles the positioning bug that I wrestled with in #80883. 2. Performance seems just as good. 3. Should fix issue presented in [NovaSector#434](https://github.com/NovaSector/NovaSector/issues/434) Cons: 1. Tiny amount more code <!-- 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 Bug fixes Mothblocks asked for it Fixes #80929 <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## 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 it's 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: fix: Poppers (like the prefs menu options) shouldn't be hidden beneath the character preview anymore. /: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. --> * Partially reverts popper component [no gbp] --------- Co-authored-by: Jeremiah <[email protected]> Co-authored-by: NovaBot <[email protected]> commit d30503b87f596c4150a31e41f73cc626f298f399 Author: NovaBot <[email protected]> Date: Mon Jan 15 01:49:54 2024 -0500 Automatic changelog for PR #473 [ci skip] commit ff966f02fd362ad1e1608be95f74f0a227435712 Author: NovaBot <[email protected]> Date: Mon Jan 15 01:47:21 2024 -0500 [MIRROR] Eldritch paining cleanup (#473) * Eldritch paining cleanup (#80903) ## About The Pull Request - Don't apply `connect_range` if we don't have a trauma. We early return anyways, might as well save the effort. - Fixes a few messages being unspanned. Changes a few messages to use hypnophrase span rather than warning span, so it sticks out more. - Fixes faulty assumption that only carbons are examining. - Fixes the chat messages for examine_effects happening before the examine block, not after, by adding a short timer in examine before they are invoked. ## Changelog :cl: Melbert fix: Fixes some eldritch painting messages having no chat span fix: Fixes eldritch painting messages triggering before the examine, making it hard to see fix: Fix beauty eldritch painting doing nothing to heretics who examine it /:cl: * Eldritch paining cleanup --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 1191dc085c172874f7aa5d700529a35804c5b91a Author: NovaBot <[email protected]> Date: Mon Jan 15 01:45:13 2024 -0500 Automatic changelog for PR #471 [ci skip] commit 27b47c85570afd37e8b6ffda179f4a414c650b21 Author: NovaBot <[email protected]> Date: Mon Jan 15 01:44:44 2024 -0500 [MIRROR] Fixes section stealing focus [no gbp] (#471) * Fixes section stealing focus [no gbp] (#80943) <!-- 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 using .focus() on section doesn't behave in the way that you'd want it, this means it would steal focus any time someone moves their mouse away from an input and touches a scrollable section. We had events.ts for this purpose, so this should accurately represent how the old section worked. I also moved the component reference documentation into the onhover effects of section ![Screenshot 2024-01-13 095237](https://github.com/tgstation/tgstation/assets/42397676/a3d80a35-a1db-416e-a26e-2667cb4031f3) <!-- 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 Prevents a really annoying bug where you'd have to hover over inputs to keep typing Better documentation <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## 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 it's 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: fix: Sections will be more polite by not stealing focus from Input boxes in TGUI /: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. --> * Fixes section stealing focus [no gbp] --------- Co-authored-by: Jeremiah <[email protected]> Co-authored-by: NovaBot <[email protected]> commit b017ead9c07c50b827781943bbf9b7313ce00d09 Author: Changelogs <[email protected]> Date: Mon Jan 15 00:32:54 2024 +0000 Automatic changelog compile [ci skip] commit 37f9f4bb3386ff395393ff62c4c82080d3ff1f9c Author: NovaBot <[email protected]> Date: Sun Jan 14 15:49:12 2024 -0500 Automatic changelog for PR #464 [ci skip] commit ea7de382255ff78e2febecde81bf841822c48516 Author: NovaBot <[email protected]> Date: Sun Jan 14 15:48:51 2024 -0500 Automatic changelog for PR #462 [ci skip] commit d17b1fd78a584fdc0e5bff768b66f38d6721a3ca Author: NovaBot <[email protected]> Date: Sun Jan 14 15:48:15 2024 -0500 Automatic changelog for PR #461 [ci skip] commit e7a43eb5fd1fcd295d1f0666b4364d027625611b Author: NovaBot <[email protected]> Date: Sun Jan 14 15:41:06 2024 -0500 [MIRROR] Fix Tramstation sign/missing power cable [NO GBP] (#464) * Fix Tramstation sign/missing power cable [NO GBP] (#80938) ## About The Pull Request Fixes a piece of wall/missing power cable/sign on Tramstation missed in https://github.com/tgstation/tgstation/pull/80713 ## Changelog :cl: LT3 fix: Fixed missing power cable outside Tramstation medbay /:cl: * Fix Tramstation sign/missing power cable [NO GBP] --------- Co-authored-by: lessthanthree <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 234b1712cd0b1a3a66cf33cf4f33c486986fc7b0 Author: NovaBot <[email protected]> Date: Sun Jan 14 15:39:33 2024 -0500 [MIRROR] the fugu gland now uses `update_transform` rather than scale transform directly. (#462) * the fugu gland now uses `update_transform` rather than scale transform directly. (#80937) ## About The Pull Request Title. ## Why It's Good For The Game This way the mob will still look aligned with the tile it's standing on. ## Changelog :cl: fix: Animals enlargened by the fugu gland are now visually aligned with the turf they're standing on. /:cl: * the fugu gland now uses `update_transform` rather than scale transform directly. --------- Co-authored-by: Ghom <[email protected]> Co-authored-by: NovaBot <[email protected]> commit e1975ed7c4d823336adfb62fb977c596229f3ab5 Author: NovaBot <[email protected]> Date: Sun Jan 14 15:38:27 2024 -0500 [MIRROR] Fixes round event controller pirate spawns (#461) * Fixes round event controller pirate spawns (#80936) ## About The Pull Request Free GBP, I think? It only spawns in space, but it only spawns on a planet... hold up that's never. ## Why It's Good For The Game Bugfix good. ## Changelog :cl: fix: Fixed round event controller pirate spawns. /:cl: Co-authored-by: RikuLeinonenVuoksi <riku.leinonen@ vuoksi.fi> * Fixes round event controller pirate spawns --------- Co-authored-by: RikuTheKiller <[email protected]> Co-authored-by: RikuLeinonenVuoksi <riku.leinonen@ vuoksi.fi> Co-authored-by: NovaBot <[email protected]> commit 8f9842d59d3580f8bfe2feb2dd7f106b106d2006 Author: NovaBot <[email protected]> Date: Sun Jan 14 15:37:51 2024 -0500 Automatic changelog for PR #460 [ci skip] commit 8b02a4ff12663ee9d0f9a622a3abb2a25b359d7e Author: NovaBot <[email protected]> Date: Sun Jan 14 15:37:28 2024 -0500 [MIRROR] Fixes two minute grand ritual things (#460) * Fixes two minute grand ritual things (#80940) ## About The Pull Request - Fixes formatting for a message. - Just needed a space. - Fixes anomalies spawned by grand rituals not working - Classic passing of new kwargs to an atom not being functional. ## Changelog :cl: Melbert fix: Anomalies spawned by grand ritual runes sound act more like anomalies /:cl: * Fixes two minute grand ritual things --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 9462dfe6484b6490f1558700720a63989b2f083b Author: NovaBot <[email protected]> Date: Sun Jan 14 15:36:43 2024 -0500 [MIRROR] fixes null plane debuggers for admins (#459) * fixes null plane debuggers for admins (#80939) ## About The Pull Request Yeah, why would we delete the plane debugger while the admin is active? ## Why It's Good For The Game Broken debugging tool. ## Changelog N/A * fixes null plane debuggers for admins --------- Co-authored-by: Ghom <[email protected]> Co-authored-by: NovaBot <[email protected]> commit e5dc605e5a9c4c679bf9fcbc24d939ec5aa47c86 Author: NovaBot <[email protected]> Date: Sun Jan 14 03:46:22 2024 -0500 Automatic changelog for PR #458 [ci skip] commit c93eaa0e723179564f3e3a68de435a117cd6b6c4 Author: OrionTheFox <[email protected]> Date: Sun Jan 14 01:45:56 2024 -0700 Fixes the OpFor Syndicate Implant giving the wrong item (#458) * Update uplink.dm * Update uplink.dm commit 9f065a6e1dbadfb7cd2003e728e30d9793abb653 Author: NovaBot <[email protected]> Date: Sat Jan 13 23:27:58 2024 -0500 Automatic changelog for PR #202 [ci skip] commit 847f82fd48857d087a6dc010bfb4c73a6b275c2c Author: Ephemeralis <[email protected]> Date: Sun Jan 14 15:26:33 2024 +1100 Over(sized) and Under: Oversized combat adjustments (#202) * Adjust Oversized quirk combat benefits * Use signals on limb gain for Oversized quirk * Apply suggestions from code review Co-authored-by: Bloop <[email protected]> * Apply suggestions from code review Co-authored-by: Bloop <[email protected]> * Update modular_nova/modules/oversized/code/oversized_quirk.dm --------- Co-authored-by: Bloop <[email protected]> commit b1f17197284f66b27cd01af8a8eca816d15057ac Author: NovaBot <[email protected]> Date: Sat Jan 13 23:25:39 2024 -0500 Automatic changelog for PR #456 [ci skip] commit 6ffa9525a862ebe996ccdaffcf9569c7e00080d2 Author: NovaBot <[email protected]> Date: Sat Jan 13 23:25:16 2024 -0500 [MIRROR] Fixes Rat King's Abilities To No Longer Require Two Clicks Again (#456) * Fixes Rat King's Abilities To No Longer Require Two Clicks Again (#80911) ## About The Pull Request This PR fixes Rat King's abilities to no longer require clicking twice (once on the ability button, once somewhere in the world space), instead bringing them back to their original behavior of just needing to click once on the ability button to activate them. ## Why It's Good For The Game Fixes the abilities to return to their original activation behavior. Pretty sure it was a mistake to not have click_to_activate set to FALSE when the abilities got ported over to mob_cooldown actions, especially since these abilities don't have any sort of aiming component to them. ## Changelog :cl: fix: Rat King's abilities no longer require the user to click twice in order to activate them. /:cl: * Fixes Rat King's Abilities To No Longer Require Two Clicks Again --------- Co-authored-by: IndieanaJones <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 82004d04c93ecaf40299cb3f7e996050342dcfb3 Author: NovaBot <[email protected]> Date: Sat Jan 13 23:00:24 2024 -0500 Automatic changelog for PR #405 [ci skip] commit 441572e6a1667a889b30dc6eebb2d86cc3306591 Author: lila <[email protected]> Date: Sun Jan 14 04:59:59 2024 +0100 Previous Blueshift edits + adds a forge (#405) * initial * edit * sanity * nit commit 15d651c947d084ddd445596b0ed9198b50f6a6fa Author: NovaBot <[email protected]> Date: Sat Jan 13 21:27:51 2024 -0500 Automatic changelog for PR #455 [ci skip] commit b45db1d7256df7bf2b9c858a1724a2ba33d117de Author: NovaBot <[email protected]> Date: Sat Jan 13 21:05:06 2024 -0500 [MIRROR] Adds Combat Button to Living HUD (Simple + Basic Mob HUD) (#455) * Adds Combat Button to Living HUD (Simple + Basic Mob HUD) (#80919) ## About The Pull Request This PR adds the combat mode toggle to the HUD of simple and basic mobs that don't have hands (the ones with hands already had it). It looks like this: ![image](https://github.com/tgstation/tgstation/assets/47086570/f4649693-25c6-4ebc-ad6e-bcabe9939019) ## Why It's Good For The Game Simple and basic mobs can currently toggle combat mode by using the keybind for it, however, they can't see whether or not they have it on currently because the button for it is not on their HUD. Some basic mobs, like regal rats, have different interactions when clicking on objects depending on whether or not they have combat mode on, so this is sort of important information to display to the player. Which this is technically QOL, Jacquerel gave me permission to PR this during the feature freeze. ## Changelog :cl: qol: The combat mode toggle button is now present on the HUD for simple and basic mobs. /:cl: * Adds Combat Button to Living HUD (Simple + Basic Mob HUD) --------- Co-authored-by: IndieanaJones <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 33e4963d4aa8806e52362e6e4dc18c21e0186e7a Author: NovaBot <[email protected]> Date: Sat Jan 13 21:00:59 2024 -0500 Automatic changelog for PR #439 [ci skip] commit 2738e5def531dfe094fea299445d02093ee4064a Author: NovaBot <[email protected]> Date: Sat Jan 13 20:59:00 2024 -0500 Automatic changelog for PR #382 [ci skip] commit 4f7bd22684f8cdc727d3ce9cd79bb710ed046e65 Author: OrionTheFox <[email protected]> Date: Sat Jan 13 18:50:04 2024 -0700 [MODULAR] Resprites and sorts Nova underwear for more consistency and parity with TG (#439) * move antennae * move spines * move bras to new bras.dm * socks to new socks.dm * underwear to underwear.dm * undershirts to undershirts.dm * update sprites * this should be a bra * adds the unused longsleeve base * sort undershirts file's order * Sorts all the Bras * sorts underwear * final cleanup of shirt file * no more null! no more null! * oops i merged a WIP icon * some missed icons from TG resprite! * dupe states! eugh! ech! ptooey! * oh that probably should be the right state * fix fishnet greyscale, and remove an underwear that's just an outdated recolor of TG's underwear/swimsuit commit 2dfadf086fae32e4e169e77990927ab579c47510 Author: Bloop <[email protected]> Date: Sat Jan 13 20:33:55 2024 -0500 [MIRROR] Replace natural beheading with cranial fissures (splitting your skull) (#80703) (#382) * Replace natural beheading with cranial fissures (splitting your skull) (#80703) Replaces natural beheading (doing a lot of damage to the head) with cranial fissures, which split your skull in half. ![dreamseeker_2023-12-31T19-38-16](https://github.com/tgstation/tgstation/assets/35135081/f84dc479-6156-45b7-bb23-4e4ec7378f6b) While you have this wound, your eyes can be pulled out of your head with bare hands, and slipping will spill your brain out of your head. Removes beheading objective from traitor. Zombies can be beheaded all the same. Any other way of beheading, such as surgery or amputation shears, is still possible. Closes #80439 I've enjoyed seeing the results of the test merge to remove natural beheading. At 947 beheadings in a week, 1 in every 7 deaths resulted in a beheading. This makes it significantly easier to remove people from rounds as the brain is generally critical to actually reviving someone. While round removal is fine, it should be something that is intentionally performed with enough effort. Mass round removals ought to require a significant amount of effort. There are plenty of ways to round remove someone, but it ought not be an incidental choice. The effects of beheading removal have shown some interesting anecdotal highlights (nothing here is backed up with stats, so take it with a grain of salt): 1. As a whole, people did not really replace it with anything. The biggest alternative has been lighting people on fire, but this has not been done at a significant enough scale at all to be a noteworthy problem, and is still fixable with enough effort. 2. Cult and rev rounds have played out far more interestingly. In one round I was adminning a head of staff who intended to behead every revolutionary they saw, but because they didn't, the back and forth continues. I've also had opportunities to revive head revs that I am skeptical would've been available to me otherwise. Complete removal of beheading was not chosen as it does not feel right for a repeated fire axe to the head to do basically nothing. The current implementation is intended to be something that is just not useful enough to do on everyone you see, but is still appreciably an effect. :cl: balance: Instead of too much damage to the head beheading someone, it will now split their skull in half. While their skull is open, you can rip out their eyes with your hands. and they will spill their brain out of their head if they slip. balance: The Path of Blades ascension will accept either a beheaded person, or someone with their skull split open. del: Removed the beheading objectives from traitor. /:cl: * Update _traits.dm --------- Co-authored-by: Mothblocks <[email protected]> commit 30187f32475d6d0c9a5e6428cac5a44bdc3d64bd Author: NovaBot <[email protected]> Date: Sat Jan 13 20:19:53 2024 -0500 Automatic changelog for PR #454 [ci skip] commit d332e86d6adc52e814df27b302f2447a275289b4 Author: NovaBot <[email protected]> Date: Sat Jan 13 20:06:43 2024 -0500 Automatic changelog for PR #58 [ci skip] commit de55bec61666be88404d2a2af4b522b2d7047ee0 Author: NovaBot <[email protected]> Date: Sat Jan 13 20:05:45 2024 -0500 Automatic changelog for PR #436 [ci skip] commit 83f9b03fa4651476c786a9d3d6b3b843215af132 Author: NovaBot <[email protected]> Date: Sat Jan 13 19:51:30 2024 -0500 [MIRROR] [NO GBP] Chem Heater with empty buffers can be refilled again (#454) * [NO GBP] Chem Heater with empty buffers can be refilled again (#80934) ## About The Pull Request - Fixes #80933 Should check if beaker has the buffer and not the machine ## Changelog :cl: fix: chem heater with empty buffers can be refilled again /:cl: * [NO GBP] Chem Heater with empty buffers can be refilled again --------- Co-authored-by: SyncIt21 <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 2d476db9343ef2cade431178764e157070faed70 Author: Name <[email protected]> Date: Sat Jan 13 19:48:28 2024 -0500 [MODULAR] Removes Arbitrary Loadout Restrictions (#58) * The Drippening * code review * The Jestening --------- Co-authored-by: Bloop <[email protected]> commit a9bf4047474366e49fd48b2139d271a40c615fb1 Author: Sable <[email protected]> Date: Sat Jan 13 17:48:12 2024 -0700 Peacock Tail (#436) * peacock tails * lighten pixels oops too dark commit 662bd26146c9d08e67d222a0b815dfcd05414f8b Author: NovaBot <[email protected]> Date: Sat Jan 13 19:44:05 2024 -0500 Automatic changelog for PR #451 [ci skip] commit b57ef98d6938c2a24d814044d7b9d1f6b7ca1f7a Author: NovaBot <[email protected]> Date: Sat Jan 13 19:43:13 2024 -0500 Automatic changelog for PR #448 [ci skip] commit e144e01b5700d6e5e9ddee8ad3566caea16f7d4c Author: NovaBot <[email protected]> Date: Sat Jan 13 19:36:25 2024 -0500 Automatic changelog for PR #452 [ci skip] commit 6ac8a17ec3cd431d6678c67934771c45b5978a84 Author: NovaBot <[email protected]> Date: Sat Jan 13 19:36:06 2024 -0500 [MIRROR] Fixes the "Saw this admin message" button not working (#451) * Fixes the "Saw this admin message" button not working (#80908) ## About The Pull Request Wrong fuckin name brother (also topic doesn't automake textnums into nums) ## Why It's Good For The Game Closes #80020 ## Changelog :cl: admin: Confirming that you have read an admin message now uh, works. it's been 2 years bros /:cl: * Fixes the "Saw this admin message" button not working --------- Co-authored-by: LemonInTheDark <[email protected]> Co-authored-by: NovaBot <[email protected]> commit c96ead029c9b82bdd51f9a24ff229df6ba06d7b2 Author: NovaBot <[email protected]> Date: Sat Jan 13 19:35:59 2024 -0500 [MIRROR] Headslug Eggs Work Again + More Consistent Timing (#448) * Headslug Eggs Work Again + More Consistent Timing (#80916) ## About The Pull Request This PR makes changeling eggs work again. Apparently at some point, they stopped working entirely, as they never properly got added as an organ to the victim's body (ironically because we were doing TOO MUCH work, not too little). This PR also changes how changeling eggs keep track of time until they hatch in order to make it more consistent. ## Why It's Good For The Game Changeling eggs should work, right? Also, making the egg timer not completely reliant on a passed in magic number and the whimsies of Life() being proc'd when it should be consistently for 4 minutes should make the egg feel more reliable to use. ## Changelog :cl: fix: Changeling eggs laid by headslugs work again fix: Changeling egg incubation times should feel much more consistent, hatching after 4 minutes /:cl: * Headslug Eggs Work Again + More Consistent Timing --------- Co-authored-by: IndieanaJones <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 23e5bbc8bdda118d42f28c9fd32aa9a494c6f8ea Author: NovaBot <[email protected]> Date: Sat Jan 13 19:35:44 2024 -0500 [MIRROR] [No GBP] Fixes all borg apparatus-type tools (#452) * [No GBP] Fixes all borg apparatus-type tools (#80912) ## About The Pull Request - Makes borg apparatus-type tools able to start the held item's attack chain again. ## Why It's Good For The Game Bug of my own making. Fixes #80881 ## Changelog :cl: fix: Borg tools that hold and use specific items now work correctly again. /:cl: Oops. * [No GBP] Fixes all borg apparatus-type tools --------- Co-authored-by: zxaber <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 5334a2fcfe21f715fc4adef7d245f0e1e0363cea Author: NovaBot <[email protected]> Date: Fri Jan 12 22:07:11 2024 -0500 [MIRROR] Fixes react version warning (#442) * Fixes react version warning (#80920) ## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/42397676/0058532e-0cbe-4ad6-8449-7d0407fa3c86) [https://reactjs.org/link/switch-to-createroot](https://reactjs.org/link/switch-to-createroot) ## Why It's Good For The Game Fixes #80432 ## Changelog N/A --------- Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * Fixes react version warning --------- Co-authored-by: Jeremiah <[email protected]> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> Co-authored-by: NovaBot <[email protected]> commit 69d57754e4f7e9586fd03fcce99d4f6ed5d9fe9f Author: NovaBot <[email protected]> Date: Fri Jan 12 22:06:31 2024 -0500 [MIRROR] Update byond version for ci. Makes unit tests 30 seconds faster. (#443) * Update byond version for ci. Makes unit tests 30 seconds faster. (#80918) This will make ci more than 30 seconds faster to start the game for unit tests thanks to [ID:2906744](https://www.byond.com/forum/post/2906744) --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> * Update byond version for ci. Makes unit tests 30 seconds faster. --------- Co-authored-by: Kyle Spier-Swenson <[email protected]> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> Co-authored-by: NovaBot <[email protected]> commit 70ebecc9b5cb97a75ecfe295e2806b93c89bbf26 Author: Changelogs <[email protected]> Date: Sat Jan 13 00:30:45 2024 +0000 Automatic changelog compile [ci skip] commit 5981f432519f5a3b4d4ad614544ad411512fbb11 Author: NovaBot <[email protected]> Date: Fri Jan 12 04:29:50 2024 -0500 Automatic changelog for PR #438 [ci skip] commit 7fe378b4ae0706643562b062453fc4eda49c5008 Author: NovaBot <[email protected]> Date: Fri Jan 12 04:29:18 2024 -0500 [MIRROR] Tramstation utilities routing adjustments (#438) * Tramstation utilities routing adjustments * map reset time --------- Co-authored-by: lessthanthree <[email protected]> Co-authored-by: Giz <[email protected]> commit 021895e66c56654896f1322080992fa01d5e38be Author: NovaBot <[email protected]> Date: Thu Jan 11 23:50:30 2024 -0500 Automatic changelog for PR #433 [ci skip] commit 7f3a1ec06f667e437f53bccd5542e5420704e40b Author: NovaBot <[email protected]> Date: Thu Jan 11 23:34:22 2024 -0500 Automatic changelog for PR #393 [ci skip] commit f4f113b851fb29aeb5c59fe0f664fc2210751065 Author: NovaBot <[email protected]> Date: Thu Jan 11 23:23:48 2024 -0500 [MIRROR] Makes chemical reactions that need a certain container, but accept subtypes of that container, actually work again (#433) * Makes chemical reactions that need a certain container, but accept subtypes of that container, actually work again (#80882) ## About The Pull Request During I think a semi-recent chem refactor, the variable that lets reactions accept subtypes of their required container was made non-functional. This is due to a little logic error in the check for reagent containers, as it checked for the exact path of container regardless of what the variable said. ## Why It's Good For The Game If a variable says it should do something, it should actually do that thing instead of just nothing ## Changelog :cl: fix: The "required_container_accepts_subtypes" variable on chemical reactions now actually works again /:cl: * Makes chemical reactions that need a certain container, but accept subtypes of that container, actually work again * merge skew --------- Co-authored-by: Paxilmaniac <[email protected]> Co-authored-by: NovaBot <[email protected]> Co-authored-by: Giz <[email protected]> commit 0ce7a8eb972f6dfb32fb61275eab390eeee8e138 Author: NovaBot <[email protected]> Date: Thu Jan 11 23:14:23 2024 -0500 Automatic changelog for PR #431 [ci skip] commit 1c8d7f87e423f01972080ce4471e62cf7296b2b9 Author: NovaBot <[email protected]> Date: Thu Jan 11 23:13:55 2024 -0500 Automatic changelog for PR #432 [ci skip] commit 2a13baa83450310fa27782857ef64e6a95210fa0 Author: Paxilmaniac <[email protected]> Date: Thu Jan 11 23:13:13 2024 -0500 Significantly improves forged armor's worn sprites (#393) * why'd i do this to myself * we'll just do the armor today * deletes a literally empty unused sprite * updates the item sprites as well * I thought I removed these * you're not that guy pal commit 4fe9efd24821ff29356b261d26c50b7f375f9bb2 Author: NovaBot <[email protected]> Date: Thu Jan 11 22:48:01 2024 -0500 Automatic changelog for PR #429 [ci skip] commit b391dea80e3fb5172d72d39078b3ec41835368eb Author: NovaBot <[email protected]> Date: Thu Jan 11 22:47:44 2024 -0500 [MIRROR] Makes lizard wine (and some other crafting menu drink recipe drinks) produce their intended reagents (#431) * Makes lizard wine (and some other crafting menu drink recipe drinks) produce their intended reagents (#80874) ## About The Pull Request Crafting recipes now have an arg that decides if crafting results will retain their starting reagents, or have ingredient reagents transferred into them. So, previously, crafting a specialty drink (lizard wine, candycorn liquor) from the crafting menu would immediately empty the new bottle's reagents and replace it with the ethanol used in the recipe. Now, recipes can be prevented from modifying their result's reagents by setting unique_reagents to TRUE (False by default. I don't know what recipes really use this functionality but I wanted to preserve it for everything but the drink recipes it interferes with.) Bonus: This changelog entry I found from 3 years ago, apparently fixing this same issue. ![image](https://github.com/tgstation/tgstation/assets/28870487/55d8f9d7-e3d7-41db-ace3-78156ffa3778) ## Why It's Good For The Game Closes #80870. Makes some more reagents accessible again. ## Changelog :cl: Rhials fix: Specialty drinks crafted in the crafting menu will now create the intended reagents, instead of containing the reagents used to craft it. /:cl: * Makes lizard wine (and some other crafting menu drink recipe drinks) produce their intended reagents --------- Co-authored-by: Rhials <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 368ec353de1749e7b8e920a5c8d35199bd5cbe97 Author: Bloop <[email protected]> Date: Thu Jan 11 22:47:26 2024 -0500 Fixes there being 3 progressbars when welding self as a synth (#432) commit efc5bafd83dc7427b8cba7c888e59e6b15d2dbe6 Author: NovaBot <[email protected]> Date: Thu Jan 11 22:46:58 2024 -0500 Automatic changelog for PR #428 [ci skip] commit c84919c3ae72862292fb4546ac241b810ec78c43 Author: NovaBot <[email protected]> Date: Thu Jan 11 22:42:02 2024 -0500 Automatic changelog for PR #427 [ci skip] commit d06708b4497ed97f41c7bbd376d28969b623a9d6 Author: NovaBot <[email protected]> Date: Thu Jan 11 22:18:59 2024 -0500 [MIRROR] Id context fix (#429) * Id context fix (#80906) ## About The Pull Request This pull request fixes two things. First, it moves the behavior for setting your account id from right click (shared with withdrawing credits) over to Alt-Right click instead. Second, this pull request fixes contextual screen tips for the Id card, explaining how to set a bank account on a new card as a result. ## Why It's Good For The Game This fixes #68351. Additionally he early return on add_context was blocking all screen tips from appearing. It improves the readability of ID cards by having the screen tips back, while also correctly splitting two very distinct behaviors into separate hotkeys that weren't available at the time we moved blank ID cards into having blank savings accounts. ## Changelog :cl: qol: ID cards now set their accounts with Alt-Right click. fix: ID cards now once again have contextual screen tips showing what buttons do what actions. /:cl: * Id context fix --------- Co-authored-by: ArcaneMusic <[email protected]> Co-authored-by: NovaBot <[email protected]> commit d322a51ac0e49a3b0e36ab2fbdce6de1eca6a72a Author: NovaBot <[email protected]> Date: Thu Jan 11 22:11:37 2024 -0500 [MIRROR] Fixes the deployable component rotating things it isnt supposed to (#428) * Fixes the deployable component rotating things it isnt supposed to (#80877) ## About The Pull Request Actually moves the rotation part of the code under the check for if the component is supposed to rotate things ## Why It's Good For The Game Despite setting the variable for rotating stuff to no, the component would still rotate stuff, this is bad ## Changelog :cl: fix: The deployable component will now actually stop rotating things when the variable to not do that is set /:cl: * Fixes the deployable component rotating things it isnt supposed to --------- Co-authored-by: Paxilmaniac <[email protected]> Co-authored-by: NovaBot <[email protected]> commit f2ead7cb2b98b5c73119b710d85a76063254a4da Author: NovaBot <[email protected]> Date: Thu Jan 11 21:42:53 2024 -0500 [MIRROR] Makes placing plating on lava-proof rods delete the rods and not break lighting on that tile for the rest of the round (#427) * Makes placing plating on lava-proof rods delete the rods and not break lighting on that tile for the rest of the round (#80876) ## About The Pull Request See title ## Why It's Good For The Game 1. Its a bit odd that the rods are still there and on top of the new tile you placed, considering you were build on top of them. 2. Because building didn't use place on top, the lighting on the tile would be broken and made entirely black for the rest of the round. Slightly annoying when you're constructing something on top of it! ## Changelog :cl: qol: The heat-proof catwalk made by heat-proof rods will go away when a tile is placed on it, rather than sticking around and needing to be removed manually fix: The lighting will not irreparably break on tiles where plating was placed on lava-proof catwalks code: Some single letter variables and the structure of the code around placing tiles on lava-proof catwalks has been improved /:cl: * Makes placing plating on lava-proof rods delete the rods and not break lighting on that tile for the rest of the round --------- Co-authored-by: Paxilmaniac <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 089f3026342660ad0ce23a0b798c67f9e5402711 Author: NovaBot <[email protected]> Date: Thu Jan 11 21:38:21 2024 -0500 Automatic changelog for PR #394 [ci skip] commit fbe2ac12cb109e900dce8f2d46551e675fe38ad8 Author: NovaBot <[email protected]> Date: Thu Jan 11 21:37:53 2024 -0500 Automatic changelog for PR #360 [ci skip] commit a87cf87fe20189d863fccaf83f968f77d1f500e3 Author: NovaBot <[email protected]> Date: Thu Jan 11 21:37:03 2024 -0500 Automatic changelog for PR #426 [ci skip] commit 7f8dd6b38d21763395068cbd24e9594ad591a73d Author: NovaBot <[email protected]> Date: Thu Jan 11 21:35:10 2024 -0500 Automatic changelog for PR #425 [ci skip] commit 05ea3ca10e236f6db44375a763f0a84f71918397 Author: NovaBot <[email protected]> Date: Thu Jan 11 21:33:36 2024 -0500 Automatic changelog for PR #424 [ci skip] commit ef618d263a610899b3a33311cc2be2fc55d3c2d1 Author: sergeirocks100 <[email protected]> Date: Thu Jan 11 21:27:35 2024 -0500 Ports over the recent undershirt resprite. (#394) * initial commit * updates the black skull shirt to match the red one * resprites the bee shirt * the bee shirt wasn't even in the code, lovely * remove duplicate icon commit a1b63e0be8f2954c985c8afbfec6fbc1df5e42b4 Author: LovliestPlant <[email protected]> Date: Thu Jan 11 21:21:33 2024 -0500 Opfor Improvements Pt 1, Wiki Buttons (#360) * The BEEF * Swaps opfor guide button icon commit 61dbb21bb32a3c30f68d62e7a985aa0226c97f7f Author: NovaBot <[email protected]> Date: Thu Jan 11 21:07:49 2024 -0500 [MIRROR] Futureproofs the nodrop check added in #80673 (#426) * Futureproofs the nodrop check added in #80673 (#80722) ## About The Pull Request See #80673 I took a nap and got an idea how to make it better, so here we are Less snowflake code, very robust, very good Technically runs way more checks so it is slower but eh I believe it's worth it in this case Fully tested, it works as it should ## Changelog :cl: code: The check that prevents your stuff from dropping when you have robotic parts is now more robust /:cl: * Futureproofs the nodrop check added in #80673 --------- Co-authored-by: Waterpig <[email protected]> Co-authored-by: NovaBot <[email protected]> commit b9cb555237c6d15c4120b1f590efccbc8e191cfe Author: NovaBot <[email protected]> Date: Thu Jan 11 20:54:40 2024 -0500 [MIRROR] Adds sanity checks to `/obj/projectile/moon_parade` (#425) * Adds sanity checks to `/obj/projectile/moon_parade` (#80826) ## About The Pull Request Ensures `/obj/projectile/moon_parade` is actually handing living mobs when hitting things. ![image](https://github.com/tgstation/tgstation/assets/51863163/4a0a1c33-8fc0-43ae-9d3d-29f5334a61d6) ![image](https://github.com/tgstation/tgstation/assets/51863163/463ad14a-d460-4f28-a08b-f591a019aacd) ## Changelog :cl: Melbert fix: Lunar Parade has the potential to break less. /:cl: * Adds sanity checks to `/obj/projectile/moon_parade` --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 74ea86fba4314e65d0d36cc991992ad17ae84876 Author: NovaBot <[email protected]> Date: Thu Jan 11 20:51:15 2024 -0500 [MIRROR] Improves popper/dropdown performance (#424) * Improves popper/dropdown performance * Update QuirksPage.tsx --------- Co-authored-by: Jeremiah <[email protected]> Co-authored-by: Giz <[email protected]> commit 460bad02dd4f612a92fcfebc7e0d81eaba46b064 Author: NovaBot <[email protected]> Date: Thu Jan 11 20:42:51 2024 -0500 Automatic changelog for PR #378 [ci skip] commit 3d66e6c641ba594e65db24195ca56e0df8da808c Author: NovaBot <[email protected]> Date: Thu Jan 11 20:37:52 2024 -0500 Automatic changelog for PR #423 [ci skip] commit 0515ba40c8c5c90feea744b430246fc5cc22d151 Author: Ephemeralis <[email protected]> Date: Fri Jan 12 12:23:29 2024 +1100 Autopunctuation improvements: Now with correctly-handled chat markdown! (#378) * Autopunctuation regex fix * Add unflavored markdown EOL checking to autopunctuation * Combine has_no_eol_punctuation and ends_in_unflavored_markdown for less findtext() calls * Remove unused autopunctuation regex globals and simplify pattern commit 51c6efcb87c7c4fe6174ee0a4fe59ee215cd5d62 Author: NovaBot <[email protected]> Date: Thu Jan 11 20:15:21 2024 -0500 Automatic changelog for PR #396 [ci skip] commit 381fa47a605c9d93d8e6edb0380ff4d22ffe8a4d Author: NovaBot <[email protected]> Date: Thu Jan 11 20:10:24 2024 -0500 [MIRROR] SS14 Liquid Plasma Sprite (#423) * SS14 Liquid Plasma Sprite (#80728) <!-- 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 Replaces the "liquid plasma" sprite with SS14's modified one by mirrorcult <!-- 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 The current liquid plasma sprite just looks like weirdly colored lava. SS14's one looks more like molten plasma Before: ![Screenshot 2024-01-02 200720](https://github.com/tgstation/tgstation/assets/46101244/94a43f5c-91d4-4b33-b700-deba8c7d4e69) After: ![Screenshot 2024-01-02 195947](https://github.com/tgstation/tgstation/assets/46101244/ff763dbb-799f-4a3e-8511-41aa089e1c87) <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## 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 it's 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: image: New liquid plasma sprites from SS14! /: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. --> * SS14 Liquid Plasma Sprite --------- Co-authored-by: 13spacemen <[email protected]> Co-authored-by: NovaBot <[email protected]> commit 350b952314a3876b65717cad080ad492b5343a2a Author: Changelogs <[email protected]> Date: Fri Jan 12 00:50:41 2024 +0000 Automatic changelog compile [ci skip] commit feb5dd161ea806949205f6a27beafbcb76822975 Author: NovaBot <154629622+NovaBot13@…
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