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## About The Pull Request When a borg changes z level the code below runs: ```DM cut_overlay(eye_lights) SET_PLANE_EXPLICIT(eye_lights, PLANE_TO_TRUE(eye_lights.plane), src) add_overlay(eye_lights) ``` But when the borg is dead, eye_lights in null, so I added an if check to see if eye_lights exists. This stops the dead borg from becoming invisible when z level changes. * Fixes #86970 ## Why It's Good For The Game Borgs won't become invisible when z level changes. ## Changelog :cl: fix: dead borgs no longer become invisible upon changing z level /:cl:
## About The Pull Request This PR changes how reagents are added from the venomous component. Currently the component uses `add_reagents` which adds the reagents instantly to the target. While this may not seem like a problem, quite a lot of reagents require the `COMSIG_REAGENT_EXPOSE_MOB` for them to function, so a lot of reagents do not act as expected, such as in the issue #85386. * Fixes #85386. ## Why It's Good For The Game Makes reagents work as intended using the venomous component. ## Changelog :cl: fix: fixed reagents not being applied correctly by venomous mobs /:cl: --------- Co-authored-by: Ghom <[email protected]>
…87112) ## About The Pull Request The supermatter no longer will spawn anomalies inside pipes, vents, ebeams, cables, etc, as it now uses RANGE_TURFS instead of orange. We believe this was the intention, as it is hard pathed to var/turf/local_turf already, rather than any atom. ## Why It's Good For The Game Technically, anomalies can pop out of the pipes when moving just fine, however it can lead to confusion if the anomaly is unable to move, or repeatedly fails to move, keeping it inside the pipe, before triggering its ending effect (pyroclastic for example, or on paradise where we found this issue, bluespace anomalies) could make it look like a fire came out of no where, as it is effectively invisible when in a pipe. And the anomaly is likely destroyed when whatever it spawns in is destroyed, so ebeam anomalies would not even exist. ## Testing (with message admins not breakpoints) Before: Some examples of the Supermatter spawning anomalies (with message admins showing their LOC on initialize) ![image](https://github.com/user-attachments/assets/53696ff2-2617-47ad-9250-06a5ca537bb4) After: After running the supermatter with high energy to spawn anomalies for a while: ![image](https://github.com/user-attachments/assets/0ee7df93-be4a-458c-a3bc-bd2f290cd2b7) (Sorry if this needs a no GBP label or something for being a one line fix, first time pring here) ## Changelog :cl: fix: Anomalies no longer spawn in objects or mobs from the supermatter. /:cl:
<!-- 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 Space Phase now makes you space proof as it was intended. <!-- 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 Yes this is a fix, I had a convo with Comxia, the guy who designed Cosmic Heretic, and it turns out Space phase was intended to make you space proof. ![image](https://github.com/user-attachments/assets/56eb3d66-6897-4acd-8e22-901fc716ebeb) It makes sense you literally phase out of existance, why would cold or pressure affect you? <!-- 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 its 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: Space Phase now makes the Heretic Space proof. /: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. -->
## About The Pull Request resprites the surplus robotic limbs ![SPRIITES](https://github.com/user-attachments/assets/313b2955-b0c9-489d-8617-32e62ef6bb44) ## Why It's Good For The Game resprites are good! ## Changelog :cl: image: resprited surplus limbs /:cl:
## About The Pull Request https://github.com/user-attachments/assets/31605046-0b95-49ca-be62-a2baa517436d https://github.com/user-attachments/assets/4f870d3f-e2ce-4414-a8ce-428d8172a516 ## Why It's Good For The Game feedback for if there is a liquid inside, especially for fire extinguishers ## Changelog :cl: grungussuss sound: reagent containers now make sounds if there is liquid in them when picked up or dropped sound: fire extinguishers now make sounds when dropped or picked up /:cl:
## About The Pull Request This PR makes it so that the cardboard cutouts can be shaped into the appearances of: Abductor Agents, Heretics, Changelings, Space Pirates and Space Ninjas, adding these as outfits alongside the ones currently implemented. ## Why It's Good For The Game If the cutouts serve for fooling people, for fun, for causing a little chaos with fake callouts - why not make them for more than just the basic few antagonists? I've decided it'd be nice to modernize this with outfits for the ninja, pirates, abductors etc since it's only fair for them to be included in the scare-the-ai party. ## Changelog :cl: add: More cardboard cutout icons (Pirate, ninja, changeling, heretic, abductor) /:cl: --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: Ben10Omintrix <[email protected]>
…display (#87095) ## About The Pull Request Port of Monkestation/Monkestation2.0#1549 This makes tgui-say also properly show the channel preview thing with `.c`, rather than only `:c` ## Why It's Good For The Game dot prefixes are superior, and it's best if tgui-say works properly with 'em ## Changelog :cl: fix: Allow dot radio prefixes to also work with the tgui-say radio prefix display. /:cl:
## About The Pull Request Fixes #59605 To quickly explain what this PR does: - Lava no longer assumes it needs to call basalt as the diagonal underlay by default. This has been moved to `/turf/open/lava/smooth`; where basalt's smoothed lava is actually housed. All other lava types now inherit the basic underlay behavior and perform as expected therein. - Icemoon chasms (currently unused? Could probably get away with implementing them on the bottom floor if you really want to; though they look really ugly) now call for snow as their underlay. - The underlays for lava AND chasms now use `::` to refer to the turfs they're trying to mimic; making it easier to keep these up to date without a few biffed compiles. ## Why It's Good For The Game Quickfixes an error I noticed three years ago lmao ## Changelog :cl: fix: Shuttles that land next to plasma turfs no longer ruin the mass hallucination that is Icebox having Plasma and not just super-deadly; spiky basalt deltas. You're welcome; unreality fans. /:cl:
…s. (#87075) ## About The Pull Request I've added an action granted by the fishing skillchip that dispenses a fishign tip from the fishing tips text file when activated, allowing players who have it to receive fishing-related tips and info on demand. Also backend stuff: this PR adds action types support to skillchips and moves all the simple generic skillchips still lingering in the skillchip.dm file into the generic_skillchips folder. Maybe it classifies as a small code improvement. ## Why It's Good For The Game I think the skillchip should both aid mobs without fishing skill (IC), and players with little experience with the feature (OOC) ## Changelog :cl: add: The fishing skillchip now grants an action that dispenses fishing tips. /:cl:
## About The Pull Request The way `current_size` works is that it's multiplied by whatever argument it's used on `update_transform`, so if we have an initial current_size of 0.9 for a mob, we end up multipling that by itself and end up with the wrong value of 0.81 for a mob that's has been resized to be 10% shorter and thinner. ## Why It's Good For The Game Mistakes were made. ## Changelog /:cl: fix: Miss Tiggles is no longer spawned by gold sime cores. :cl:
…. Chaplains are not shaken by discovering EVAAAAL! Pacifist safe! Evil unsafe! Empaths beware! (#87187) ## About The Pull Request At a baseline, Mending Touch now burns anyone who is undead or fundamentally evil. Pacifists can still heal evil people, but avoid touching the undead with the healing hand. Evil people psychically crush empaths, so long as they're not undead. Evil people can heal other evil people and undead (includeling evil chaps) Undead can heal as normal, including other undead, but not evil people (its not a mutual friendship) Chaplains incinerate potential targets especially well using mending touch. Chaplains and spiritualists even shout out their god's name as they do so. (but only chaps get the extra damage) Empathic Chaplains are not shaken by identifying evil people. **THEY JUST SEE A NEW TARGET TO SMITE FOR THE CRUSADE.** ## Why It's Good For The Game **Consistency:** Undead are negatively impacted by healing effects of a similar nature. Rather than make a whole new mutation to heal undead, instead, we apply some different rules to allow undead or evil people the opportunity to apply and have applied different effects based on their status. **Evil people are already arbitrarily shafted by niche aspects of the game for fun:** It'd be funny if a well meaning medical staff member tries to use mending touch on an evil guy and they just burst into flames instead. Why? They took the quirk to screw over empaths and nothing else. **Undead are immensely uncommon:** This isn't going to come up much whatsoever given that undead are almost unseen outside of Halloween. ~~What do you mean that's a few weeks away?~~ **Dumb Bullshit:** Empaths and Evil people are diametrically opposed for silly reasons. If Empaths still hurt undead, it stands to reason that evil people heal them out of pure spite. The two sides hurt one another with the mutation. **Chaplains smiting people is funny:** Chaplains aren't the main users for the mutation, its mostly for medical staff, but they damn will seek it out a lot of the time to augment their existing healing powers. Since this is a feature about moral self-righteousness, its now especially funny for chaplains to be either one of the quirk holders primary enemy if they're on the opposing side. ## Changelog :cl: add: Mending touch now has additional effects based on whether or not the target or user is evil, an undead or an empath. Don't use mending touch on evil people or undead, or they might go up in flames. Though evil people can get back at empaths specifically and heal udnead as normal. add: Chaplains engulf people using mending touch's harmful reactions to diametrically opposed entities especially well. Because of religious zeal, of course. add: Empath chaplains ignore the fear consequences of examining an evil person. They instead get additional information about what to do to these people if the need arises. /:cl: --------- Co-authored-by: carlarctg <[email protected]>
## About The Pull Request A single cable was missing, leading to emitters (and some rooms in atmos) being disconnected from the main SMES. ## Why It's Good For The Game Emitters should be able to be fired at roundstart. ## Changelog :cl: map: Birdshot's Emitter Room should no longer be disconnected from the grid at shiftstart. /:cl:
…cloning instead of directly overlaying the master (#87281) ## About The Pull Request This reworks the `/mob/proc/throw_alert(new_master = ...)` to use appearance cloning instead of just directly adding the master atom as an overlay. There's several advantages to this: - We don't have to change anything about the original target at all - Setting the plane/layer, adding the overlay, then resetting it to before (as it does without this PR), feels like an awful hack ngl. - We can ensure the target is always facing south, and has no pixel x/y/z shift. <details> <summary><h3>Proof of testing / screenshots</h3></summary> I had the healing rod holder standing on a table when the alert was added, to ensure that the pixel_x/y/z reset worked. ![2024-10-17 (1729221218) ~ dreamseeker](https://github.com/user-attachments/assets/664abbef-d543-4d13-99ec-3264e05edfd8) ![2024-10-17 (1729221245) ~ dreamseeker](https://github.com/user-attachments/assets/6073dcd4-75e0-404a-bea1-6bea5fbd7591) </details> ## Why It's Good For The Game Ensures the aura healing alerts and such always look consistent - no pixel offsets, always facing south, with more reliable code. ## Changelog :cl: refactor: Refactored how some screen alerts, such as aura healing, show atom overlays. /:cl:
## About The Pull Request Fixes active turfs on two of my icebox ruin maps by creating a stonefloor icemoon subtype. ## Why It's Good For The Game it fixes ## Changelog :cl: fix: fixed active turfs on two icemoon ruins. /:cl:
## About The Pull Request green raptors will now refuse to mine mineral walls containing active gibtonite ## Why It's Good For The Game this was leading to a significant number of unfortunate accidents and frustrations from what ive seen, making them almost not worth using. ## Changelog :cl: balance: green raptors now refuse to mine mineral walls containing active gibtonite /:cl:
## About The Pull Request This makes it so receiving a PDA message will give the holder a balloon alert with their ringtone. ## Why It's Good For The Game PDA messages are often ignored due to not being noticed, as many players are more often focused on the main game screen (which runechat has somewhat normalized) than the chat window. This makes things more obvious that there's a PDA message. ## Changelog :cl: add: PDA ringtones now show a balloon alert to the PDA holder. /:cl:
## About The Pull Request Golem boulder breaking trait moved from species to limbs ## Why It's Good For The Game SPECIES BAD LIMBS GOOD FUTUUURE (this lets people with golem arms break down boulders which i think is cooler) ## Changelog :cl: code: Golem boulder breaking trait moved from species to limbs /:cl:
…7264) ## About The Pull Request uh. title. capitalizes root beer's name in-code to be Root Beer, for consistency with every other chemical ## Why It's Good For The Game consistency in reagent naming schemes ## Changelog :cl: spellcheck: Chemical analysis now offers Root Beer the respect it deserves (read: Root Beer is now capitalized like every other reagent). /:cl: Co-authored-by: Hatterhat <[email protected]>
## About The Pull Request Closes #86864 Added a policy message and associated config i think to when a heretic is soultrapped, allowing headmins to ~~ruin my feature~~ decide how they're allowed to act. Haunted longswords can be, and start, binded. Binded swords are weaker than usual, being basically just talking cultist longswords. You can, however, unbind them, which will heavily buff their stats, unlock their powers, allow you use of a heretic's path spell, and let them attempt to fling around and cast spells. Reduced its throwing damage, turning it from a 3-hit-crit to a 4-hit-crit. Binding and unbinding needs a bible, a ritual dagger, or an amber focus, depending on what role you are. Added type_english_list() which recieves a list of types and returns 'an x, a y, and a z' strings. ## Why It's Good For The Game > Added a policy message and associated config i think to when a heretic is soultrapped, allowing headmins to ~~ruin my feature~~ decide how they're allowed to act. Policy messages are required for new antags and a good idea besides. This slipped under the radar because of being bundled with a separate PR and the muddiness of it being 'new', but it's here now. > Haunted longswords can be, and start, binded. Binded swords are weaker than usual, being basically just talking cultist longswords. You can, however, unbind them, which will heavily buff their stats, unlock their powers, allow you use of a heretic's path spell, and let them attempt to fling around and cast spells. There's been some problems caused by an unfortunate lack of visibility on how the new sword is not necessarily your ally and may even immediately attempt retaliation, for, you know, being killed and sacrificed. To fix this, I've added a binding feature to it. The sword starts bound, but is fairly underwhelming in this state. It's suggested to talk to its wielders and tempt them into unbinding it, done by an UI button, which will allow it to use its spells and possibly backstab them, or help them in battle. > Reduced its throwing damage, turning it from a 3-hit-crit to a 4-hit-crit. The attacks were dealing too much damage, surprising hapless people being hit by random flying swords, who didn't react until it was too late. This feature is still fucking awesome, and I spent some time wracking my brain on how to fix the given issues, and came up with this system which mantains and enhances the 'forbidden cursed sword' trope aspects of it while also stopping it from being as much of a noob trap as it used to be, Neutral antagonists that can help any side are cool and fun.
## About The Pull Request This makes it so running on OpenDream will always use `rust_g64.dll` / `librustg_64.so`, instead of `rust_g.dll` / `librust_g.so`, for rust\_g. ## Why It's Good For The Game Makes testing on OpenDream easier and less confusing, for the people who wanna do that - as if you forget 64-bit rust-g, it'll clearly say you're missing rust\_g***64***.dll, rather than somehow the included rust_g\.dll being broken. ## Changelog No player-facing changes - this is only relevant for testing OpenDream.
## About The Pull Request Closes #87274 If TTS is enabled and supports vocal pitch, certain emotes will have a far smaller frequency range but will become affected by your chosen TTS pitch. Frequency equation is non-linear as pitch scales from -12 to 12 ## Why It's Good For The Game Makes vocal emotes a bit more immersive as now they'll fit your character's tone. ## Changelog :cl: add: TTS pitch now affects emote sounds /:cl:
## About The Pull Request Title; it's all handled by the camera mob's proc `add_friend()`, which ticks off all the needed vars for the trauma and the camera mob to function properly. It also enables logging of the sorry sucker hit by the bolt becoming the "imaginary friend"! However it's logged as an imaginary friend, not a magic bolt happenstance. Suggestions on how to not snowflake that logging bit are welcome. ## Why It's Good For The Game Fixes #65669 ## Changelog :cl: fix: fixed bolt of possession incorrectly setting up the previous owner of the victim's body, resulting in a fucked-up camera mob with no icon or movement capability /:cl:
…dio mic (#87149) ## About The Pull Request Radio jammers can now disable someone's radio mic, both in AOE (right self-click on cooldown) and for on a specific target. For this to work headsets had to be adjusted to require broadcasting to be active in order to use their mic (it is now active by default and doesn't pick up nearby speech automatically). ## Why It's Good For The Game Jammers aren't very strong and this buff will allow for better stealth gameplay, as you cannot tell that you've been jammed this way until its too late as you still can hear others' speech. Requested by Mothblocks on discord (thus no GBP label). ## Changelog :cl: add: Jammers can now disable players' radio microphones via a new secondary ability, both for handhelds and headsets /:cl:
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