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Upstream merge as of Aug 25 #418
Upstream merge as of Aug 25 #418
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Reverts cmss13-devs/cmss13#6727 This has had a few too many knock-on effects (see below) and I'm a bit too burned out to properly fix this; will re-introduce this later when properly adjusted. - Not happy with xeno cade hit % adjustments - I've heard there's issues with cades getting shredded on diagonals - You can now do what's seen in the image without issue, and you couldn't previously ![image](https://github.com/user-attachments/assets/97b137cd-f982-4848-9aea-4fd0f61987a9)
…(#6880) # About the pull request <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Replaces the normal machete scabbard in the SG vendor with one that can be placed in the back slot, along with new sprites for it. Price is increased from 6P to 15P. This scabbard can only be connected to the harness and will be dropped when the harness is unequipped. # Explain why it's good for the game To currently equip a machete as SG, you need to sacrifice your belt. You can't place it on your back or suit storage. This offers a new but expensive way to have a machete without sacrificing a belt or pouch slot. This is specifically a new item so that you can't just equip any back machete scabbard, you still need to put in some points to get value out of it. It also adds some variety to playing SG, as this provides an alternative to carrying folding cades always as SG. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/user-attachments/assets/118155b7-1ca3-47b8-8858-ea8c92c11db0) Updated sprite for item ![image](https://github.com/user-attachments/assets/28d47c25-2781-4ec2-b837-980a53a445c4) </details> # Changelog :cl: add: Smartgunner Machete Scabbard, which smartgunners can wear on their back when their harness is equipped. balance: SG's vendor has replaced the 6P Machete Scabbard with a 15P Smartgunner Machete Scabbard. /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request Imports TG Pills - Matches pill bottle aesthetic # Explain why it's good for the game consistency + nicer sprites # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <!-- !! If you are modifying sprites, you **must** include one or more in-game screenshots or videos of the new sprites. !! --> <details> <summary>Screenshots & Videos</summary> ![pills](https://github.com/user-attachments/assets/10bd36df-9c54-41d6-a1ea-8cd85cea16c7) ![pills2](https://github.com/user-attachments/assets/e0409cb5-83a7-467a-9c01-67f3255fcea8) ![pills3](https://github.com/user-attachments/assets/594b32d4-6c48-43e4-b0d9-6994a7d3166b) ![pills4](https://github.com/user-attachments/assets/bdc6cfdc-2764-45f9-a417-e09bf8b4aa8a) ![pills5](https://github.com/user-attachments/assets/6e6bdba9-2170-441a-bc74-0c8fba48dc20) ![pills6](https://github.com/user-attachments/assets/d8ff91ff-f982-4b20-85cc-f602458dd2e2) ![pills7](https://github.com/user-attachments/assets/1e74d8d8-90d6-44ae-9e68-dd28e2e51cb9) ![pills8](https://github.com/user-attachments/assets/13c7c867-68ec-4af5-8012-157c2d4687e8) ![pills9](https://github.com/user-attachments/assets/8d14a9c9-50d3-43e5-b8fe-7e4f12b185fc) ![pills10](https://github.com/user-attachments/assets/31f21c87-b770-426f-8926-2dabe764e065) ![pills11](https://github.com/user-attachments/assets/5a5f313d-e132-4908-9ce7-bcb699ee9dbd) ![pills12](https://github.com/user-attachments/assets/4ade5437-98ac-4fee-bad0-a15135d960ac) ![pills13](https://github.com/user-attachments/assets/14e25d53-4943-4948-ad2d-97a4f6fd4033) ![pills14](https://github.com/user-attachments/assets/a67c41fe-1eb4-43f6-b341-513d29b699b3) ![pills15](https://github.com/user-attachments/assets/340a89f0-5d65-44ed-bcb5-33d6751d409c) ![pills16](https://github.com/user-attachments/assets/4faab8f3-5d1f-49d8-bcd3-50abec0635e6) ![pills17](https://github.com/user-attachments/assets/58abac79-9d92-49b7-8eed-fc5e03f424ff) ![pills18](https://github.com/user-attachments/assets/adfcd5d5-46b9-4488-b63e-9b76d8398942) ![pills19](https://github.com/user-attachments/assets/c7b99783-699f-4a4c-9de0-7f9b1beae908) ![pills20](https://github.com/user-attachments/assets/8136c613-ed06-4d79-ad42-a58c63f4de77) ![pills21](https://github.com/user-attachments/assets/8d1f379a-8983-4c34-95a6-ccfec60f7f6e) ![pills22](https://github.com/user-attachments/assets/e23a01a0-6c90-47c8-b489-b09c8df7f668) </details> # 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 label your changes in the changelog. 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. --> <!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. --> :cl: LTNTS imageadd: port tgsprites for pills (including a new variation) /:cl: <!-- Both :cl:'s are required for the changelog to work! --> --------- Co-authored-by: Drathek <[email protected]>
# About the pull request Switches several uses of `for(var/turf/... in range())` over to `RANGE_TURFS()` instead. Doesn't switch when the expected radius is less than 5. Where possible, removes the loop entirely. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game For finding turfs, `RANGE_TURFS` shows a slight performance benefit over `range`. This performance benefit becomes more pronounced as the radius increases. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Performance testing. All procs in question return a list of turfs. The procs of interest: ![image](https://github.com/user-attachments/assets/c130418c-dfa3-4f8a-9bfb-54dd9f8bd2e3) Radius 1: ![image](https://github.com/user-attachments/assets/837deddf-24cc-46d1-9c48-0c3ce0a4310a) Radius 5: ![image](https://github.com/user-attachments/assets/146d581e-1c16-4988-837c-3422d954d8aa) Radius 10: ![image](https://github.com/user-attachments/assets/dadaa684-816a-49b2-b3bf-f55a6fed6082) Radius 20: ![image](https://github.com/user-attachments/assets/05463878-9d7d-4cf4-bf71-a2b0185131c5) Results show that when able to convert away from a loop (`turftest_range_turf_direct`) that is always the best choice. For results under a radius of 5 the standard `range` (`turftest_range`) was notably faster, for a radius of 5 or more `RANGE_TURFS` (`turftest_range_turf`) was slightly faster. </details> # Changelog No player facing changes.
# About the pull request Switches several uses of `view` over to `dview` and related procs/defines instead. Only swaps over where it would be inappropriate for native BYOND darkness to effect the results, i.e. it cares about a lack of obstructions rather than actual visibility. Created `doview()` and `USE_DOVIEW` as the `oview` version of `dview`. Tweaked `dview` and related procs to work slightly more like `view` would. `view` is from the perspective of the provided atom, seeing itself, its loc (usually a turf), and if on a turf, any surrounding turfs. `dview` set its loc to the provided atom, meaning it was in the *contents* of that atom, and would see itself and its loc (the atom)... which, as an atom, means it wouldn't see surrounding turfs. Existing uses of `dview` got around this by using `get_turf` on the provided atom. I changed the behavior so this wasn't necessary, allowing you to `dview` from the perspective of a atom and have it work like `view` would. Perhaps that should just be a built-in `get_turf` instead, but this more closely matches how `view` works. Used `HIDE_INVISIBLE_OBSERVER` as the see invis for `dview` as all the uses I saw were for in-character things, and thus should only effect things that were also in-character. Anything as invisible as an observer or more is assumed to be out-of-character. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game Should (currently) have no effect on the game as native BYOND darkness isn't used (all areas have luminosity), but is one step towards allowing that system to work appropriately if enabled. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Performance testing. All procs in question return a list of atoms. The procs of interest: ![image](https://github.com/user-attachments/assets/d4b487c9-5b8d-470e-8692-c7b2d8045d19) Current, with darkness disabled (area luminosity = 1): ![image](https://github.com/user-attachments/assets/f6ab0229-c868-4f9c-a98a-541357dd0a65) No performance difference between `view` and `dview`. As a test, darkness enabled (area luminosity = 0): ![image](https://github.com/user-attachments/assets/bb60b345-0df7-45f3-8f09-a97fdfd43cd9) `dview` is notably slower than `view`, likely because `view` has smaller lists of things it can see due to darkness and thus shorter loops. </details> # Changelog No player facing changes. --------- Co-authored-by: Drathek <[email protected]>
…o (#6786) 🆑 BlackCrystalic fix: No more admin data sended to normal players in who/staff who /🆑 --------- Co-authored-by: Deleted user <ghost> Co-authored-by: Drathek <[email protected]>
# About the pull request Closes #6873 <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game Fix bugs Better game ??? Profit # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Fixed explosive implant not triggering when hearing the code-word. /:cl:
…d using Updatepaths.txt file. (#6686) # About the pull request This PR add directional APC's and Updatepath.txt standardize APC's by creating 2 separate types, normal and upgraded variant, replace APC's with cell types: high/super/hyper with upgraded variant with own HIGH cell type. (10000 capacity) Edit: Add directional APC sptires made by Blundir. Fixes: #6792 Fixes: #6312 # Explain why it's good for the game Reduces lines of codes in mapping, i know there is already code in apc.dm to make them have pixel_y or pixel_x offset. Mainly issue is: in map editor they have var edited offsets, with mean it not only override code that already exist, but also occupy more space, with new code it should do same in exchange for less lines of code. (i didnt remove directional code for other stuff like broken APC's etc.) Edit: Add directional APC's sprites for better visuals # Testing Photographs and Procedure New directional APC's sprites by @Blundir. ![image](https://github.com/user-attachments/assets/aeca90ef-fa07-4907-8b35-6a1eb0a334ea) Image from Blundir: ![image](https://github.com/user-attachments/assets/5780bcf0-cb33-467e-9617-172ca6427322) # Changelog :cl: Venuska1117, Blundir imageadd: add directional APC's Sprites. balance: Now there are only 3 APC's types, APC's with call_type high/super/hyper are replaced with upgraded APC variant containing high capacity cell, weak variant got replaced with normal APC variant. fix: Fixes APC's with wrong offsets (strata and Prison) /:cl: --------- Co-authored-by: Blundir <[email protected]>
# About the pull request Shrapnel movement is now smoothed by an `animate()`. This is a follow on from cmss13-devs/cmss13#4986 , attempting to resolve the performance issue that forced shrapnel to be excluded: cmss13-devs/cmss13#4986 (comment) Replaced the visual-effect-only shrapnel `/datum/ammo/bullet/shrapnel/light/effect` with a particle system that imitates their look. The two main differences are the particles don't collide with anything and all are using the "sparks" icon instead of the "tracer" icon because the tracer has a clear direction to it and particles can't easily coordinate angle and facing. tracer on left, sparks on right ![image](https://github.com/user-attachments/assets/c1aea971-6f75-40b8-b34e-985bd57e27af) TM yes, full merge no. The current particles implementation is single-purpose for testing. Assuming all works well and its not causing client performance issues, will bring in a more robust solution such as in TGMC. Surely using a purely visual effect is less taxing than using full-up objects. Surely BYOND is sensible in that regard. Right? <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game Smoother apparent movement for shrapnel gives a more appealing look. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Server memory stats and average client render. baseline: ``` Server mem usage: prototypes: obj: 3.75 MB (19,601) mob: 2.08 KB (133) proc: 15.3 MB (31,429) str: 9.86 MB (163,347) appearance: 180 KB (4,807) filter: 16.4 KB (7) id array: 38.6 MB (76,961) map: 6.37 MB (100,150,5) objects: mobs: 5.59 KB (5) objs: 2.7 MB (8,520) datums: 3.39 MB (29,822) images: 2.62 MB (11,562) lists: 13 MB (86,256) procs: 7.18 KB (23) ``` ![image](https://github.com/user-attachments/assets/21e78b1c-1dcb-4181-8b1e-4385498465fd) after cluster OB, current master: ``` Server mem usage: prototypes: obj: 3.75 MB (19,601) mob: 2.08 KB (133) proc: 15.3 MB (31,429) str: 9.88 MB (163,347) appearance: 295 KB (9,027) filter: 16.4 KB (7) id array: 38.6 MB (81,772) map: 6.53 MB (100,150,5) objects: mobs: 5.59 KB (5) objs: 7.75 MB (17,446) datums: 4.08 MB (32,403) images: 2.63 MB (11,601) lists: 13.5 MB (95,057) procs: 6.89 KB (22) ``` ![image](https://github.com/user-attachments/assets/840ba919-84bf-4d7a-9732-43c6a996b8ac) after cluster OB, initial commit: ``` Server mem usage: prototypes: obj: 3.75 MB (19,601) mob: 2.08 KB (133) proc: 15.3 MB (31,429) str: 9.88 MB (163,348) appearance: 1.34 MB (43,820) filter: 16.4 KB (7) id array: 38.6 MB (76,960) map: 6.53 MB (100,150,5) objects: mobs: 5.59 KB (5) objs: 7.95 MB (17,524) datums: 3.54 MB (30,401) images: 2.63 MB (11,599) lists: 13.5 MB (95,167) procs: 6.89 KB (22) ``` ![image](https://github.com/user-attachments/assets/00016b04-47b5-47f2-8be6-1a7295fb6cf4) after cluster OB, particles experiment commit: ``` Server mem usage: prototypes: obj: 3.75 MB (19,589) mob: 2.08 KB (133) proc: 15.2 MB (31,190) str: 9.87 MB (163,299) appearance: 209 KB (6,457) filter: 16.4 KB (7) id array: 38.3 MB (76,816) map: 6.53 MB (100,150,5) objects: mobs: 5.59 KB (5) objs: 5.88 MB (15,559) datums: 3.56 MB (30,860) images: 2.62 MB (11,571) lists: 13.3 MB (92,035) procs: 6.89 KB (22) ``` ![image](https://github.com/user-attachments/assets/cdc95284-59b0-445a-abb0-09b32a69864f) On master gains about 120KB in appearances. On initial commit gains about 1.2MB in appearances. Unsure why. Maybe the `mutable_appearances` count and aren't being discarded? On particles experiment commit gains about 40KB in appearances. Presumably the reduction is due to the client handling generating some of those appearances instead. No significant difference on average render times for baseline, master, or initial commit. Particles cause a moderate render time increase for particles experiment commit during a cluster OB. </details> Works without issue on my local machine. Unable to test at appropriate scale. One TM and one cluster OB should give a definitive answer. # Changelog :cl: code: shrapnel smoothly animates their movement code: visual-effect-only shrapnel replaced by clientside particles /:cl:
# About the pull request not used and super ugly old ss13 sprites that should not be used on maps # Explain why it's good for the game less legacy mess # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: del: removes gravity generator (ugly legacy stuff) /:cl: --------- Co-authored-by: vincibrv <[email protected]>
…gacy) SG kit from req. (#6893) # About the pull request This PR makes the M56 Combat Harness & the M45 Ghillie Suit unmeltable, and removes the $10K SG kit from requisitions, now that there is no need for SGs to buy it if their shit gets melted. The purpose of this PR is to standardise the ongoing trend of unmeltable unique marine gear, and serves to patch up the stragglers that were left behind during the initial un-meltification of specialist & SG equipment. I have tested all my changes- I can confirm the SG kit is no longer in req, and that you can no longer melt the M56 Combat Harness, nor the M45 Ghillie Suit. I have also tested for any spec kits that are still meltable, and found none (besides the sniper, which I fixed.) # Explain why it's good for the game The pain of losing your unique gear to Young Drone (XX-420) while your fellow protagonists have unmeltable gear is well-felt across the playerbase. John Marine strips your ass of your gear to defib you on the frontline, the xenos overrun your position, you go back to retrieve it, but it's been melted to shit because a sentinel took the 0.5 microseconds needed to melt it down. Congrats. You rolled SG, and you are now useless, because whilst your gun is unmeltable, for some strange reason your armour isn't. If you're the sniper, it sucks a bit less since you don't need the armour to fire your gun- But still, you've lost your sweet camo armour and are now dripless. I removed the SG kit from req because it's useless now, plus no one used it anyways because it costs 10K (and also Drathek told me to) # Testing Photographs and Procedure ![Screenshot 2024-08-07 144616](https://github.com/user-attachments/assets/e229e4ea-2b3b-4422-8977-264dc4a1e268) (The SG kit has been thanos snapped from req) ![Screenshot 2024-08-07 143618](https://github.com/user-attachments/assets/d0df683a-3fff-4a9b-a71a-81d74a5a7c43) (The M45 Ghillie Suit is no longer meltable now, despite what the image says) # Changelog :cl: del: removed the M56B Smartgun Kit from requisitions. balance: made the M56 Combat Harness unmeltable. balance: made the M45 Ghillie Suit unmeltable. /:cl:
…. (#6898) # About the pull request Makes the vendor button accurately depict `(x5 mines)` instead of `(x4 mines)` ``` /obj/item/storage/box/explosive_mines/fill_preset_inventory() for(var/i in 1 to 5) new /obj/item/explosive/mine(src) ``` # Changelog :cl: fix: Made claymore boxes in vendors be accurately labeled as the amount of claymores they contain. From (x4 mines) to (x5 mines). The actual contents of the box. /:cl:
# About the pull request <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Reorders the Essential SG Kit OLD: Goggles, Gun, Battery, Armor, 3 Ammo NEW: Armor, Gun, Goggles, Battery, 3 Ammo # Explain why it's good for the game Goggles require the gun, gun requires the armor. By placing them in this order, it becomes easier for new players to learn this requirement and equip the kit. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: qol: Reorders the Essential SG Kit in order of Armor, Smartgun, Goggles /:cl:
# About the pull request Adds a fun fact for number of times internal bleeding was fixed, similar to the revives fact. # Explain why it's good for the game I'm not a huge fan of fun facts in general as it sometimes incentivizes bad behavior (such as focusing on revives exclusively and neglecting other duties just because it has a fun fact), but between removing the revives fact or just adding a second medical fact, I went this direction. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: add: fun fact for internal bleeding fixed /:cl:
# About the pull request Closes #6896 <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game Fixes a bug # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: You can no longer put items back in the specialist case after taking them out /:cl:
should really key squads/platoons off of the squad datum instead of it checking the job text, but that's a PvP change to make
allow vendor (re)stocking even without supply link port
Conflicts have been resolved. A maintainer will review the pull request shortly. |
upp handcuff typepath needs to be changed too
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
not trigger errors on autowiki
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This reverts commit ca94d2e.
has 10 mags again, uses correct colored bands
was getting redefined by PvP's forecon ERT
About the pull request
Brings PvE current with PvP as of cmss13-devs/cmss13@6656c35
Explain why it's good for the game
Keeping up to date with PvP lets us take advantage of all the fixes, updates, upgrades, etc, and allows easier sharing between the two codebases.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Boots. No runtimes. No visible errors in a run-through.
Known issues:
Changelog
In short: everything.
In long: waaaaay too long to actually list everything.
In less-short, a list of things I think are especially notable:
🆑
code: updated to main CM as of 8-25
ui: updated to PvP orbit menu, gained more sections
qol: APCs are now emissive
add: Added toggle fullscreen hotkey, default F11
maptweak: new map lints against stacked structures, bad dir var edits, var edits from open turfs
add: added plantable flags
add: added W-Y sentries and additional UPP sentries
refactor: splits storage.dmi into multiple files, also moved some icons around for organization
add: Added a tutorial system for various roles (and just general information), find it in the lobby screen.
add: framework for new ert stations ported from tgstation/tgstation#71785, by ZephyrTFA
code: missing lineart error is now a lint
/:cl: