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Rewrite Xeno Acid processing #4759
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harryob
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Oct 26, 2023
cm13-github
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Oct 26, 2023
Ireuldiz
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Oct 27, 2023
* fixes reqs emergency doors (#4763) # About the pull request The southern emergency shutters weren't properly aligned and it was bothering me so i wanted to fix it # Explain why it's good for the game map fixes are probably always good :) # Changelog :cl: Backsea fix: Fixed the incorrectly placed shutters at req and that one light near CIC /:cl: * Re-removes bridge coats (#4784) # About the pull request Partially reverts cmss13-devs/cmss13#4751 # Explain why it's good for the game Same reasoning as cmss13-devs/cmss13#1193 I fucked up and shouldn't have let this be readded in the first place. Sprite maintainers can close this PR if they disagree with the re-removal. :cl: del: Re-removed CO/XO bridge coat /:cl: * Automatic changelog for PR #4763 [ci skip] * Add Item & Footprints offsets (#4762) # 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. --> This: * Adds transverse offsets to blood footprints * Adds notable pixel offsets to a few items * Adds a very slight pixel offset to all items * Enables rotation for thrown flashlights * Cause objects exiting a surface (rack/table) to regenerate offset instead of being stuck at center * Stops random offsets from overwriting mapped offsets # Explain why it's good for the game The goal is to have map visuals more organic when we have a lot of objects on the ground - targeting in particular items you find readily in dense areas such as Reqs or a FOB. Consider this for example, the blood footprints are all aligned, in more extreme situations (eg WO) it makes an actual "grid" which i personally find very immersion breaking ![image](https://github.com/cmss13-devs/cmss13/assets/604624/83883e15-a9a0-4a2d-aa90-41c785e047b9) Adding a slight offset helps counter that: ![image](https://github.com/cmss13-devs/cmss13/assets/604624/504d1baf-385c-4774-86f3-6331c4ac87ed) # Changelog :cl: add: Bloody footprints are now slightly offset to break long visual straight lines. fix: Items do not align back to the center of turfs anymore when picked from a surface (table or rack) add: Some more items now have offsets on the map display, and they all can be slightly offset. /:cl: --------- Co-authored-by: harryob <[email protected]> * Automatic changelog for PR #4762 [ci skip] * reset CAS direct camera on change to avoid duplicated signal handlers (#4755) # 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. --> Explicitely resets CAS direct guidance camera before setting a new one, avoiding log being flooded by double signal registrations ``` runtime error: mob_resist overridden. Use override = TRUE to suppress this warning proc name: stack trace (/proc/stack_trace) source file: code/__HELPERS/unsorted.dm,1893 usr: Honk (/mob/living/carbon/human) src: null usr.loc: the floor (206,40,4) (/turf/open/shuttle/dropship) ``` * Automatic changelog for PR #4784 [ci skip] * Adds ~50 tips (#4772) # 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. --> Adds 38-or-something more tips, with some information on JTAC and Settings esp for new players. # Explain why it's good for the game Nobody seems to bother doing it and the tips get stale over time. # Changelog :cl: add: Added about 50 new tips. /:cl: --------- Co-authored-by: ihatethisengine <[email protected]> Co-authored-by: forest2001 <[email protected]> Co-authored-by: Zonespace <[email protected]> * Automatic changelog for PR #4772 [ci skip] * Rewrite Xeno Acid processing (#4759) # 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. --> Rewrites scheduling of xeno acid to hopefully finally be done with dangling references warnings with acid. Also generally improves the awful code quality # Explain why it's good for the game Like, dude, some of these values were outright inversed. acid_**strength**=2.5 is noted as "250% speed" when it multiplies the sleep delays. Can't leave code in that state. # Testing Photographs and Procedure Summary testing, timing appear correct overall but I'm not entirely certain it's perfect due to random delays and obtuse code # Changelog :cl: code: Rewrote Xeno Acid ticking code. fix: Weather updates won't cause turfs to acid melt more rapidly anymore /:cl: * Automatic changelog for PR #4759 [ci skip] * Fixes custom ERT calling (#4783) # About the pull request Removes announce_dispatch_message variable as it was a defunct duplicate of a different variable. Adds and fixes the announcement settings for custom ERTs. <!-- 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 # 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: Fixes custom ERT calling broadcasting when it should not. code: Removes unused vars from ERT procs. code: Renames the announce var in ERT procs to be more indicative of what it does. add: Added a setting on custom ERTs for announcing beacon was received. /:cl: * Automatic changelog for PR #4783 [ci skip] * Vanguard Prae Pierce Refactor + Bugfix (#4641) # About the pull request Refactors a bit of `praetorian_powers.dm` Fixes #4612 Previously the ability would check for `opacity` alone meaning that it could be used through doors with windows in and attack people on the other side. Now checks each turf in turn for any `obj` which has `density` and `throwpass = 0` Also changed the visible message as the description for this ability says the Praetorian is using it's tail but the visible message says claws. # Explain why it's good for the game # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![dreamseeker_2023-10-11_21-26-49](https://github.com/cmss13-devs/cmss13/assets/25027759/f0d2ae9a-d730-4c86-892f-c1e980e50209) ![dreamseeker_2023-10-11_21-27-31](https://github.com/cmss13-devs/cmss13/assets/25027759/a310dbd3-e9f9-4e07-92b0-872da9254ed4) </details> # Changelog :cl: refactor: Refactored praetorian pierce ability fix: Praetorian vanguard can no longer pierce through windowed doors /:cl: --------- Co-authored-by: Lee B <[email protected]> * Automatic changelog for PR #4641 [ci skip] * Sprites changes for old donator kit (#4702) # About the pull request Added sprites for the Juggernaut Donator kit. # Explain why it's good for the game Replaces the old donator set which was using the vanilla syndicate hardsuit from SS13. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> (https://media.discordapp.net/attachments/1155292420343345182/1158740768677175396/jbTCHQLNCAANgNFAq26gCqW1JQoiUKTlCe6Fw6MLaXkbaVde0BxSxRAQAeyREQFokxREQARQEEypikNABCACiPOu7WoWAWzX9ot68lkQwKIQ02KFgBAQAitBQASwEkPqMYSAEBACXgREAF7EJC8EhIAQWAkCIoCVGFKPIQSEgBDwIiAC8CImeSEgBITAShAQAazEkHoMISAEhIAXARGAFzHJCwEhIARWgoAIYCWG1GMIASEgBLwIiAC8iEleCAgBIbASBP4POBL9vytFWmQAAAAASUVORK5CYII.png?ex=652e7c6f&is=651c076f&hm=12a12a220c0c86891b429785dacdfc940dde3ac22dddd9f346ecf3b05be15459&) </details> # Changelog :cl: add: Added donator item and sprites /:cl: --------- Co-authored-by: Zonespace <[email protected]> * Automatic changelog for PR #4702 [ci skip] * Automatic changelog compile [ci skip] --------- Co-authored-by: Releasethesea <[email protected]> Co-authored-by: Zonespace <[email protected]> Co-authored-by: cm13-github <[email protected]> Co-authored-by: fira <[email protected]> Co-authored-by: harryob <[email protected]> Co-authored-by: ihatethisengine <[email protected]> Co-authored-by: forest2001 <[email protected]> Co-authored-by: Birdtalon <[email protected]> Co-authored-by: Lee B <[email protected]> Co-authored-by: SASoperative <[email protected]> Co-authored-by: Changelogs <[email protected]>
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About the pull request
Rewrites scheduling of xeno acid to hopefully finally be done with dangling references warnings with acid. Also generally improves the awful code quality
Explain why it's good for the game
Like, dude, some of these values were outright inversed. acid_strength=2.5 is noted as "250% speed" when it multiplies the sleep delays. Can't leave code in that state.
Testing Photographs and Procedure
Summary testing, timing appear correct overall but I'm not entirely certain it's perfect due to random delays and obtuse code
Changelog
🆑
code: Rewrote Xeno Acid ticking code.
fix: Weather updates won't cause turfs to acid melt more rapidly anymore
/:cl: