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Re-removes bridge coats #4784
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Re-removes bridge coats #4784
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FransFeiffer
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Oct 25, 2023
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Wholeheartedly agree with re-removing it, LGTM
harryob
approved these changes
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
Partially reverts #4751
Explain why it's good for the game
Same reasoning as #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.
🆑
del: Re-removed CO/XO bridge coat
/:cl: