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Fixes the Hive Status error when the Queen dies #5316
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The hive status is accessed by more than just players in the game. So if anything the observer check should be before this UI_CLOSE return (but that won't prevent a crash)
(Testing not using this PR):
For example, a hive with a lone xeno viewed by observer:
But of course the player can't access it:
Tested on this PR: Nothing happens when an observer clicks view hive status.
You'd be better off simply adding a null check in the TGUI than this.
For some reason, I had thought that observers couldn't see the hive status either if there was no queen. |
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. |
* Automatic changelog for PR #5241 [ci skip] * Additional ui_act checks for tacmap (#5255) # About the pull request This PR adds additional checks for the ui_acts when using the tacmap interface. # Explain why it's good for the game Should shore up most flaws allowing weird usage of it. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/efbf579c-814d-41fd-bea4-d2581b4bf4f7) </details> # Changelog No player facing changes. * Fix Santa Hats breaking due to map camouflage (#5268) # 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. --> Simple as it can be - the map camouflage was applied on santa helmets when they don't have camouflage variants # Explain why it's good for the game Spirit of holidays and all that # Testing Photographs and Procedure Spawn on a camo-enabled map # Changelog :cl: fix: Fix Xmas helmets getting overriden by map camouflage. /:cl: --------- Co-authored-by: Drathek <[email protected]> * Automatic changelog for PR #5268 [ci skip] * minor tacmap ui change (#5264) # About the pull request it's kind of been bothering me for a bit, just some minor tacmap ui changes. # Explain why it's good for the game I got ocd, please merge. # Testing Photographs and Procedure <img width="534" alt="Screen Shot 2023-12-20 at 3 24 17 PM" src="https://github.com/cmss13-devs/cmss13/assets/122310258/72b17b85-0453-49cc-94a7-dfe944b3cbb7"> <img width="389" alt="Screen Shot 2023-12-20 at 3 27 20 PM" src="https://github.com/cmss13-devs/cmss13/assets/122310258/6f87f439-b8b8-4167-9bd3-c98af2fc8b2f"> # Changelog :cl: ui: tacmap ui tweaks /:cl: * Automatic changelog for PR #5264 [ci skip] * Hopefully fixes hijack bug (#5261) # About the pull request Will hopefully stop hijack ending the round prematurely. <!-- 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: Hijack should no longer end the round immediately. /:cl: * Automatic changelog for PR #5261 [ci skip] * Ghost listening device preference (#5219) # About the pull request Ghosts can now toggle between hearing and not hearing listening devices. ## THIS DEFAULTS TO OFF # Explain why it's good for the game Bit of peace of mind, a lot of text can be duplicated by hearing listening devices as a ghost. # 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: Ghosts can now toggle hearing listening devices or not. This is dependant on hearing radios and will not function to allow hearing devices without also hearing radios. /:cl: --------- Co-authored-by: Drathek <[email protected]> * Automatic changelog for PR #5219 [ci skip] * Fixes NE DS doorgun deployment bug (#5213) # About the pull request fixes #5236 fixes the issue that makes DS doorgun deploy itself into DS when placed on NE gunslot # Explain why it's good for the game doorgun in wall bad # 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: bad DS doorgun placement /:cl: --------- Co-authored-by: Drathek <[email protected]> Co-authored-by: harryob <[email protected]> * Automatic changelog for PR #5213 [ci skip] * Fixes fire resist spamming (#5253) # About the pull request Fixes #5247 and fixes #5124 by changing the `if(!is_mob_incapacitated(TRUE))` check near the end of `/mob/living/verb/resist()` to `if(mobility_flags & MOBILITY_MOVE)`. This was causing the bug because `is_mob_incapacitated()` doesn't check for the `WEAKEN` effect, which is what is added by `resist_fire()`. (Editing `is_mob_incapacitated()` so that it checks for it would probably work too, but since TG uses the `MOBILITY_MOVE` thing and this system is ported from there, I figured I'd just go with that.) # Explain why it's good for the game Fixes fire being too easy to remove. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> **Before:** https://github.com/cmss13-devs/cmss13/assets/57483089/0b5b6777-4286-4eb1-9293-09ffcaa4fb4b **After:** https://github.com/cmss13-devs/cmss13/assets/57483089/84097909-a081-4c4f-8400-59e955b8a443 (Ignore the "There are no pipes within range" message, that's from one of my macros.) </details> # Changelog :cl: fix: Fixed being able to remove multiple stacks of fire by spamming resist. /:cl: * Automatic changelog for PR #5253 [ci skip] * Refactors Get_Angle() and related procs (#5212) # About the pull request To begin, fixes https://github.com/cmss13-devs/cmss13/issues/5206. `Get_Compass_Dir()` needed atoms with valid coordinates, but didn't test for them. Adding some checks and `get_turf`s resolved that issue. But then if `Get_Compass_Dir()` needed those checks, `Get_Angle()` did too. And `get_angle()` (lowercase!). And `get_angle_raw()`. And half of `Get_Compass_Dir()` was just duplicated code from `Get_Angle()`. And-- So I took inspiration from how TG and TGMC did it and refactored the lot. https://github.com/tgstation/tgstation/blob/32fb42d19e0c763f7e5e3dafb9844d0f05e86630/code/__HELPERS/maths.dm#L1-L17 https://github.com/tgstation/TerraGov-Marine-Corps/blob/3963b2d5b89dd60b88a7a1534ee77bd654abe953/code/__HELPERS/unsorted.dm#L99-L159 REMOVED: - `get_angle_raw()` - never used - `get_angle()` - used 3 places, identical use case to `Get_Angle()` - `get_pixel_angle()` - used once, replaced by `delta_to_angle()` ADDED: - `angle_to_dir()` - pulls out the only unique thing `Get_Compass_Dir()` actually did - only difference from TGMC is it retains our angle breakpoints instead of theirs - `delta_to_angle()` - the only thing that actually calculates an angle, uses the 2-argument version of `arctan()` CHANGED: - `Get_Angle()` - removed the `tile_bound` branch (never used), added checks and `get_turf`s, position deltas passed to `delta_to_angle()` - only difference from TGMC is it retains `return 0`s instead of `CRASH`es, retains `get_pixel_position_x`/`y`, and passing to `delta_to_angle()` - `Get_Compass_Dir()` - gutted, now just a convenience function of `Get_Angle()` piped into `angle_to_dir()` <!-- 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 Having multiple unused or barely used functions trying to do the same thing makes code maintenance harder. # Testing Photographs and Procedure - [x] doesn't crash - [x] security tuner APC detection works - [x] SL/queen tracker works - [x] bullets face the right way # Changelog :cl: fix: Fixed security tuner not dispalying direction to room's APC refactor: Refactored code handling angles /:cl: * Automatic changelog for PR #5212 [ci skip] * Automatic changelog compile [ci skip] * Liason typo fix and Goon construction buff. (#5227) # About the pull request Liason is not spelt like that, fixes the USS Almayer area and the ICC path. Goon could not build cades due to skills = and not additional_skills allowing the parent, survivor, to give construction one to it's subpaths. # Explain why it's good for the game Spell check good I am pretty sure that the Goon is the only survivor not being able to build basic cades, I don't see why we restrict that considering that all the other security survivors are able to build them. # 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: balance: rebalanced goon skillset to include construction 1 spellcheck: fixed Liason area typos to Liaison spellcheck: fixed the ICC Liason to ICC Liaison typo /:cl: --------- Co-authored-by: Jeff Watchson <[email protected]> * Automatic changelog for PR #5227 [ci skip] * nerfs window frames (#5267) # About the pull request any xeno can now apply acid ~~or slash~~ reinforced/normal window frames # Explain why it's good for the game Currently, building as a drone is extremely difficult in maps such as New Valdero and Chances Claim due to your complete inability to clear window frames, forcing you to yell at the AFK warriors in hive to spend 5 minutes clicking on a window frame. I don't see a good reason for window frames to be completely invulnerable to smaller xenomorphs. # Testing Photographs and Procedure </details> # Changelog :cl: balance: xenos can now acid all window frames. /:cl: * Automatic changelog for PR #5267 [ci skip] * Fix Xmas barricade decorator not working (#5270) # 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. --> Decorator changed the main icon of barricades. Not only this is bad due to the file not being up to date, but also wiring doesn't care and reuses the builtin icon file. # Explain why it's good for the game Event code not working # Testing Photographs and Procedure Spawn in, test # Changelog :cl: fix: Fixed X-mas barricade wiring not applying properly. /:cl: --------- Co-authored-by: Drathek <[email protected]> * Automatic changelog for PR #5270 [ci skip] * Automatic changelog compile [ci skip] * Allows Xenomorphs to turn off the dropship's launch alarm (#5210) # About the pull request Allows Xenomorphs to turn off the dropship's launch alarm without the queen needing to launch. # Explain why it's good for the game Occasionally (2-3 times that I can think of, at least) someone turns on the dropship's launch alarm after the queen calls it down, resulting in a situation where if the queen wants to wait for evolutions or something else, the entire hive has to listen to a beeping noise for multiple minutes. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/57483089/9014b2bb-a68a-4ef8-b7ee-1f3e03ce2575 </details> # Changelog :cl: add: Allowed Xenomorphs to turn off the dropship's launch alarm by hitting the nav computer. /:cl: * Automatic changelog for PR #5210 [ci skip] * Fixes Flight Control Operator surv + gave him a windbreaker and one more access. (#5257) # About the pull request Gives him a jacket, some flight W-Y flight control access and fixed the type path. # Explain why it's good for the game I forgot to give him a jacket in the previous PR, fixes always good + he's a flight control operator and should have access to at least the WY flight control doors. # 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: Added a windbreaker to the Flight Control Operator surv. add: Added W-Y Flight Control access to the Flight Control Operator surv. fix: fixed the Flight Control Operator path. /:cl: Co-authored-by: Jeff Watchson <[email protected]> * Automatic changelog for PR #5257 [ci skip] * Camera console green-ness fix (#5271) # About the pull request Fixes #5077. This was caused by a green lighting filter which was accidentally included in #4940. If someone wants to add it properly then another PR could be opened after this, or maybe this one could be treated as a sort of 'reverse PR' and closed in order to keep the overlay. # Explain why it's good for the game It's technically a bug rather than a feature at the moment. # Testing Photographs and Procedure <details> <summary>Screenshots</summary> **Before:** ![UneAhPrK3C](https://github.com/cmss13-devs/cmss13/assets/57483089/3eb7fe0e-d526-4f56-aba8-09bafca8ad9c) **After:** ![GZ9ZBPx3n1](https://github.com/cmss13-devs/cmss13/assets/57483089/34ee98a9-05f5-473a-b158-2af44912586b) </details> # Changelog :cl: del: Removed the green overlay from camera consoles. /:cl: * Automatic changelog for PR #5271 [ci skip] * adds forced scream emote after warrior lunge (#5273) # About the pull request ~~Created a new emote called panic, it's very similar to scream and inherits virtually all of its properties and methods however the ogg files are of course different.~~ Added a scream emote whenever a warrior lunges and grabs a human mob, also added one more ogg audio file to the scream list. # Explain why it's good for the game ~~Initially I just wanted to add a forced a scream emote whenever a warrior lunged at a human mob, but I sort of found the existing scream ogg sounds to be kind of lack luster. However, they are iconic in their own right and removing them or modifying them would be a detriment to the game. I chose to create a new emote entirely rather than adding audio files to the existing one. The emote which is similar to scream but the sounds are more "authentic" and erm, immersive. So far it's just two sounds for each gender but this will be changed once I find more audio files to add.~~ Warrior lunges at marines should be a traumatic experience that gives them ptsd. # Changelog :cl: add: human mobs now scream whenever they get lunged at by a warrior. soundadd: added a new scream sound and put it into the existing scream list. /:cl: * Automatic changelog for PR #5273 [ci skip] * Fix Crusher Pass Flags (#5266) # About the pull request This PR is a followup to #5175 that overlooked that the usage of throw_atom will by default add either `PASS_OVER_THROW_MOB` or `PASS_OVER_THROW_ITEM` to the pass flags unless `LOW_LAUNCH` is used instead. # Explain why it's good for the game Fixes #5220 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![croosh](https://github.com/cmss13-devs/cmss13/assets/76988376/dac2e275-e261-475a-b52d-8823e14d0bc4) </details> # Changelog :cl: Drathek fix: Fix crusher charge and tumble abilities going over unwired cades /:cl: * Automatic changelog for PR #5266 [ci skip] * New Healer Drone Ability: Sacrifice, another go (#5173) # About the pull request New healer drone skill — sacrifice. If things get really bad, the healer can instantly transfer 75% of its current health, but for the great cost of the healer’s own life. The sacrifice ability is an emergency button. You don’t have to use it, but at some point you may find that sacrifice is a right thing to do, so it’s a nice option to have. I want to emphasize that this skill is not a necessary part of the healer gameplay. You don’t have to trade your life for the life of another xeno. But you can if you are willing to. Also healer drones gets a counter of the health it has transferred. If healer drone transfers at least 10 000 health points, it will be able to respawn after using the sacrifice ability (like acid runner after kaboom). # Explain why it's good for the game Saving fellow xenos is the most satisfying part of healer drone’s gameplay. This ability allows to save others in really dire situations, but for the great cost. It’s still fitting, because drone already can use heal ability until it goes into crit or dies, in some situations it’s a worthy risk. Also rewards long living healer drones with the opportunity to use the ability without dying. # 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: ihatethisengine balance: New healer drone ability — sacrifice. Healer drone can instantly transfer 75% of its current health, but for the great cost of the healer’s own life. /:cl: --------- Co-authored-by: ihatethisengine <[email protected]> Co-authored-by: harryob <[email protected]> Co-authored-by: Drathek <[email protected]> * Automatic changelog for PR #5173 [ci skip] * DS doorgun no longer drops the gun when destroyed (#5211) # About the pull request this bug has been around for a looong time, someone might be tempted to abuse it with the MG changes # Explain why it's good for the game moveable m56d with 1500 rounds that can shoot over cover is not intended # 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: DS doorgun no longer drops the gun when destroyed /:cl: --------- Co-authored-by: vincibrv <[email protected]> Co-authored-by: Drathek <[email protected]> * Automatic changelog for PR #5211 [ci skip] * Makes `xenoboldnotice` actually bold (#5279) # About the pull request Makes the `xenoboldnotice` span class actually bold, rather than italic. Interestingly, it's correct on the 'old chat' stylesheet, so presumably it just got missed when TG-chat was added. https://github.com/cmss13-devs/cmss13/blob/53f62c436dabcea7970fcfde1faaa1dcc37a4229/code/stylesheet.dm#L102 # Explain why it's good for the game The class called 'xenoboldnotice' should be bold. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> **Before:** ![before](https://github.com/cmss13-devs/cmss13/assets/57483089/46fa54cc-1ee6-4046-ba86-2f75deadc7fe) **After:** ![after](https://github.com/cmss13-devs/cmss13/assets/57483089/896a8119-fcec-4c9f-be11-86e7cd95ac44) <hr> **Current 'old chat' version, for reference:** ![old](https://github.com/cmss13-devs/cmss13/assets/57483089/d14538d4-7abf-4b20-8b83-076863248cfc) </details> # Changelog :cl: spellcheck: Made the `xenoboldnotice` span class bold rather than italic. /:cl: * Automatic changelog for PR #5279 [ci skip] * Areas almayer qol (#5254) # About the pull request added some more areas to almayer reworked lower engi areas position giving them parent for being lower etc... remove an extra light <!-- 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 More areas allow to make it easier to navigate the ship and make the localisation system more efficient... better parent avoid repeating lines of code and make it easier to maintain/change it in the future. # 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: removed an extra light in bravo cryo room(to do just saw it) maptweak: added more areas (stern_point_defense, Lower Deck Stern Hull, Upper Deck port Hallway Upper Deck starboard Hallway) /:cl: --------- Co-authored-by: Julien <[email protected]> * Automatic changelog for PR #5254 [ci skip] * Automatic changelog compile [ci skip] * Further vanguard tweaks that drop the root from 2.5 to 1.8 (#5215) # About the pull request I believe the latest buff pr i overtuned the root a bit too much, thinking it wouldnt be too hard since you can still technically act. # Explain why it's good for the game 2.5 root is a bit too much currently so im bringing it down to 1.8 so its still good but not busted like 2.5 # Testing Photographs and Procedure <details> it works </details> # Changelog :cl: balance: Tweaks down the buffed root of vanguard down to 1.8 from 2.5 /:cl: Co-authored-by: InsaneRed <[email protected]> * Automatic changelog for PR #5215 [ci skip] * Automatic changelog compile [ci skip] * Dropship weapons console TGUI (#4812) # About the pull request Migrates the dropship weapons panel to TGUI. Design is primarily inspired by the MultiFunction Displays used in modern aircraft. The UI consists of two identical and independent panels. The pilot can choose which panels to display. Code wise this PR introduces the MFD which is a reusable component. <!-- 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 nanoui bad tgui good # 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. ## Update - Some styling improvements Improving the overall look and feel, making the background a dark grey over a black, rounding the edges. Making inactive buttons appear greyed out. ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/0965b5cb-21b0-4b7f-84ea-40651e83a02e) ## Welcome screen - blurb for lore ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/5872dcb6-ba87-485e-a736-8de0b3e5e36d) ## Equipment panel and map ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/85fde5cc-e4a8-439e-8c55-d010a4780d8c) ## Equipment panel with camera ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/034a2833-d37c-4c6b-8b08-64e3e09aefb0) ## Weapon panel and Camera ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/ce246258-a879-4220-b481-3d5fbc800651) ## Target Acquisition with camera ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/2778b9da-76f9-4c37-b3ba-9d45a1bdc625) ## Medevac lift with stretcher camera ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/7e9ef10b-811c-4922-9f24-ae805bae24d9) </details> # Changelog :cl: ui: tgui dropship weapons console refactor: added MFD panel refactor: creates datum component to manage camera code qol: CAS weapons operator can see camera in UI add: CAS can offset in X and Y coordinates refactor: CAS can offset in different direction to attack vector /:cl: --------- Co-authored-by: fira <[email protected]> * Automatic changelog for PR #4812 [ci skip] * Executive Officer's Weapons Vendor + More Belt Options (#5179) # About the pull request This PR adds a new 'weapons' vendor for the Executive Officer to acquire a suite of personal gear for their use. It also adds a new belt category to their uniform vendor to give the Executive Officer more options in what kind of belt they want to take. The XO can chose to vend either a MK1 M41A weapon's kit, equilivant to the armoury, or a MK221 shotgun kit which comes with a box of buckshot and slug rounds each. # Explain why it's good for the game The Executive Officer exists as a sort of stepping stone to the Commanding Officer to a degree, because of this, it has been somewhat languishing in-between the Commander and Staff Officers. The CO has a full suite of personal vendors and unique equipment to pick from, and the Staff Officers have their own unique weapons vendor and ancillary equipment from the armoury they can select, including special medical and engineering kits. The Executive Officer only has a uniform vendor to draw from, but otherwise they are forced to skim off of the armoury and the staff officer's equipment. Due to the recent rule changes that allow the XO to deploy more freely groundside, as well as deploying during a Nuclear weapon deployment, I feel the time is now to address the issue. Ergo, this PR adds a new vendor to give the XO more options on what equipment they can take for when they deploy, or for hijack. The equipment is somewhat in keeping with what the CO gets, minus the special equipment. Ergo, it can help an aspiring CO get a better idea of how their setup works for the CO just as it does for a XO. In terms of abuse, I do not believe this will be a issue. The XO is held to the highest standards of roleplay outside of whitelisted roles, an XO already has the power to loot the armoury or requisitions, I do not believe this will enable something negative considering they already have that ability if they want to. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![Screenshot 2023-12-10 16 24 09](https://github.com/cmss13-devs/cmss13/assets/6595389/67eea32f-8192-406f-9684-fe70e22b6542) ![Screenshot 2023-12-10 16 24 02](https://github.com/cmss13-devs/cmss13/assets/6595389/74cb5419-c34d-4c53-beb9-eb3e57fdb4e2) </details> # Changelog :cl: add: The Executive Officer now has a personal weapons vendor. It includes the ability to acquire a full suite of combat and support gear, giving the XO more agency in customizing their loadout. add: Adds a new set of belts to the Executive Officer's uniform vendor. /:cl: --------- Co-authored-by: Steelpoint <[email protected]> * Automatic changelog for PR #5179 [ci skip] * Fix acid resisting (#5288) # About the pull request This PR is a follow up to #5253 which happened to alter how acid was detected, and it didn't do it correctly. # Explain why it's good for the game Resisting acid is intended. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![acid](https://github.com/cmss13-devs/cmss13/assets/76988376/553ed812-1858-4713-8a28-30725bea527e) </details> # Changelog :cl: Drathek fix: Fixed resisting acid /:cl: * Automatic changelog for PR #5288 [ci skip] * Fix queen death not readmitting banished xenos fully (#5281) # About the pull request This PR fixes either an oversight, or a recent bug that I've not been able to find the source, of where the death of a queen resets the hive's banished keys list, but doesn't fully unbanish those xenos leaving them in a state that they can't be banished properly again nor readmitted. # Explain why it's good for the game A queen should retain her ability to banish and readmit all xenos freely and not be beholden to the will of some former queen. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![free](https://github.com/cmss13-devs/cmss13/assets/76988376/5817bf86-e7d1-4f05-a7ee-412cd0d7d25f) </details> # Changelog :cl: Drathek fix: Fix queen death not fully readmitting any banished xenos /:cl: * Automatic changelog for PR #5281 [ci skip] * Fixes Yautja bracer lock (#5282) # About the pull request Preds can now unlock thrall bracers again. Whoops. <!-- 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 I stoopid # 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: Yautja bracer lock can now properly unlock thrall bracers. /:cl: * Automatic changelog for PR #5282 [ci skip] * SStechtree startup optimisation (#5218) # About the pull request Optimises the initialisation time of the 'Tech Tree' subsystem. Currently, `/datum/controller/subsystem/techtree/Initialize()` is changing the turf of every tile on the tech tree's z-level to `/turf/closed/void`, presumably so that it all appears black rather than space-y. However since it's calling `ChangeTurf()` on the *entire* z-level (300x226, or 67,800 turfs), this is pretty performance intensive. This PR fixes that by just... not changing the turfs, instead only adding a few `/turf/closed/void`s around the edge of the tech tree area so that it still looks the same in-game. This changes the subsystem's init time from 6.4 seconds(ish), to 0.15 seconds(ish). **Before:** ![before 1](https://github.com/cmss13-devs/cmss13/assets/57483089/b7423bfd-7cbf-434b-ac2b-49765d5a78cc) **After:** ![after 1](https://github.com/cmss13-devs/cmss13/assets/57483089/543f1ef6-bf61-46c5-90f5-f85b171631bd) Players viewing the tech tree through the console won't notice anything different, as the remaining layer of `/turf/closed/void`s block their view of the rest of the z-level. # Explain why it's good for the game About 6 seconds knocked off of the server's init time. (10%!) *(At least on my end)* # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> <hr> ### Before/after init times from a few different tests: **Before:** ![before 1](https://github.com/cmss13-devs/cmss13/assets/57483089/2c81c7d2-6376-4bea-a7c4-8e071cf09e3f) ![before 2](https://github.com/cmss13-devs/cmss13/assets/57483089/06d21d9a-1c86-4246-bf2b-f0108875713a) ![before 3](https://github.com/cmss13-devs/cmss13/assets/57483089/5590723d-291e-48c9-b0ae-10fef6b05410) **After:** ![after 1](https://github.com/cmss13-devs/cmss13/assets/57483089/481324cd-fc0d-4876-9359-d9544fcc37c6) ![after 2](https://github.com/cmss13-devs/cmss13/assets/57483089/ffb8c2c7-a09f-4b15-806e-481927a5099d) ![after 3](https://github.com/cmss13-devs/cmss13/assets/57483089/1e9cb315-56b6-47a6-a0be-2a7973b25f88) <hr> ### Teleporting to it as an observer, there *is* a visible difference: **Before:** ![(null)scrnshot2](https://github.com/cmss13-devs/cmss13/assets/57483089/a133f889-7020-4477-84e5-e49c8cde03aa) **After:** ![(null)scrnshot1](https://github.com/cmss13-devs/cmss13/assets/57483089/b7fd8ca6-220c-4366-b367-115c339fe207) <hr> ### But viewing it IC, it all works exactly the same as before: https://github.com/cmss13-devs/cmss13/assets/57483089/14fc7b05-5279-489f-99df-e9acc83b1420 <hr> ### The new `/turf/closed/void` tiles highlighted for reference: ![techtreebounds](https://github.com/cmss13-devs/cmss13/assets/57483089/02159fee-bbe4-4c8a-b0b7-4ba7963f233d) </details> # Changelog :cl: code: Made the Tech Tree subsystem initialise faster. /:cl: * Automatic changelog for PR #5218 [ci skip] * ARES Death and Consequences; The Prequel (#5275) # About the pull request Implements some backend stuff for planned Project ARES processor/death gameplay. - Destruction of ARES now disables the various functionalities ARES provides (additional ones will be added, but makes it so ARES cannot bioscan, cannot use radio, and cannot talk/log data) - ARES Apollo proc and ARES alive check proc added - ARES now plays an announcement upon death Outside of ARES dying turning off the subsystems, there isn't any other major consequences people will see. Plan is for ARES to handle systems such as autopilot, and for that to be affected as well ARES being destroyed also prevents it from speaking in APOLLO or over radio, but this was already a thing. Feedback to admins over this has been added # Explain why it's good for the game ARES dying was always meant to have consequences, this lays additional groundwork for further changes, and has ARES's death have an impact outside of making Working Joes cry. # Changelog :cl: add: If ARES is destroyed, systems such as bioscan also shut down, this will be expanded in the future add: ARES plays an announcement when destroyed code: Procs to check for APOLLO processor and if ARES is alive added refactor: ARES subsystems modified to utilize new procs admin: Prompt to force a Marine Bioscan only shows when ARES is unable to perform the bioscan. /:cl: * Automatic changelog for PR #5275 [ci skip] * Automatic changelog compile [ci skip] * Removes unused crystal code for xenos (#5287) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request Removes a bunch of unused code for a historical resource collection system. # Explain why it's good for the game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding, and may discourage maintainers from reviewing or merging your PR. This section is not strictly required for (non-controversial) fix PRs or backend PRs. --> # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </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: del: Removed old crystal code from xenos code: Renames still used vars from crystal to plasma code: Removes crystal define in place of plasma string /:cl: <!-- Both :cl:'s are required for the changelog to work! --> * Automatic changelog for PR #5287 [ci skip] * More WE/YOU fixes (#5276) # About the pull request fixes a few more stuff i missed # Explain why it's good for the game connsistency is good # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> it works </details> # Changelog :cl: spellcheck: More WE/YOU fixes for xenomorph side. /:cl: --------- Co-authored-by: InsaneRed <[email protected]> * Automatic changelog for PR #5276 [ci skip] * lowers DS sentrygun to 200 from 500 (#5225) # About the pull request lowers price of DS installed sentrygun to 200 from 500. # Explain why it's good for the game Based on git lense, the cost of 500 points has been fixed for at least 6 years ( from what I understand form the moment the fabricator was added?). The sentryguns are not worth 500 points at the slightest, from dozens of rounds of experience I can say that the fire off 20 shots max before they die ( unless you do some DS hold after hijack, but that hardly counts). The main issue anyone has with it is when you install 3 of them in south part of DS and I am willing t take suggestions how to adress this issue, but it is minor one, as xenos never realy have to fight them as they basicly get to shoot only while marines are pushed into DS and are about to evac and queen can hijack without getting anywhere near them ( or can just let marines evac and then take out the sentryguns with ease after she calls the ship back down). More marines evacing thanks to sentrguns might make the hijack more enjoyable for both sides. Also lowering the price will only mean you see sentryguns installed on ds more often, buying 20 of them will have no bigger effect then 7. # 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: balance: DS installed sentrygun price lowered to 200 /:cl: Co-authored-by: Zonespace <[email protected]> * Automatic changelog for PR #5225 [ci skip] * gets launchbay price in line with other equipment (#5224) # About the pull request reduces price of launchbay to 200, getting it in line with fulton and medevac. Aims to set ground for omnisentry price changes ( and possible further utility additions to launchbay?) # Explain why it's good for the game every other eqipment costs around 200 points and there is not any reason to ever have more then one launchbay and you can sell it after you use all the omnisentryguns you want (but that is pain, it counts as weapon and all FMs that you made with it installed need to be remade). Unlike with fulton, medevac and rappel that have real use when you buy second or third one. # 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: balance: launchbay price 400 -> 200 /:cl: Co-authored-by: Zonespace <[email protected]> * Automatic changelog for PR #5224 [ci skip] * Fixes CAS killing players with ammo crates instead of bullets (#5205) # About the pull request Fixes #3211 by making GAU-21 and Laser Cannon ammo pass the weapon to its `cause_data` rather than the ammo crate/battery. # Explain why it's good for the game The dropship is meant to be firing the ammunition inside the crate, not the crate itself. (Although that is fun to imagine) # 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 the death message from GAU-21 and Laser Cannon strikes saying that the player was killed by the ammo crate. /:cl: * Automatic changelog for PR #5205 [ci skip] * Spitter ability bugfix (#5296) # About the pull request Properly recalculates armor for when the ability is being used / deactivated # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details> it works </details> # Changelog :cl: fix: Spitter's charge spit abiltiy now properly adds and removes the 5 armor like its supposed to initially. /:cl: Co-authored-by: InsaneRed <[email protected]> * Automatic changelog for PR #5296 [ci skip] * Fixes carriers being unable to reduce their 'reserved facehuggers' number (#5286) # About the pull request Fixes carriers being unable to reduce their 'reserved facehuggers' number. This was caused by `carrier.huggers_reserved` being set as the *minimum* of the `tgui_input_number()`. I've also changed the `default` argument from 0 to `carrier.huggers_reserved` so that you can see the current number before you change it. # Explain why it's good for the game Sometimes you might want to decrease the number. # 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 carriers being unable to reduce their 'reserved facehuggers' number. /:cl: * Automatic changelog for PR #5286 [ci skip] * Admin audio cue toggle. (#5185) # About the pull request Changes the toggle for ARES interface pings to also include prayers (and renames it due to this) Also moved it from logs category to sound, because it's for sounds... Added SPAN_BIGNOTICE which combines bold & big classes to get rid of "<b><big></big></b>" # Explain why it's good for the game Admin QOL, the sound can be overly intrusive and larger text gets the point across. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Test to confirm it works as intended. </details> # Changelog :cl: code: Added a new span class that combines bold and big. code: Tweaked the way prayer sends notifications to be more efficient. admin: Moved the prayer notification sound to a toggle preference, combined with ARES Interface notifications. /:cl: * Automatic changelog for PR #5185 [ci skip] * Fix xeno wounds layering over weeded xenos (#5289) # About the pull request This PR is a follow up to #5118 to fix the xeno wounds object appearing above their weeded appearance. It now synchronizes its plane and layer with the mob using vis_flags. # Explain why it's good for the game Fixes (defender near wall): ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/186acf03-c686-4114-9d53-c82687e0129c) Fixes (drone under door): ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/49301147-d1cd-49fc-b977-df2c446cdf45) # Testing Photographs and Procedure ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/e5c4d69b-e9a3-429b-a2d5-e7a5915c5fee) # Changelog :cl: Drathek fix: Fix xeno wounds layering over weeds when merged with the weeds /:cl: * Automatic changelog for PR #5289 [ci skip] * Fixes being able to vend infinite alcohol (#5305) # About the pull request Fixes #5291. This was caused by the booze vendor returning a brand new list of products every time something asked for them with `get_listed_products()`, rather than making a single list when initialised in `populate_product_list()` and returning that. I also edited the `get_listed_products()` proc of the 'Experimental Tools' vendor (fancy synth items), since it seemed to be the only one not returning a global list. *(I feel like those would all be better as static variables on each vendor, but there's probably a good reason that they're not.)* # Explain why it's good for the game Infinite booze is... bad? 🤔 # 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 being able to vend infinite alcohol. /:cl: * Automatic changelog for PR #5305 [ci skip] * Fixes the Queen Eye being stuck as immature (#5299) # About the pull request Makes the 'Queen Eye' mob update its name when the Queen passes the 'Immature' stage, by adding a `COMSIG_MOB_REAL_NAME_CHANGED` signal. This would be better if it was more similar to TG's `COMSIG_ATOM_UPDATE_NAME`, but from looking into that it would take a *big* refactor to implement `update_name()`/`update_appearance()`, so this'll probably do for the time being. # Explain why it's good for the game Fixes the queen eye being stuck as immature unless the queen toggles it on and off. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> **Before:** https://github.com/cmss13-devs/cmss13/assets/57483089/329b8e92-29b3-4629-bd94-c0096bea6508 **After:** https://github.com/cmss13-devs/cmss13/assets/57483089/49746267-03f5-4e62-aa5b-6f36927cc3e9 </details> # Changelog :cl: fix: Fixed the Queen Eye still showing as "Immature" after the Queen ages. /:cl: * Automatic changelog for PR #5299 [ci skip] * Automatic changelog compile [ci skip] * Fixes synths being unlungeable while in "critical state" (#5303) # About the pull request Synths were given immunity to dragging from old code back when they could go into 'crit' so they dont get dragged to hell, however they no longer have a crit state but still keep the immunity lunges also do not work because of this. this is not intended. # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> yeah i tested it also no you cant get dragged while dead </details> # Changelog :cl: fix: Synths are no longer immune to lunges / dragging while in 'critical state' since they dont go into crit. /:cl: Co-authored-by: InsaneRed <[email protected]> * Automatic changelog for PR #5303 [ci skip] * Fixes a simple race condition in XRF Setup (#5312) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request As seen on ~~TV~~ Live game Someone can remove the vial during the do_after, bricking the machine as it runtimes and is stuck with processing = TRUE # Changelog :cl: fix: Fixed XRF Scanner bricking if people were adding and removing vials at same time. /:cl: <!-- Both :cl:'s are required for the changelog to work! --> * Automatic changelog for PR #5312 [ci skip] * Shoe item storage refactor (#5263) # About the pull request Refactors shoe item storage to fix #5245, adds a bit of documentation, and generally just makes it a bit neater. (The overall 'Files changed' view looks a bit messy, so I've tried to keep each commit atomic to help with reviews.) # Explain why it's good for the game Code works gooder. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> **Inserting a knife manually:** https://github.com/cmss13-devs/cmss13/assets/57483089/adf6267c-7a30-4c00-ae32-37524048ddc6 **Inserting a knife with the (un)holster hotkey:** https://github.com/cmss13-devs/cmss13/assets/57483089/b66824cb-5ad8-433e-a732-4854c0f68ff4 **Inserting a knife while holding the shoes:** https://github.com/cmss13-devs/cmss13/assets/57483089/0db1ac5c-7375-478a-9464-449657c7b659 **Picking up/dropping the shoes, and inserting a knife while they're on the ground:** https://github.com/cmss13-devs/cmss13/assets/57483089/404a8199-dee0-4cd0-92a9-d2a46cadfac6 **Trying a few different things with two pairs of shoes:** https://github.com/cmss13-devs/cmss13/assets/57483089/c5aab994-1002-4ffe-80e9-ddbaff4f95af </details> # Changelog :cl: fix: Fixed inserting/removing an item from shoes sometimes acting weirdly. refactor: Refactored shoe item storage. /:cl: * Automatic changelog for PR #5263 [ci skip] * Automatic changelog compile [ci skip] * new sprites for predalien (abomination) and co. (#5269) # About the pull request this PR replaces the predalien sprites with some that i think match the look of the rest of our xenos a bit better also replaces the sprites for the predalien larva, adds wounded overlays, and updates the corpse weed sprites ![paulblart](https://github.com/cmss13-devs/cmss13/assets/106241650/68ed6d5c-5536-41e2-9239-04917b6caea4) # Explain why it's good for the game visual consistency good # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![46QUJQC](https://github.com/cmss13-devs/cmss13/assets/106241650/6813bc51-f009-4525-8fe8-f513642f5edf) </details> # Changelog :cl: imageadd: new sprites for predalien, predlarva and weeded corpse imageadd: added predalien wound overlays /:cl: * Automatic changelog for PR #5269 [ci skip] * Automatic changelog compile [ci skip] * north facing m56d shooting angle fix (#5308) # About the pull request prevents m56d from shooting anywhere to the right when facing north # Explain why it's good for the game fix good # 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: m56d can not longer shoot backwards when facing north /:cl: Co-authored-by: vincibrv <[email protected]> * Automatic changelog for PR #5308 [ci skip] * Makes the designation of a tunnel display in chat when entered (#5315) # About the pull request Makes the designation of a tunnel display in chat when a player enters it. # Explain why it's good for the game I've quite often gone through a tunnel to drop a capture off at the hive, and then had no idea which tunnel to select in order to get back. It is possible to examine a tunnel before you go through it to see its name, but this just streamlines the whole process. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> **Before:** ![before](https://github.com/cmss13-devs/cmss13/assets/57483089/de1a4a73-0d39-456a-a7fd-b0ddf401dc4f) **After:** ![after](https://github.com/cmss13-devs/cmss13/assets/57483089/75d139eb-5ea2-41b1-a003-e42b52d08ecd) </details> # Changelog :cl: qol: Made the designation of a tunnel display in chat when a player enters it. /:cl: * Automatic changelog for PR #5315 [ci skip] * Fixes a laser cannon bug which I added (#5319) # About the pull request Fixes CAS lasers only setting fire to a single tile, rather than in a 7x7 range around the target. This was caused by me somehow incorrectly setting the target turf in #5205. # Explain why it's good for the game uh, whoops # 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 the CAS laser cannon only setting fire to a single tile, rather a 7x7 range. /:cl: * Automatic changelog for PR #5319 [ci skip] * Moves around "Remove Splints" and "View playtime" (#5323) # About the pull request This pr moves "View Playtimes" under the "Records" tab of OOC and "remove splints" into "IC" tab . # Explain why it's good for the game viewplaytimes s a record, and "remove splints" should be under IC for new players, not even i remember where to look for it sometimes because under objects doesnt make sense # 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: "View Playtime" is now under the "Records" section under OOC qol: "Remove Your Splints" is now under the "IC" section. /:cl: Co-authored-by: InsaneRed <[email protected]> * Automatic changelog for PR #5323 [ci skip] * Tutorial System: Retutorializing (#5030) # About the pull request Reopening of #4442 Adds a tutorial system to the game, accessible from the lobby screen. The tutorial system is entirely isolated from the main game, allowing players to get a curated experience to be taught the mechanics of SS13 or specific roles within CM. The tutorial system is fully capable of supporting a theoretically infinite amount of players at once, each getting their own instance. See below video for an example of the in-dev "Marine - Basic" tutorial. https://www.youtube.com/watch?v=aWEtd6EAZWk # Explain why it's good for the game Teaching new players how to play the game has always been a tough bit for us, so why not add a full-on tutorial system to get people into the know? # To-Do: This list is alive and will change over time. If you are interested in coding a tutorial, know that it's very easy and that most of the heavy lifting's done for you! You can find a [tutorial creation guide here](https://hackmd.io/@mRAdleXgRfmKqh97O8ixSA/BJQsmO8kT), and you can additionally contact me on discord at any time with questions. Also, you can find an example tutorial [here](https://github.com/cmss13-devs/cmss13/pull/4442/files#diff-843b2f84360b9b932dfc960027992f2b5117667962bfa8da14f9a35f0179a926). Backend: - [x] TGUI - [x] Add finished tutorials to save files - [x] Communicate to players with little playtime - [x] Suppress combat logs and similar done in tutorials SS13: - [x] Basics - [x] Intents Marine: - [x] Basics - [x] Medical - [ ] Weaponry - [ ] Comtech - Basics - [ ] Medic - Basics - [ ] FTL - Basics - [ ] Smartgunner - Basics - [ ] Specialist - Demolitionist - [ ] Specialist - Scout - [ ] Specialist - Pyrotechnician - [ ] Specialist - Grenadier - [ ] Specialist - Sniper - [ ] Squad Leader - Basics Xenomorph: - [ ] Basics - [ ] Builder Caste - Basics # Changelog :cl: add: Added a tutorial system for various roles (and just general information), find it in the lobby screen. /:cl: --------- Co-authored-by: fira <[email protected]> * Automatic changelog for PR #5030 [ci skip] * Fixes immobilized mobs being able to buckle onto chairs (#5317) # About the pull request #5277, fixes the issue outlined here, incapacitated marines should not be able to buckle themselves. # Explain why it's good for the game bug bad # Changelog :cl: fix: fixes immobilized mobs being able to buckle themselves /:cl: * Automatic changelog for PR #5317 [ci skip] * migrated js components to jsx (#5307) # About the pull request First round of refactors for TGUI-5 migration. Here all TGUI interfaces and components have been changed from .js to .jsx. This is to closer align us to the standards of tgstation. Within the components themselves there are no functional changes. Files of interest: - tgui/webpack.config.js - tgui/packages/tgui/routes.jsx - tgui/packages/tgui/interfaces/Filteriffic.jsx - tgui/packages/tgui/debug/KitchenSink.jsx The rest of the file changes should just be .js -> .jsx <!-- 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 Groundwork prep for TGUI 5 # 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: refactor: tgui js components now jsx /:cl: * Automatic changelog for PR #5307 [ci skip] * Fixes runtime in stripping (#5320) # About the pull request The dummy as an example doesn't have skills so we runtime when stripping them. ``` [2023-12-27 21:52:42.147] runtime error: Cannot execute null.get skill level(). - proc name: get strip delay (/mob/living/carbon/human/proc/get_strip_delay) - source file: code/modules/mob/living/carbon/human/inventory.dm,498 - usr: (src) - src: Jack Samerus (/mob/living/carbon/human) - src.loc: the floor (140,46,3) (/turf/open/floor/almayer) - call stack: - Jack Samerus (/mob/living/carbon/human): get strip delay(Jack Samerus (/mob/living/carbon/human), Professor DUMMY the Medical Ma... (/mob/living/carbon/human)) - Jack Samerus (/mob/living/carbon/human): stripPanelUnequip(Professor DUMMY tablet (/obj/item/device/professor_dummy_tablet), Professor DUMMY the Medical Ma... (/mob/living/carbon/human), "r_hand") - Professor DUMMY the Medical Ma... (/mob/living/carbon/human): Topic("src=\[0x3000232];item=r_hand", /list (/list)) - **** (/client): Topic("src=\[0x3000232];item=r_hand", /list (/list), Professor DUMMY the Medical Ma... (/mob/living/carbon/human)) ``` # 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: Runtime in inventory.dm /:cl: * Automatic changelog for PR #5320 [ci skip] * Fixes the failure message when trying to switch pyro fuels (#5321) # About the pull request Edits the pyro spec's fuel pack a bit to make it *slightly* more bug-proof, and to fix it sometimes giving weird failure messages like these: ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/2fa746d0-acc6-402b-ad17-e8fff5f4e3cd) ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/67cef060-55a4-4897-9e52-f6d01e43d3d1) This was caused by me in #5121, presumably because I misread how the check was handled. # Explain why it's good for the game I broked it (sorry) # 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 the pyro spec's fuel pack sometimes giving weird failure messages when trying to switch fuel. /:cl: * Automatic changelog for PR #5321 [ci skip] * Automatic changelog compile [ci skip] * Fixes the Hive Status error when the Queen dies (#5316) # About the pull request Fixes the Hive Status window showing an error message when the Queen dies. For xeno players, the interface just closes. For observing players, the interface will show 'The Hive has no Queen!' where the queen's location was previously. (The bug actually causing the error should be fixed too now) (Note: I'm not quite sure what the `tgui-panel.bundle.css` diff is from, but it kept modifying itself whenever I compiled so I figured it was something related to this.) # Explain why it's good for the game Fixes #4330 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> **Testing queen spawn and death as the queen, as an observer, and as a xeno:** https://github.com/cmss13-devs/cmss13/assets/57483089/ba3b2960-d4ce-4be4-af6b-6daae2d10ac1 </details> # Changelog :cl: fix: Fixed the Hive Status window showing an error message when the Queen dies. /:cl: * Automatic changelog for PR #5316 [ci skip] * gives trucker construction skills (#5231) # About the pull request Gives trucker engineering construction skills # Explain why it's good for the game It is strange to have engineering survivor who can not build cades and walls and it sucks when you have 3 truckers but none able to build openable cades. Giving more skills to survivors should make playing survivor more fun. Trucker still has other diferent skill and gets diferent loudout from engineer # 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: balance: gives trucker engineer level construction skill /:cl: * Automatic changelog for PR #5231 [ci skip] * CL Headsets can utilize two more keys. (#5234) # About the pull request CLs have access to more keys now for CL purposes. This bump should allow them to utilize the new keys without feeling awkwardly limited by the key count. # Explain why it's good for the game You use utility by having limited key access, this should allow people who use keys more frequently to take part in broader information spaces. # 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: Max CL Headset radio keys from 3 to 5. (+2 increase) /:cl: * Automatic changelog for PR #5234 [ci skip] * Refactors some other xeno throws to throw_carbon() (#5237) # About the pull request Reduce boilerplate # 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: code: Refactors some code to new throw_carbon proc /:cl: * Automatic changelog for PR #5237 [ci skip] * Adds a verb to hide action buttons (#5304) # About the pull request Adds a verb on /client to show/hide action buttons Makes it a new variable, as var/hidden also prevents the action from being used ![image](https://github.com/cmss13-devs/cmss13/assets/56142455/1d78441c-5085-4165-a2b7-f7c3e9f7e2c3) # Changelog :cl: qol: Adds the ability to hide your action buttons /:cl: * Automatic changelog for PR #5304 [ci skip] * sentry laptop now uses camera manager (#5309) # About the pull request The sentry laptop had a bunch of custom code for handling gunsight cameras. This PR refactors it to exclusively use the camera_manager component. <!-- 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 Reduction of duplicated code. # 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: refactor: sentry laptop now uses camera manager component /:cl: * Automatic changelog for PR #5309 [ci skip] * Fixes a couple of runtimes with xenos dying (#5322) # About the pull request Trying to call `post_attack()` on something which has already been qdeleted within gib() ``` [2023-12-27 22:10:14.636] runtime error: Cannot read null.comp_lookup - proc name: UnregisterSignal (/datum/proc/UnregisterSignal) - source file: code/datums/components/_component.dm,219 - usr: null - src: Hide (/datum/action/xeno_action/onclick/xenohide) - call stack: - Hide (/datum/action/xeno_action/onclick/xenohide): UnregisterSignal(null, "mob_statchange") - Hide (/datum/action/xeno_action/onclick/xenohide): post attack() - Hide (/datum/action/xeno_action/onclick/xenohide): unhide on stat(Veteran Facehugger (896) (/mob/living/carbon/xenomorph/facehugger), 2, 0) …
# About the pull request due to #5316, the hive status UI checks for a living queen, meaning that hives without living queens (including those that specifically have allow_no_queen_actions (forsaken xenos) were unable to use hive status. while making this PR I noticed that there were two ways to get hive_status and fixed it(and also carried over the we/you). don't look at the branch name. <!-- 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 I like ~~buffing~~ fixing forsaken xenos. also being able to use hive status is intended # Testing Photographs and Procedure <details> <summary>Screenshots Are here! Click me!</summary> forsaken: ![image](https://github.com/cmss13-devs/cmss13/assets/54422837/63d8053e-8e88-41fd-91a3-07382c3c9f64) normal hive (I changed the we/you after this was made) ![image](https://github.com/cmss13-devs/cmss13/assets/54422837/178a7c33-dfea-4418-b341-75341fbacf29) ![image](https://github.com/cmss13-devs/cmss13/assets/54422837/54c64de5-0f73-4d80-988b-f0df8dc15b1b) </details> # Changelog :cl: fix: Forsaken and Feral xenos can now (correctly) use hive-status spellcheck: fixed a case where we/our wouldn't be used when attempting to access hive status with no queen /:cl:
About the pull request
Fixes the Hive Status window showing an error message when the Queen dies.
For xeno players, the interface just closes.
For observing players, the interface will show 'The Hive has no Queen!' where the queen's location was previously.
(The bug actually causing the error should be fixed too now)
(Note: I'm not quite sure what the
tgui-panel.bundle.css
diff is from, but it kept modifying itself whenever I compiled so I figured it was something related to this.)Explain why it's good for the game
Fixes #4330
Testing Photographs and Procedure
Screenshots & Videos
Testing queen spawn and death as the queen, as an observer, and as a xeno:
testing.things.mp4
Changelog
🆑
fix: Fixed the Hive Status window showing an error message when the Queen dies.
/:cl: