-
Notifications
You must be signed in to change notification settings - Fork 585
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Upstream sync #1980
Merged
Merged
Upstream sync #1980
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
* Added 18 new bounties + tags, couple of balance tweaks * Oops, 2 corn tags. * Fixed another duplicate from merge conflict * Fixed all arbitrage issues * Removed metamorphic glass/manly dorf bounty * Removed manly dorf bounty * Removed manly dorf bounty * Removed manly dorf bounty * Changed hiviz tag, removed commented out bounty * Removed extra line * Change HiViz tag * Removed unused tag * Removed LaceupShoes, changed HiViz * Changed flavor text for fruit bounty * Removed live mouse bounty
Use Log with generated sawmill name rather than explicitly named one for all non rule-based Content EntitySystems.
* ю * Fences * bench, stairs and fence shadow * small gate desc * empty * empty * destructible * price fix
The math for our pressure damage (barotrauma) system is directly taken from TG. The constants are the same and the math is almost the same. However there are two errors. 1. Pressure damage started being applied within the WARNING bounds, rather than the HAZARD bounds. This means you started taking low pressure damage at 50 kPa instead of the intended 20 kPa, and also the HUD icon didn't show "danger" like it should even if you were already taking damage. 2. The calculations for high pressure damage were wrong. These are supposed to be linearly scaled, but the function was wrong so the scaling didn't actually work properly (especially when considering the fixed bounds above). This appears to be the case because the function was taken from an incorrect comment in the original source, rather than the real math. Both of these issues are now fixed to match the TG behavior. Note that this somewhat nerfs pressure damage in non-extreme circumstances. e.g. a room at 40 kPa now gives NO pressure damage, whereas previously it would do full space damage. The description of the pressure alerts is wrong for "low" severity, but I can't be arsed to fix that right now. Alerts don't have a way to change the description depending on severity...
If a room's pressure drops it can become unbreathable long before people start taking pressure damage, and so also long before the air alarm starts reporting a danger state. I've increased the values so that the air alarm should show danger if the pressure becomes so low as to be unbreathable.
Price 8-6 TC
SS13 Criminal Record Icon Location REAL Adds a new Offset DataField to the StatusIcon Prototype. It effects status icon location on a per-pixel level. Not sure what else it could be used for, but hey, nothing wrong with generalizing. Also moves the mindshield icon priority to one, to fix an unreported bug with them covering non-job icons.
suit slot my beloved Co-authored-by: vanx <#vanxxxx>
* a * review * g
* reach update * fixgridatmos * invalid link error * move arrivals to the side * who are we if we just get squashmerged anyway * chocolate machine
* move faction prototype to shared * move faction exception and member stuff to shared * fix breaking changes for random stuff * move pettable friend stuff to shared * mostly fix * final fixy * dragonops * final fixy II * use querys and fix warpspeed fish (probably) * fixer * Rrrr! --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <[email protected]>
* Add reckless replay load button * A * More descriptive button
Fix borg chargers not working
* Improvements to the medical hud interface * Adds an icon for SSD players * Indentation fix * Update sprites, changes direction and adds new status icon. * Adds decomposing icon * Code cleaning * Changes Crit Icon sprite * Simplifies the decision structure * Changes copyright line * Changes Critical Icon sprite * Makes the Critical Icon border darker * Changes sprites to /tg/ station * Updates copyright * Makes Dead Icon animation slight faster * Code cleaning * Remove some unused imports * Code cleaning and rename icon * Minor code cleaning
* Create lone ops outfit and 60 TC radio * Changed lone op entity to use the new loneop outfit prototype * Fix shop --------- Co-authored-by: Plykiya <[email protected]>
Oops In #26217 I re-organized the logic for the calculation. Part of that was moving the logic for GetFeltLowPressure and GetFeltHighPressure to be done before we actually check the hazard thresholds. What I didn't realize is that, with how our pressure protection is set up, these functions can return values so extreme they rebound into the other category. For example, according to the math, when you're wearing a hardsuit in a low-pressure environment you have "felt" pressure of 1000 kPa. Yeah that's not right. Now these functions clamp their result to OneAtmosphere, in the appropriate direction (101.3 kPa). Fixes #26234
* hmngm * fix
* Spray Paint (Draft) * paint colors, paints in maints loot, cargo crate of paints. * fix * remove paint (sort of) * moved paintcleaner into own system * Moved paint to server (had to unfortunately) * doafter now breaks when moving away. * cant paint mobstatecomp * loads of fixes * fixes * fixes * nopaintshadercomp * fixes * fix * use locale for paint remove string * remove nopaintshadercomponent and use blacklist * remove enabled.true from visualizer * paint doafter event. * add verbs for paint and remove paint and icon for paint verb. * fixes * no longer replaces shader when shader exists. * replace forloop with foreach, check shader before adding and removing. * paint doafter now separate so no copy paste code * Entities in sprayed targets item slots are also now correctly sprayed. * fix * fix * fix airlock psray painter now removes painted before painting door. * spray paints now use openablecomponent. * fix * fix damn accesstypes. * fix * fix
Fixes #20645
* Ported from guidebook-cleanup branch on my fork * Missed a skill issue, thanks Tayrtahn * Fixed misinformation
* Craftable ducky slippers * fix node --------- Co-authored-by: Plykiya <[email protected]>
…ok (#26253) * Fix name Forgot the name was also different * Fix Name, wording happened so fast I messed up
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement. * Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs. * Make DoAfterArgs only use OnMove to determine whether to check for movement and MoveThreshold to determine the threshold regardless of weightlessness. Gave DistanceThreshold a default value which will always be checked now. * Fix issue introduced by merge. * Use interaction system for determining whether a distance is within range * Fix incorrect doafter args introduced by previous merge. Forgor to commit these. * Exorcise ghost. The execution system should have been deleted when I merged previously. For a reason I cannot comprehend it came back, but only the execution system. * Exorcise ghost Pt. 2 * Allow for movement check to be overriden in zero g and adjust doafter args where needed. You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check. The following doafters were made to ignore the movement check in zero g: - Healing yourself with healing items, - Removing embedded projectiles, - Using tools like welders and crowbars * Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement. * Fix evil incorrect and uneeded comments
* Fix build - Fixes a couple paint things that were broken. * wat
crab crab crab crab crab its all crabs.
* Replaced uses of Dirty(Component) with Dirty(Uid, Component) Modified some systems (notably pulling-related) to use uids. * Missed a few * Revert changes to pulling * No
* book * Update book-authorbooks.ftl
* throw miss * event * whoops Co-authored-by: metalgearsloth <[email protected]> * fix popup duplication * Separate cancellable event * no popup, no problem * remove leftover stuff --------- Co-authored-by: metalgearsloth <[email protected]>
Update animals.yml
* ok * Update welders.yml
Wire layouts manually navigate the inheritance hierarchy, but the data fields on the prototypes were also automatically inherited already. This meant that inheriting a wire layout prototype and changing nothing would cause the wires to be duplicated unless they were manually modified on top. Fix is easy: just disable inheritance on the data fields. Also, integration test for it.
* add per-department wire layouts * fix science/research inconsistency * fix wireLayout inheritance * science is no longer security * Security doors back to normal wire count * implement proper wire inheritance * revert WiresSystem.cs fix
* Pizza is not a fruit * Also the slice * Let the lizards still eat pizza
# Conflicts: # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/StatusIcon/antag.yml # Resources/ServerInfo/Guidebook/Engineering/TEG.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Structures/Furniture/chairs.rsi/meta.json # Resources/Textures/Structures/stairs.rsi/meta.json
github-actions
bot
added
Status: Needs Review
This PR requires new reviews before it can be merged
Changes: Localization
Can be reviewed or fixed by people who are knowledgeable with translation
Changes: Map
Can be reviewed or fixed by people who are knowledgeable with mapping
Changes: Sprites
Should be reviewed or fixed by people who are knowledgeable with spriting or visual design
labels
Mar 20, 2024
Morb0
pushed a commit
that referenced
this pull request
Mar 26, 2024
Co-authored-by: lzk <[email protected]>
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Labels
Changes: Localization
Can be reviewed or fixed by people who are knowledgeable with translation
Changes: Map
Can be reviewed or fixed by people who are knowledgeable with mapping
Changes: Sprites
Should be reviewed or fixed by people who are knowledgeable with spriting or visual design
Status: Needs Review
This PR requires new reviews before it can be merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Описание PR
Медиа
Проверки
Изменения