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Merge upstream [01.08.2024] #477
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## About The Pull Request Mech fabricator now can be emaged by user who have cyborg skillchip(that one that show cyborg wires). RD and roboticist have this skillchip. ## Why It's Good For The Game RD is like roboticist, but better. ## Changelog :cl: add: RD can emag mech fabricator(like roboticist). /:cl: --------- Co-authored-by: MrMelbert <[email protected]>
…cost below 4 TC cannot get discounted anymore (tgstation#85398) ## About The Pull Request Currently discounts pick 3 random items, often resulting in low-cost useless items being discounted due to the amount of junk in our uplinks. This PR changes the number of discounts to be random between 4~6, and makes sure that cheap items cannot get discounted anymore. Additionally, each discount now is from a unique category as to ensure that you don't get an uplink full of discounted gadgets and no weapons. This translates to roughly half the categories having a discount, giving you a decent chance of getting at least one weapon and gadget discount. Due to this, traitor version of elite MOD no longer can be discounted. Approved by Watermelon on discord. ## Why It's Good For The Game Discounts are rather useless and act more as a lottery with a very small chance of you actually rolling anything worthwhile. This will change this into discounts being a "softer" version of bundles, giving you a cheap loadout that you can opt into and allow it to shape your playstyle. Only item really worth anything below 4 TC is airlock auth card priced at 3, but 1 TC discount off of that won't change much for you. ## Changelog :cl: balance: Discounts now pick 4-6 items each from a unique category balance: Items that cost below 4 TC cannot get discounted anymore balance: Elite syndicate MODs for traitors can no longer get discounted /:cl:
…tion#85380) ## About The Pull Request Carps, frogs and young lobstrosities now fear legendary anglers wearing the legendary fishing hat and will flee. The item is skill-locked, so only those that have maxxed out the skill can wear it. Differently, adult lobstrosities and megacarps (and suicide frogs, which are used nowhere) do not flee but will still prioritize them over the rest. ## Why It's Good For The Game I'm putting some emphasis on the "fish fear me" _(lobstrosities and frogs aren't exactly fish but it'd been quite boring to only include carps)_ and also making the hat a bit more than just some cosmetic novelty. ## Changelog :cl: add: Carps, frogs and young lobstrosities now fear people wearing fishing hats! Adults and megacarp favour the 'fight' part of the fear reflex however. fix: The hat stabilizer module now inherits the clothing traits of the attached hat. /:cl:
…#85374) ## About The Pull Request ```php /obj/item/flashlight/eyelight name = "eyelight" desc = "This shouldn't exist outside of someone's head, how are you seeing this?" obj_flags = CONDUCTS_ELECTRICITY item_flags = DROPDEL actions_types = list() ``` ## Why It's Good For The Game ## Changelog :cl: grungussuss fix: the abandoned plasma research facility on icemoon no longer has an item that shouldn't exist /:cl:
…n't been used before (tgstation#85367) ## About The Pull Request Closes tgstation#85364 Organs now mark themselves after being removed from someone, which is that the perk checks for ## Changelog :cl: fix: Heart eater wizard perk no longer works activates on organs that haven't been used before /:cl:
## About The Pull Request Slightly slimmed down the helmet, changed belt into plates, recolored brown parts to blue and added a few more glowy bits to the mining MODsuit. ![image](https://github.com/user-attachments/assets/a6e3113f-205e-401d-881a-fc87925cec7f) Here's what it looks like currently ![image](https://github.com/user-attachments/assets/887be8c1-fe0c-4d8f-b574-051cf6c78c0e) Mining MODsuit now hides belts, has THICKMATERIAL while active and got large capacity storage. Eating apparatus no longer has an on-person sprite. Adjusted drill module active sprite to actually fit on your hand instead of being slightly to the side. ## Why It's Good For The Game Currently the MOD looks a bit goofy, I tried making it a bit more streamlined without removing the bulk and look of a reinforced explorer exosuit. Belts are hidden for the sake of visuals, as almost all miners wear riggings which do not fit with the MOD spritework at all. While inactive it has THICKMATERIAL but for some reason loses it when activated, which doesn't make much sense. Its a thick, armored spacesuit. Eating apparatus isn't a module that people around you need to be acutely aware of, nor did it look particularly good. I tried respriting it but there's not much to be done with 12 pixels worth of space. Large storage is a rather impactful change - currently only loader and advanced (CE's personal) MODs have it, and more can be printed after researching advanced engineering MODsuit designs (from my experience, usually done by ~40 minute mark). Storage space is a very important aspect, and mining MODs already have high competition with ash drake and H.E.C.K. armors. Having less storage makes them a weird sidegrade, arguably even a downgrade, to roundstart explorer gear that has been upgraded with plates; its only real advantage is being able to pass through lava and freeing a pocket previously occupied by your ore satchel due to arcmining nerfing its main purpose (ore mining). While this still is technically worse than roundstart backpacks, this should allow them compete with with other equipment in terms of usability. ## Changelog :cl: balance: Mining MODsuits are now considered thick clothing and gained expanded storage. image: Mining MODsuits got a slight glowup and hide belts now /:cl:
…tion#85318) ## About The Pull Request https://github.com/user-attachments/assets/8949965f-a78a-4f3d-b528-afcdfe5c4e72 Drag'n'dropping items inside of an open storage that you can access will reorder them. I had to register dropping onto items themselves instead of cells as they ignore icon transparency when in storage for QOL reasons, so bear with that. ## Why It's Good For The Game Reordering your storage currently requires taking out all items in front of position that you want a certain item to be and putting them back in which could be rather annoying with large storages. ## Changelog :cl: qol: You can now reorder items inside storages by dragging them /:cl:
## About The Pull Request https://github.com/user-attachments/assets/9c47c512-ff22-4832-9524-fd6f3e6147c7 Pickup sounds for: - all guns - riot shields - handcuffs - batons and telebatons - pepper spray - all grenades Storage open sound for: - security belt, security webbing, all holsters Successfully cuffing someone now has its own satisfying sound! ## Why It's Good For The Game The most combat intensive role in the game doesn't have these sounds to complement their gameplay, these sounds will increase the amount of danger audio cues you can listen for and give feedback to players on what others are doing. ## Changelog :cl: sound: guns have pickup and drop sounds sound: security belts and holsters have opening sounds sound: handcuffs have pickup and drop sounds sound: stun batons and telescopic batons now have pickup and drop sounds sound: grenades have pickup and drop sounds sounds: riot shields and telescopic shields have pickup and drop sounds sound: successfully handcuffing someone has sound /:cl:
…s which become frogs. (tgstation#85346) ## About The Pull Request I've componentized part of the code that manages raising lobstrosities from chrabs so that it can be added to other fish too. As proof of concept, I've added tadpoles. Tadpoles are not fished like the rest, instead you merely right-click a puddle and after 5 seconds you'll get one. Tadpoles are fairly fragile, cannot be butchered, don't reproduce, require lukewarm freshwater, need to be feed frequently, and become frogs after about 3 minutes. ## Why It's Good For The Game A small needed refactor for the chrab code, plus another small fish to make it easier to complete the first fish scanning experiment. ## Changelog :cl: add: Added tadpoles, which can be scooped from puddles with right-click. Functionally they're like most fish, which require an aquarium to survive, and also need to be fed fairly frequently, however they quickly become frogs after about 3 minutes of care. add: Every station now has a couple puddles. One at the public garden and the other in prison. qol: Changed the name of an aquarium UI button from "Reproduction Prevention" to "Reproduction and Growth", as it controls both fish breeding and growth. /:cl:
## About The Pull Request I didn't remove or change a few copypasted lines. @Jacquerel. ## Why It's Good For The Game They won't flee otherwise. ## Changelog N/A
…tgstation#85417) ## About The Pull Request Reverts spell invocation changes. ## Why It's Good For The Game After seeing this on live for a while, I think it isn't quite worth it. A lot of the spells sound better, but the most common ones don't, so it just ends up being silly overall. ## Changelog :cl: del: Revert "Heretic spell invocations now use one dead language per path" /:cl:
## About The Pull Request You actually could duplicate iron by assembling and disassembling wallmounted sparklers or light switch. Well, now you can't. ## Why It's Good For The Game I cannot make a cassle out of one iron sheet :( ## Changelog :cl: fix: fixes a way of duplicating iron with wallmounted sparklers and light switches /:cl:
…tation#85079) ## About The Pull Request The charge indicator overlay on power cells is now properly updated when the cell is charged/discharged. Before, you could use a power cell until it's empty and the overlay wouldn't change at all. ## Why It's Good For The Game The overlay is there to indicate the charge of the cell. It should work. ## Changelog :cl: fix: The charge indicators on power cells now work properly. code: Removed some now redundant power cell appearance updates /:cl: --------- Co-authored-by: jimmyl <[email protected]>
…station#85429) ## About The Pull Request Turfs are static objects and you can safely hold reference to them because their reference does not change on deletion. ## Why It's Good For The Game Makes lua scripts more stable since signals don't get unregistered on turf deletion. ## Changelog :cl: admin: Turfs in lua will no longer become invalid on deletion. /:cl: Co-authored-by: Watermelon914 <[email protected]>
## About The Pull Request See title. It's broken because it's not resuming the proper yielded coroutine, it's getting the global next yield index. ## Why It's Good For The Game Fixes SS13.wait breaking if called more than once. ## Changelog :cl: fix: Fixes SS13.wait not working when called multiple times before it finishes waiting. /:cl: Co-authored-by: Watermelon914 <[email protected]>
## About The Pull Request ![image](https://github.com/user-attachments/assets/8c7247c3-ecf8-4598-a5d3-8db9cbef8921) I didn't check the examine text on the circuit boards when I was adding them. The pipe fitting items didn't have a proper name and the examine text was saying "pipe", confusing players. Also the machines remained wrenched down on construction if the frame was wrenched. And the fittings that people get from the RPD didn't have the correct typepath. ## Why It's Good For The Game Fixes tgstation#85384 Fixes tgstation#85409 Fixes tgstation#84778 ## Changelog :cl: fix: Portable atmos machine circuit boards list correct components fix: Portable atmos machine circuit boards accept unwrenched fittings fix: Portable atmos machines are movable on construction /:cl:
## About The Pull Request Fixes tgstation#85424 Reduces the volume of the alarm buzz Scanner on guns mode doesn't trigger for mindshielded players ## Changelog :cl: LT3 fix: Scanner gate now detects items thrown through it fix: Scanner gate does not alarm for guns on players with mindshield fix: Scanner gate does not alarm for guns on players with weapons ID card access sound: Reduced volume of scanner gate alarm /:cl:
## About The Pull Request This pull requests shuffles a couple of lines of code around, so that all machines now check their parts during their initialization. I noticed that we had a lot of bespoke handling for mappers who wanted beefed up machines, so instead this will just make it so that machines check their parts during init in case the machine is upgraded or somesuch. ## Why It's Good For The Game Mappers are a lower species but it's good practice to make their lives a little easier anyway. ## Changelog :cl: Bisar qol: Machines check their parts during initialization now; this will usually apply in cases such as a machine in a prefab having been varedited to be upgraded. code: All machines check their parts during initialization. /:cl:
## About The Pull Request I broke all the vendors I gotta unbreak them ## Why It's Good For The Game Fixes tgstation#85477 until I can read through a few thousand lines of code for vending machines ## Changelog /:cl:
## About The Pull Request Adds a bronze dimensional theme ![image](https://github.com/user-attachments/assets/07e3566a-c8b6-4a95-88f6-b5866e7daf03) ## Why It's Good For The Game There are a lot of bronze objects and it makes an excellent candidate. It even has a funny sound ## 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 mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. 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. --> :cl: add: Adds a bronze dimensional theme /:cl:
…r when wielded (tgstation#85443) ## About The Pull Request Closes tgstation#85431 ## Changelog :cl: fix: Bamboo staves can now be wielded fix: Bostaff no longer disappears forever when wielded /:cl:
## About The Pull Request Closes tgstation#85434 Closes tgstation#85435 Closes tgstation#85432 ## Changelog :cl: fix: Rice hat no longer disappears upon being toggled and can be raised back up. Toggling sprites is now done by alt-clicking /:cl:
## About The Pull Request I noticed admins talking about how `TRAIT_VENTCRAWLER_ALWAYS` was missing from the VV dropdown, which is a useful one to be able to stick on arbitrary mobs. I fixed that and while I was there, also went down the mob trait list and added some other ones that were missing (chiefly because they're new and whoever added them didn't think to put them in the separate list). I'm not going to go down the whole list because there's a lot. ## Why It's Good For The Game Admins kept asking why they couldn't make people ventcrawl using VV and now they can. Probably nobody was asking for the other ones but now they can use them. Some of them are even useful. ## Changelog :cl: admin: Adds some missing traits to the mob trait list in VV /:cl:
## About The Pull Request Flashdarks now actually produce darkness. The bugfix that broke this added their fix to them even though the bug didnt apply here. (tgstation#79240) ![image](https://github.com/user-attachments/assets/5c23ac5d-ce73-4b40-92c9-2c7c2770730b) closes tgstation#68638 ## Why It's Good For The Game A bugfix is good for the game. ## Changelog :cl: fix: Flashdarks now broduce darkness upon toggling /:cl:
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🖌️ Спрайты
Вы заработали свою миска-рис и кошко-жена. Партия гордится вами!
🙏 Слияние с восходящим потоком
О великий восходящий поток, спасибо что приносишь нам свои дары контента и багфиксов
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Вау... этот звук такой... хуёвый?
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В этом ПРе затронут файл не станционной карты. Может и не один.
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About The Pull Request
Merge upstream [01.08.2024]