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Merge upstream [01.08.2024] #477

Merged
merged 94 commits into from
Aug 1, 2024
Merged

Merge upstream [01.08.2024] #477

merged 94 commits into from
Aug 1, 2024

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Gaxeer
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@Gaxeer Gaxeer commented Aug 1, 2024

About The Pull Request

Merge upstream [01.08.2024]

Xackii and others added 30 commits July 31, 2024 14:32
## 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:
Metekillot and others added 21 commits August 1, 2024 01:01
## 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

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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
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: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:
@Gaxeer Gaxeer marked this pull request as ready for review August 1, 2024 13:37
@github-actions github-actions bot added TGUI Добавление или изменение существующего интерфейса на базе фреймворка TGUI 🔉 Звук Вау... этот звук такой... хуёвый? 🖌️ Спрайты Вы заработали свою миска-рис и кошко-жена. Партия гордится вами! 🗺️ Изменение Карты В этом ПРе затронут файл не станционной карты. Может и не один. 🙏 Слияние с восходящим потоком О великий восходящий поток, спасибо что приносишь нам свои дары контента и багфиксов labels Aug 1, 2024
@Legendaxe Legendaxe merged commit b2eb2bb into master Aug 1, 2024
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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 🔉 Звук Вау... этот звук такой... хуёвый? TGUI Добавление или изменение существующего интерфейса на базе фреймворка TGUI 🗺️ Изменение Карты В этом ПРе затронут файл не станционной карты. Может и не один.
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