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UPDATE: Обновляемся до последней версии офов #1306
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MysticalFaceLesS
merged 345 commits into
CeladonSS13:beta-dev
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MrCat15352:cultists_remove
Dec 29, 2024
Merged
UPDATE: Обновляемся до последней версии офов #1306
MysticalFaceLesS
merged 345 commits into
CeladonSS13:beta-dev
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MrCat15352:cultists_remove
Dec 29, 2024
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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> deal with cell sizes, snowflaked gun inits for diffrent mags and evil subtypes a basic unit test to make sure it works you can now pass a arg to empty a guns, ammo boxes, and cells in new so we don't need 8 billion sub types for that. using that, gun cases now are easier to make and have a sub type which grabs guns from the tile its on for mappers. cool regex if stuff conflict merges cell_type = (\/[\w\/]+) or mag_type = (\/[\w\/]+) default_ammo_type = $1\n\tallowed_ammo_types = list(\n\t\t$1,\n\t) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- 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. --> :cl: fix: ammo refactor: refactored ammo types to not be snowflaked when handling spawning subtyped guns /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request TODO: - [x] Actually implement claymores (should we let players have them?)(Cargo?) - [x] Remove weird sprite shim I made when world icons are merged, add world icons to mines - [x] Sprites (this time we actually need them since the placeholder ones are tgmc & I didn't ask for permission) Adds Mines that explode when an object passes in front of them & fire an ammo casing in that direction. Adds claymores as an implemented example of this- short range, shreds people at point blank. Adds World Icons to normal Mines I had to do some tweaking behind the scenes to implement mobless casing firing- but I'm pleased to say that fire_casing() can now deal emotionally with being handed a null user. Also minorly tweaks explosion devastation, so heavy explosions can only strip tiles that have already been damaged You can still immediately strip tiles with devastating explosions <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game FRONT TOWARDS ENEMY <!-- 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. --> ## Changelog :cl: add: Directional Mines, implemented as Claymores. add: Mines now have World Icons balance: explosions now only strip to space when a tile is already damaged fix: Prox mines explode from slightly further away & no longer activate through walls. fix: Multiple mines can no longer be stacked on a tile code: fire_casing() can now be called by non-mobs, allowing objects to shoot casings. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This pull request is focused on ERTs. It does not add any ERT subshuttles. It does the following: * Removes the /centcom series of outfits (ERTs, dsquaddies, inspectors, and so on) because the system wasn't a subtype of job outfits and was Old. It does not remove their content. * Adds the outpost_access boolean to ERTs, which determines if ERT members should be given access to the outpost. * Does some Misc things: * Subtype of CM-15 mag with inc ammo. * Subtype of CM-5 mag with rubbershot ammo. * Changes up the loot in the ramzi commando outfit a bit. * Adds a bunch of subtypes of webbings with ammo. * Smokebombs no longer have dead memes in their desc. * Adds and changes a bunch of fucking ERTs: * Indies ![indie_erts](https://github.com/user-attachments/assets/4a6f52ac-591d-4189-bede-89ab41799f2b) * Deathsquad was moved to here. Also, they get a janitor and pizza delivery team, plus an EVA variant of the EMT team. * Roumain ![srm_erts](https://github.com/user-attachments/assets/d5299176-def8-4988-8814-c844216f0dc3) * This was originally the primary focus of this PR. There's two teams to choose from: * A hunting party, composed of a Montagne, a Machinist, a Doctor, and some Hunters. * A defense militia, composed of a Montange, a Colligne, a Machinist, a Doctor, and some Hunters. The hunters this time have a variety of ouchy hurt guns, notably the Montange with a two-bore. * CLIP ![erts_clip](https://github.com/user-attachments/assets/839eb885-7da8-4645-ac1f-12a410bd895e) * CLIP kind of stole the spotlight from Roumain, with a whopping 6 teams to choose from: * Standard team, with a Sergeant, Corpsman, Gunner, Engineer, and the common Minutemen. EVA Variant included. * An inspector. For your Inspector ERT needs. * A BARD Field Team, with some BARD Field Agents, so you can prove that damn poster wrong. * A BARD Emergency Team, with Fire, Medical, Xenofauna Specialists and Master Sergeant, so you can prove that damn poster right. * A C-MM Military Police team, with a riot variant, so you can keep safe all of the above. * A C-MM Media team, so you can take photos of all of the above. * Inteq ![inteq_erts](https://github.com/user-attachments/assets/44807c24-1c5b-462c-bd5c-525ac62fc6e8) * Inteq has three ERTs to choose from: * A run-of-the-mill team, composed of a Vanguard, Artificer, Corpsman, and some Enforcers. EVA variant. * A honor guard team, standing in as a military police team and defending any notable figures. * A mothership investigator. Inspector ERT. * SolGov ![erts_solcon](https://github.com/user-attachments/assets/8b0cd506-69aa-4ab9-a0a8-7425f659cff6) * I didn't do much here. Inspector has some cooler gear, I suppose. * NGR ![syndie_erts](https://github.com/user-attachments/assets/02d90da3-f42a-4470-a3a9-a9db84fdf2f5) * The NGR ERT got updated to use their up-to-date gear, of particular note the Marksman and Grenadier. * They also get an official for Inspector ERT Needs. * Cybersun * Cybersun wasn't touched much. * Brand new Hardliner ERT. * Cybersun Representative, Inspector ERT. * PGF ![erts_gezena](https://github.com/user-attachments/assets/8e07f655-5222-4910-ba05-bc47bd28e252) * The PGF gets a standard team, with a Gunner, Medic, Engineer and Gunnery Sergeant. * There is a Federation Observer, which is the inspector ERT. * Ramzi * Ramzi has a single ERT to choose from. This basic team should not be underestimated; it has a Demolitionist with a rocket launcher, a Medic with combat simulants, a Leader with access to varying types of shotgun ammunition, and Cell Members with explosives to spare. If they know how to use their gear right, they might not die in a Vaquero airlock. * Fronties ![erts_fronties](https://github.com/user-attachments/assets/8d32dd49-a3a3-4f14-b04e-3af181a47e6b) * The Frontiersmen now have four ERTs to choose from: * A basic team, with Illestern Riflemen and an Officer. There's an unarmed variant if you want to equip them yourself. * A raiding team, with Riflemen, an Engineer, a Medic, and an Officer. Balanced, probably. * Shock troops, with a Sentry, a Flametrooper, Shock Medic, Shock Officer, and SKM Riflemen. Finally, the sentries see some use. * A randomized team. The chances and equipment were reviewed a bit so you have more chances of getting something Fun instead of Nothing. * NT ![nt_erts](https://github.com/user-attachments/assets/aaab7554-ca7b-4be3-b3a9-d8bad55d317a) * Practically every NT ERT has been killed off except a Vigilitas security team, an N+S delivery team, and CentCom's last stand - the inspector ERT. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game please play SRM <!-- 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. --> ## Changelog :cl: add: A lot of ERTs and ERT remasters, including Fronties, Ramzi, PGF, NGR, Indies and whatnot del: Most Nanotrasen ERTs have been shelved pending assets del: Smokebomb randomized descriptions /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: meem <[email protected]> Co-authored-by: rye-rice <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request REFERENCE OBLITERATION SUTRA(FIVE PALM STRIKE) (UNAVOIDABLE TECHNIQUE) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Oops I should be demoted <!-- 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. --> ## Changelog :cl: fix: cleans up mine wire datums on mine deletion /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Fireaxe now cheaper Fireaxe can be sold in greater amounts <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game It's stupid that a melee weapon/tool is sold for nearly as much as Actual Rapid Fire Weaponry <!-- 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. --> ## Changelog :cl: balance: Fireaxes on the black market now cost less. Thanks Kiirv-Waha! /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Co-authored-by: Erika Fox <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> requsted by thgvr <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- 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. --> :cl: code: better pr labeling for ships and ruins /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request ![StrongDMM-2024-10-06 19 02 02](https://github.com/user-attachments/assets/f44a57a7-ef44-4696-8c08-c00a2ba63367) ![StrongDMM-2024-10-06 19 02 03](https://github.com/user-attachments/assets/4b862d9e-13b7-486f-83ca-c5de470dc7ca) ![dreamseeker_qhkyYgbpdx](https://github.com/user-attachments/assets/2f4dd01a-527e-4e9f-bd70-ec9ad8653d73) ![dreamseeker_8jf3u0ZlwA](https://github.com/user-attachments/assets/d7e3b7ac-1e96-4b32-b3bc-a6e213c648db) ![dreamseeker_jJx71tKdzb](https://github.com/user-attachments/assets/16b5a426-d622-4059-926c-151ce0a41e61) Adds the Raleigh Class Corvette - a century old design manufactured by Kasagi-Fischer for yuppie solarians, and now retooled for usage as a mercenary vessel. Originally sold as a 'Safari Ship', or a 'Yacht' in some markets, the strange shape and relative quality of the design made it very appealing for usage by unaligned mercenaries forces, with the vessel capable of carrying a small complement of supposedly professional soldiers. The Raleigh supports a crew of: 1 - Captain 1 - Lieutenant 1 - Engineer 3 - Troopers 1 - Recruit (random guy we found) The Raleigh's gear includes: 1 - E40 1 - Cobra-20 2 - Ringnecks Assorted Machetes The Yuri Room The Gambling Room The Emergency Medical Hologram <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Adds a combat/rp focused ship for mercenaries that's |not| inteq. Think of all the possibilities. <!-- 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. --> ## Changelog :cl: add: Kasagi-Fischer has begun a new production run of the venerable Raleigh-class Corvette. See your purchaser's manual for more information! /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Erika Fox <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Remasters the currently removed and unpersoned wasteplanet tradepost map. You have never seen this pr before. ![dreamseeker_aqYq8vThLj](https://github.com/user-attachments/assets/2b3ae689-252a-474a-abe2-bf5a8afbce15) ![StrongDMM-2024-10-17 17 39 28](https://github.com/user-attachments/assets/940321b0-c2b4-4f5c-af96-e093230e679f) ![StrongDMM-2024-10-17 17 40 03](https://github.com/user-attachments/assets/f52f8596-e3b0-4930-bce0-994147f0a1ca) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game A 'new' ruin of decent quality and some more mapgen options should enrich the experience. <!-- 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. --> ## Changelog :cl: Erika Fox add: An abandoned tradepost has been located in the system. Investigate nearby waste worlds for more information. add: preburnt flares /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Erika Fox <[email protected]> Signed-off-by: Erika Fox <[email protected]> Co-authored-by: Erika Fox <[email protected]>
…3#3592) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Simple humans now pull armor values from armor, currently set as whatever they appear to be wearing The armor_base variable has a vv intercept to update armor values automatically for bus Intuitive that the guy wearing super heavy armor dies to AP rounds and not 3 shotgun shells :cl: balance: simple humans now have as much health as normal humans! This makes them weaker! balance: simple humans now also benefit from their armor as much as normal humans! This makes them stronger! /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Theos <[email protected]> Signed-off-by: rye-rice <[email protected]> Co-authored-by: Mark Suckerberg <[email protected]> Co-authored-by: rye-rice <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This PR modifies the search algorithm for points of interests so that the real name of a character, e.g. "Kristina Dryden" is what gets passed to the search function, instead of a character's "full name", e.g. "calm human woman". ![vf7sJJ034D](https://github.com/user-attachments/assets/59b9381b-f49d-4564-a8b7-e33653706693) The sorting algorithm seems to take jobs as the sorting parameter, instead of real names. As of right now, the portion of code that causes this to occur still eludes me. ## Why It's Good For The Game This felt like a minor oversight to me. It feels clunky to search for a character's name and have the search return no results because the search function had been looking for a character's _attributes_ instead. ## Changelog :cl: fix: fixed the orbit menu search function so that names work again /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
Adds sprites for snouted balaclava variations (all sprites by moffball). Also adds a short snout variant, for Elzuose (coded with the help of @rye-rice). Comes with balaclava sprites for Elzuose as well (sprites also by moffball). (Top to bottom: Combat Balaclava, Inteq Balaclava, NGR Balaclava, NGR Facemask, Balaclava) ![image](https://github.com/user-attachments/assets/f6b5cb36-c2d1-4c25-9b40-34c5cb2ea0f8) Sarathi and Elzuose would no longer have weird clipping while wearing these masks :) :cl: MemeSnorfer and Moffball imageadd: Snouted balaclava sprites for both Sarathi and Elzuose code: Elzuose snout type, for use with mask sprites /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Gonna try this out to see if it improves how Kepori actually feel. I don't really think straight up taking more damage is an interesting downside, considering their only upside was being a little faster. This also greatly lowers the movespeed modifier. Personally I don't really think it's a good idea to have a straight numbers modifier as a nerf like this, considering we balance things without even thinking about this. Projectiles and mob attacks do a high amount of damage, and it's all but guaranteed to break or completely disable a limb in one hit. With limb armor being fairly rare to come by, and the area a projectile/melee targets having RNG on where they actually hit, it's not actually that interesting. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Changelog :cl: balance: Removed Kepori damage modifiers. balance: Decreased Kepori move speed modifier. (They are still a bit faster than average) /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Newscasters can now check your ID through a wallet. Newscasters no longer display your job. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game functionality <!-- 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. --> ## Changelog :cl: fix: Newscasters can now read IDs through a wallet. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Bjarl <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Changes the vote sound to announce_dig.ogg ## 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. --> The current vote sound is easy to miss, and I think this one might be better as it's a longer and louder tone. ## Changelog :cl: add: Vote sound changed to announce_dig.ogg /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Title. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game A magical power is stopping you from bandaging that moth because they already died. Kinda goofy I'd say? <!-- 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. --> ## Changelog :cl: tweak: Medical stacks now work on corpses. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
…st-ss13#3600) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Credit: Naksu, octareenroon91, and vuonojenmustaturska for the original plasma shard sprites. Original PR is here: [https://github.com/tgstation/tgstation/pull/40327](https://github.com/tgstation/tgstation/pull/40327) This change adds plastitanium shards and lightly modifies plasma shards. **Plastitanium shards** | plastitaniumlarge | plastitaniummedium | plastitaniumsmall | plastitaniumtiny | |-------------------|--------------------|-------------------|------------------| |![image](https://github.com/user-attachments/assets/2196d5be-b8f5-4879-bc00-20b92a25de5c)|![image](https://github.com/user-attachments/assets/341a3a00-1213-4d7e-9792-5ac47ba70539)|![image](https://github.com/user-attachments/assets/91ac24fb-b9bd-415d-804c-07bbb3a54546)|![image](https://github.com/user-attachments/assets/9424b468-fbd9-4507-8db3-94becfe45272)| **Plasma shards** | before |![image](https://github.com/user-attachments/assets/553d1c11-9ecc-401e-869c-0cd9701ca015)| |--------|---| | after |![image](https://github.com/user-attachments/assets/e4f02d01-628d-443c-8765-4e457ab1a13c)| ## Why It's Good For The Game Plasma shards were modified because it seemed to me like there were a few artifacts that remained in the sprite. These have been cleaned up. As for the plastitanium shards, they have been added in order to make things a little more consistent. Currently, if a plastitanium window is broken, plasma shards are dropped. This change should fix that and make it so that if a plastitanium window is broken, a _plastitanium_ shard is dropped. ![image](https://github.com/user-attachments/assets/512dc9a9-9b17-4a49-bece-dd583bacd977) All of the glass shard sprites will likely need to be touched up in the near future, but this may serve as an okayish backbone for future work. My spritework here may not be the best, so please critique it if it can be improved. ## Changelog :cl: add: Added plastitanium shards fix: fixed some artifacts in the plasma glass shard sprites /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Design disks work again ## Why It's Good For The Game This is probably going to die before Christmas but we should have features that work ## Changelog :cl: fix: Design disks work again /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Refactors lootdroppers, giving them a fresh coat of paint from tgstation/tgstation#60522 Ports docking port sprites from tgstation/tgstation#82729 I also tweaked some of the mapping helper's icons. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- 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. --> :cl: refactor: refactored some mapping stuff including random spawners! /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request shiptest-ss13#3558 accidentally ported the JSON log support for qdel logs, despite the fact we still use old normal logs. This moves us back to the version we support, and also adds support ## Why It's Good For The Game qdel logs are nice to have for gauging prevalence of harddels ## Changelog :cl: server: qdel logs work again /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> updates a few of the logs to be more useful and ands a few new ones <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- 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. --> :cl: add: Faction statistics are now logged to the blackbox del: Removes some cruft, red and blue team radios, out date/useless database logging station trash cleaned /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Sun-Soaked <[email protected]>
…ptest-ss13#3572) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> I didn't get them all in my last PR, apparently. Also throws in some minor tweaks for ambiguity and such detected by the OpenDream parser since I was messing around with that at the time. Also adds OpenDream linting to CI because why not. Ports: tgstation/tgstation#81892 (which is in turn from Para and Goon) tgstation/tgstation#82029 BeeStation/BeeStation-Hornet#11464 tgstation/tgstation#86510 tgstation/tgstation#83255 tgstation/tgstation#78225 tgstation/tgstation#78265 Fixes: shiptest-ss13#3530 Harddels still bad, OpenDream good <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: san7890 <[email protected]> Co-authored-by: PowerfulBacon <[email protected]> Co-authored-by: Jordan Dominion <[email protected]> Co-authored-by: Jeremiah <[email protected]> Co-authored-by: distributivgesetz <[email protected]> Co-authored-by: Aleksej Komarov <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request New ship, hooray! This one is kinda quirky - it's a mining ship, but without any miners. It's main focus is on the drilling mechanic, which means it has extended engineering and security. **TODO:** - [x] ~~fix the airlock in the back~~ for the most part, it works. It's as broken as the AACs are. - [x] desc - [x] get the ballistic goggles in - [x] Do the bridge again. - [x] Newscasters <details><summary>Screenshots:</summary> <p> ![scrnshot1](https://github.com/user-attachments/assets/7aab5f85-9ebc-4563-ac63-3875f8e3177a) ![StrongDMM-2024-10-17 16 26 54](https://github.com/user-attachments/assets/ae47312c-8e09-4216-afa1-9c5abc64eb9d) ![StrongDMM-2024-10-17 16 26 56](https://github.com/user-attachments/assets/2ff18d92-2952-44b9-8be1-9ba863652b5a) </p> </details> Main features: - Roundstart drill. - A Talos-style maint that can be used for engineering projects. - Strong guns for an indie ship - 1 Indie Cobra, 1 HP Hellfire, 2 HP Detective Specials. - Roundstart angle grinders. Crew manifest: - 1x Captain - 1x Foreman - 2x Technician - 2x Security Detail - 2x Deckhand Desc revised by apogee <3 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game This ship gives indies three new niches at once: drilling focus, engineering focus, potential for some sec gimmicks. Also has gear for salvaging. Also gives indies a Hardline ship at last. <!-- 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. --> ## Changelog :cl: add: Added the Scarab-class Heavy Mining Ship /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Upgraded these as it was blocking my ability to commit, not realising that the bootstrapped python isn't set up to get a specific version of python on linux hosts. sigh <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: FalloutFalcon <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request ports tgstation/tgstation#51653 tgstation/tgstation#55881 tgstation/tgstation#55908 from tgstation. adds wires to recorders <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Tape recorders r cool. <!-- 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. --> ## Changelog :cl: Erika - porting from /tg/ mostly. add: Tape Recorders now have a radial menu when used add: Tape recorders now make noises add: Tape recorders now have wires (can be remotely used) /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Erika Fox <[email protected]> Co-authored-by: Sun-Soaked <[email protected]>
…13#3645) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- 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. --> :cl: fix: no more constant odditys /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Sun-Soaked <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Cleans up 3 potentially harddel causing references, specifically -particle_holders deployed when a mob is bleeding or obj is burning -snake in my boot <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game WAITER WAITER <!-- 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. --> ## Changelog :cl: fix: cleans up 3 potentially sticky refs /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Sun-Soaked <[email protected]> Co-authored-by: Mark Suckerberg <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Changes the name of plasmaglass shards from "purple shard" to "plasmaglass shard" and the name of plastitanium glass shards from "beige shard" to "plastitanium glass shard". ## Why It's Good For The Game It does not fit with the current naming convention for items for these shards to be vaguely named based on their color. This change would help these shards make more sense. ## Changelog :cl: add: Added better names for some material shards /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
- Fixes .299 Eoehoma being 5 per stack instead of 15 - Fixes 5.56x42 CLIP being 5 per stack instead of 15 - Rebalanced the tinyass .22lr bullet stacks to be 25 instead of 15, for 100 rounds per box - Changed the ammo can to be bulky and lets it hold 4 ammo boxes, fixes pre-spawned ammo cans to actually fit ammo boxes - Ammo cans can only hold ammo and explosives - Fixed a few icons and descriptions for ammo boxes - Fixed 12g beanbag to actually have beanbag inside / along with 12g rubbershot - Increased the speed of reloading until we get loading benches - .22 is out of the black market since its in cargo Fixes a bunch of stuff leftover from Bulletstacks. Rebalanced a few ammostacks to actually be usable with their guns. You will no longer have to stand in place for 3 minutes to reload a single Pounder panmag. Bug fixes good. :cl: balance: .22lr is now 25 per handful instead of 12 balance: Reloading speed from stacks doubled balance: Increase ammo can to bulky and lets it hold 4 normal-sized ammoboxes, can only hold ammo and explosives. balance: Adjusted price of .299 Eoehoma slightly, adds a second box to the cargo order since its 60 instead of 120 fix: Fixes a bunch of bullet stacks to have correct numbers fix: Larger handfuls (.22lr) fix: Mapped in ammo cans now hold their boxes fix: 12g beanbag now has beanbag instead of rubber + beanbag fix: Ammo box icons and descriptions del: Removed .22lr from the blackmarket. Its in cargo already. /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Balances the HEDP round to be more anti-armor, less Fuck You Get Gibbed Makes the Hammer have no safety. Makes weapons with no bolt un-rackable. Hides the rack text so you don't get a prompt to do it Restores old "use hand on boltless weapon" behavior to weapons with no bolt <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Balance + Usability Change ## Changelog :cl: balance: Hammer RPGs should no longer annihilate you completely. Just partially. fix: Weapons with no bolt can no longer be racked. Use your hand on them instead /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Erika Fox <[email protected]> Co-authored-by: Erika Fox <[email protected]> Co-authored-by: Theos <[email protected]>
## About The Pull Request Makes it so that molotovs cannot use themselves to complete their own recipe. Replaces the singular instance of a mapped in molotov with a variant that is actually full of fuel. Fixes shiptest-ss13#3598 ## Why It's Good For The Game Annoying when you're looking to craft multiple molotovs. Lets admins spawn in molotovs that actually have fuel and lets mappers put filled molotovs into maps. ## Changelog :cl: add: Filled subtype of Molotovs fix: Molotovs can no longer be used to craft themselves fix: Mapped in Molotovs are no longer empty /:cl: --------- Co-authored-by: github-actions <[email protected]>
🆑 balance: Girders on wasteplanet walls are no longer more durable than the walls. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
MrCat15352
requested review from
MysticalFaceLesS,
RalseiDreemuurr,
SillyMoff and
RoyaltyRat
as code owners
December 27, 2024 12:28
MysticalFaceLesS
added
💬 TGUI
Кто-то решил потрогать интерфейсы
🗺 Мапинг
Это чисто карты, карта...
🎨 Спрайты 🎨
Есть спрайты
🔊 Звуки 🔊
Изменения звуков
🧱 Код 🧱
Изменения .dm файлов
🔮 Конфиги 🔮
Конфиги изменены.. Но зачем?
🏭 Github 🏭
Изменения .github файлов
🔵 Требуется проверка
🪓 ТРОГАЛИ CORE-CODE 🪓
Ты трогал офовский кор код! Внимание!
labels
Dec 27, 2024
Я не мог нормально обозначить этот ПР. У меня ноут умирает при виде его |
Короче, осталось починить НАШ МОДУЛЬ |
MrCat15352
changed the title
ATTENTION! MASS
UPDATE: Обновляемся до последней версии офов
Dec 27, 2024
Pull Request содержит конфликты. Устраните их, чтобы мы смогли оценить и принять запрос. |
Signed-off-by: MrCat15352 <[email protected]>
MysticalFaceLesS
added
the
☠Слияние с ОФАМИ☠
PR говорит сам за себя. Подтягиваем последние обновы офов... Да хранит нас дядя Целадонский
label
Dec 29, 2024
MysticalFaceLesS
merged commit Dec 29, 2024
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CeladonSS13:beta-dev
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☠Слияние с ОФАМИ☠
PR говорит сам за себя. Подтягиваем последние обновы офов... Да хранит нас дядя Целадонский
🏭 Github 🏭
Изменения .github файлов
❗ PR НЕ МЁРЖИТЬ ❗
PR НЕ МЁРЖИТЬ
🎨 Спрайты 🎨
Есть спрайты
💬 TGUI
Кто-то решил потрогать интерфейсы
🔊 Звуки 🔊
Изменения звуков
🔮 Конфиги 🔮
Конфиги изменены.. Но зачем?
🔵 Требуется проверка
🗺 Мапинг
Это чисто карты, карта...
🧱 Код 🧱
Изменения .dm файлов
🪓 ТРОГАЛИ CORE-CODE 🪓
Ты трогал офовский кор код! Внимание!
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ПР делает что-то умное
ATTENTION! MASS OVERDRIVE UPDATE TO LATEST VERSION SHIPTEST!
На данный момент все готово, кроме карт, их надо чинить.