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[Mirror] Batsches 05/10 #5077
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[Mirror] Batsches 05/10 #5077
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## About The Pull Request Fixes the automated announcement system not automatically announcing arrivals ## Why It's Good For The Game bu g ## Changelog :cl: fix: The automated announcement system once more announces new arrivals to the station. /:cl:
…h an associated job, assigning null account jobs (#86894) ## About The Pull Request Previously our code for getting the job associated with a trim involved checking the assignment against every possible job's title: https://github.com/tgstation/tgstation/blob/8c3c9a6ea29bf32385c148c5294e3f6a18f57bf3/code/datums/id_trim/_id_trim.dm#L32-L36 This, however, didn't work with departmental security officers, as their job title doesn't match the trim assignment: https://github.com/tgstation/tgstation/blob/8c3c9a6ea29bf32385c148c5294e3f6a18f57bf3/code/modules/jobs/job_types/security_officer.dm#L1-L2 https://github.com/tgstation/tgstation/blob/8c3c9a6ea29bf32385c148c5294e3f6a18f57bf3/code/datums/id_trim/jobs.dm#L1103-L1104 Instead, we remove this code and replace it with a `/datum/id_trim/job` subtype proc that just returns the `job` variable, which this subtype has. This fixes our problem. We leave the parent `find_job()` proc just returning null, as to avoid needing an `istype(...)` check where we call it, and as `/datum/id_trim/job` is associated with _station_ jobs while there may be cases where we want a non-station id trim to be able to return an associated job. ## Why It's Good For The Game Fixes #86887. ## Changelog :cl: fix: Fixed trims which did have an associated job but whose assignment didn't match a job title causing null jobs to be assigned to accounts. This fixes departmental security officers not being able to purchase things from the security vendors. /:cl:
## About The Pull Request This pull request aims to fix the wiki manuals. Currently the wiki manuals just show "You start skimming through the manual..." because of a bad link (http://www.tgstation13.org/wiki instead of http://tgstation13.org/wiki) which is fixed with this PR, but the issue does not end there. Because BYOND uses trident for its `browse()` function, a lot of Javascript and HTML elements do not function properly, disallowing the removal or blocking of hyperlinks which break the book entirely if they are clicked. Therefore, as a temporary solution (until BYOND 516 is released with webview2) when the user opens a book they are prompted with the following: ![image](https://github.com/user-attachments/assets/2b92dfc2-df3e-45ff-a15d-0b44576d4c9e) Although not the best solution, it makes the books have a function again and are usable. Fixes tgstation/tgstation#77315. ## Why It's Good For The Game Makes books work again so new players can use them to be guided to the wiki resources. ## Changelog :cl: fix: fix wiki manuals by making them open wiki page on browser /:cl: --------- Co-authored-by: san7890 <[email protected]> # Conflicts: # code/controllers/configuration/entries/general.dm
## About The Pull Request Altered the blood loss on teleportation. Instead of silently always losing ten blood, you now lose ~forty 25% of the time, fitting in with the teleporter's random design. In practice this usually evens out, but the immediate side-effects when it does happen will be much more noticeable. The rest of the time you'll still lose a tiny bit. Improved the visible effects when using the teleporter. On teleporting, it causes a tiny blood red wave at the destination, which is slightly larger and more vibrant red if you lose blood. Telefragging someone now throws them a random turf away alongside the stun. Fixed NOBLOOD check missing from non-emergency teleport bloodloss. ## Why It's Good For The Game > Altered the blood loss on teleportation. Instead of silently always losing ten blood, you now lose ~15 25% of the time, fitting in with the teleporter's random design. In practice this usually evens out, but the immediate side-effects when it does happen will be much more noticeable. The rest of the time you'll still lose 5. The design of the teleporter is basically gambling your life away in exchange for a powerful escape/entry device. I think it's a lot more fitting if the blood lost is more random with this in mind - you could use up all the charges without any real damage, or you could suddenly lose a byunch of. In the end the blood cost is similar but this way it'll be more visually noticeable the cost of the item. > Improved the visible effects when using the teleporter. On teleporting, it causes a tiny blood red wave at the destination, which is slightly larger and more vibrant red if you lose blood. Telefragging someone now throws them a random turf away alongside the stun. Basically just visual polish that I think looks cool. The throwing is becaue the effect's kinda lame. ## Changelog :cl: add: Altered the blood loss on teleportation. Instead of silently always losing ten blood, you now lose ~15 25% of the time, fitting in with the teleporter's random design. In practice this usually evens out, but the immediate side-effects when it does happen will be much more noticeable. The rest of the time you'll still lose 5. qol: Improved the visible effects when using the teleporter. On teleporting, it causes a tiny blood red wave at the destination, which is slightly larger and more vibrant red if you lose blood. Telefragging someone now throws them a random turf away alongside the stun. fix: Fixed NOBLOOD check missing from non-emergency teleport bloodloss. /:cl:
## About The Pull Request hygeinebot's pathing to unclean people was a little slow and unresponsive because the behavior was trying to do too many things at once. this splits the behavior into 2, one for chasing and one for dealing threats. also fixes a minor bug where sometimes hygeinebots would be unjustifiably angry at people it just met ## Why It's Good For The Game fixes wonky hygeinebot pathing ## Changelog :cl: fix: hygeinebots are better at chasing unclean people /:cl:
## About The Pull Request https://github.com/user-attachments/assets/4ceb4c0f-d5ef-4fc0-8436-d7eec5b6f396 https://github.com/user-attachments/assets/56ddd387-7376-4c35-a067-1adccbddeecd https://github.com/user-attachments/assets/dda6cc2b-614a-4adb-a8f4-2c03b51162e0 https://github.com/user-attachments/assets/fa7697fb-f484-48a0-bb85-ee0c2f4867e2 https://github.com/user-attachments/assets/02de4b24-2fa0-4a1e-b147-df9500109b3c https://github.com/user-attachments/assets/b56c03ab-49c9-487f-a99f-fcba5ce038ac https://github.com/user-attachments/assets/52bae5a4-68b0-4f25-99c1-1b677b99790a i didnt feel like recording the lathe and crafter for a suitable file size again but essentially the crafter crafts and the lathe lathes all machines but the router and sorter are cable powered (suitable on lavaland) theyre researched roundstart they can receive any resource that bumps into it if that resource is on the conveyor ## Why It's Good For The Game more fun engineering stuff and perhaps mining given these are more efficient but require effort to set up https://hackmd.io/@jimmyl/S1dZRZosC ## Changelog :cl: add: added the manufacturing smelter,router,sorter,crafter,lathe,crusher,unloader /:cl: --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request I noticed when we moved Light Eater to use interaction it looked dogwater when attacking light fixtures. So I went through and tweaked it slightly. - Lights no longer mysteriously vanish with no visual feedback. (Makes it do the affect effect it *used* to do) - Attacking un-attackable objects also does an attack animation when you consume a light from it ## Why It's Good For The Game Like it looked seriously bad before. This also gives more visual feedback for what is actually happening. ## Changelog :cl: Melbert qol: Light Eater now displays a quick attack animation when quenching un-attackable objects (like lamps, flashlights) fix: Light Eater animation for attacking light fixtures has been restored /:cl:
## About The Pull Request Adds an islist() sanity check and runtime to playsound() to prevent client crashing. ## Why It's Good For The Game Clients have a possibility to crash if you pass a list() into playsound() without runtimming. It's sporadic. It's not consistant. I've not managed to reproduce it on local. But monkey ran into this issue before and I've ran into this issue if you forget to use pick() Plus there should honestly just be something to tell people to not pass lists into something that plays a single sound. ## Changelog Not player facing
## About The Pull Request Insert() does not return anything, replace_into relied on that so the tool ended up just cutting out all the organs it was supposed to insert after putting them in ## Changelog :cl: admin: Fixed VV DNA infusion tool /:cl: # Conflicts: # code/modules/surgery/organs/_organ.dm
## About The Pull Request All usages of world.icon_size in code have been replaced with new `ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on context Replaces some "32" magic numbers with the defines A few bits of code have been modified to split up x/y math as well ## Why It's Good For The Game Magic number bad, code more readable, code more flexible and I'm told there's an access cost to doing world.icon_size so minor performance gains ## Changelog :cl: tonty code: made some code relating to the world's icon size more readable /:cl: --------- Co-authored-by: Ghom <[email protected]> # Conflicts: # code/_onclick/hud/radial.dm # code/modules/projectiles/projectile.dm
## About The Pull Request ### Ragnarok - Uncomplicated the arena. The center area's river has been muddied over, the bonfires have been made dense, the ants on the ground everywhere have been removed. - The Warrior's loadout has been simplified, removing any Ash aspects and making it more concise and understandable. - The Scribe's loadout has also been simplified, and given an additional rifle clip. (Yes, it's a clip.) It lost cosmic expansion and the pacifism mansus, but gained mind gate and some formerly bugged labyrinth handbooks. - The Crusader should be able to adjust their nullrod now. - The Rat'var Apostate's beakers are now named so people other than me can get the joke. ### Lattice - Unbreakable lattices are now actually unbreakable and can't be snipped into nothingness. - Added true invis walls to the edges. - Moved spare rods to the pockets. ### Species - Added no_smoothing to the funny, so it's actually hidden now. ## Why It's Good For The Game Time playing these ingame has shown some oversights and imbalances. Ragnarok in particular was far too overcomplicated and indulgent to the detriment of gameplay. Too many things - ants, rivers, bonfires, spells, it was cloying. I toned this down a lot here to make the arena more fun. We still do need a way to pre-bind spells but out of scope. ## Changelog :cl: balance: - Uncomplicated the Ragnarok arena. The center area's river has been muddied over, the bonfires have been made dense, the ants on the ground everywhere have been removed. The Warrior and Scribe have had their loadouts simplified. qol: - The Rat'var Apostate's beakers are now named so people other than me can get the joke. fix: - Unbreakable lattices are now actually unbreakable and can't be snipped into nothingness. fix: - Added true invis walls to the edges of Lattice Battles. Moved spare rods to the pockets. fix: - Species Warfare: Added no_smoothing to the funny, so it's actually hidden now. /:cl:
Adds ~~fraxinellas,~~ geraniums, harebells, lilies, poppies, and sunflowers to loadouts. Everyone loves more options for their loadouts! I don't think we need all the flowers added, so I chose some that I think are pretty. Also I'm pretty sure I've seen multiple people wearing these when they are grown/found around the stations. :cl: add: Added more flowers to loadouts /:cl:
…adows from blood and runes) (#87013) Basically goes through and puts some flat objects onto the floor plane. Also puts blood back on the floor plane, since it seems like it used to be but may have been moved mistakenly questionmark. This means they will not be affected by Ambient Occlusion: ![image](https://github.com/user-attachments/assets/594b878b-e5e9-42e3-900e-3c9390c819ee) A lot of these "flat" things look really out of place because they're secretly "floating" due to being on the wrong plane :cl: Melbert qol: Runes, crayons, and similar decals no longer have shadows fix: Blood and similar "mess" decals no longer have shadows (again) /:cl:
## About The Pull Request Some QoL changes for cargo, mostly just with the goal of cutting down on the sheer amount of airlocks in cargo. I also added a small cargo lobby to aid in pushing the ORM a tad closer to the miners and cutting down on the airlocks in and out of cargo. ## Why It's Good For The Game Less claustrophobic, more space. The changes are very minor, just small changes to the layout without completely overhauling it. You can see the changes below. ![image](https://github.com/tgstation/tgstation/assets/168238458/fd087ff0-71b7-4860-a2e2-11df4873c517) re-added dnd room: ![image](https://github.com/tgstation/tgstation/assets/168238458/27a29d84-6604-4d87-a45c-d74ab2fc8761) new cargo lobby area: ![image](https://github.com/tgstation/tgstation/assets/168238458/3db44063-d8b9-46f7-a72a-f515149a7e57) the freed up space: ![image](https://github.com/tgstation/tgstation/assets/168238458/5d42cb0a-07db-4554-8e2d-09eee02c5110) ## Changelog :cl: add: Birdshot Cargo now has a lobby and is slightly more open overall. add: Re-added the DnD room to Birdshot add: re-added the skill station to the library. /:cl: --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request Now after docking pump measure pressure on docked airlock, if it's in safe range both airlock sides will open for easy boarding process, instead just switching them like access airlocks If docked entity pressure is lower then internal, then airlock will cycle only to external pressure, not to vacuum. Also if opening airlocks, eash door also measures external pressure, to safe the day from bad pilot, when half of doors docked and other half still looking into space. With new qol features pump now automatically detects docking\undocking to minimize vacuuming and extra headbumps. Described behaviours tested, and work even for airlocks installed on shuttles, evac included, but night coding is messy, so a review will be nice. ## Why It's Good For The Game If engis decide to build custom departure this feature should prevent crew from screaming "Malf AI" and speed up boarding\unboarding process (May be after this people will start to love those pumps) ## Changelog :cl: qol: Airlock_pump now dock with shuttles in more pleasant way /:cl:
…(#87036) <!-- 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 Carving knife traps are no longer triggered by hovering projectiles, they now have to be shot directly, as intended. <!-- 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 Confirmed with Melbert as not intended. It's a freaking stamp on the floor, it shouldn't be triggered by anything floating above it. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## 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 its 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: fix: Heretic Carving Knife runes are no longer triggered by hovering projectiles. /: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. -->
Returns the original look of the revolver for traitors: ![srBs2K1fvz](https://github.com/user-attachments/assets/e1d7f569-e854-4762-ab08-59b0bcb74f60) While still giving Nuclear Operatives the red-revolver: ![dreamseeker_guBVku71t9](https://github.com/user-attachments/assets/17f86e07-7387-48a1-93e8-5b3b7aeda997) Re-flavors the red revolver to a "Badass Revolver" as well, so that it helps differentiate it a bit more: ![dreamseeker_YrF52zMuWv](https://github.com/user-attachments/assets/bcf75096-a775-4971-846b-ef23ee0d50fd) I always thought that the red "Syndicate Revolver" was way too on the nose and dorky, especially for undercover agents. However, I thought that dorkiness was a perfect fit for the Nuclear Operatives who love painting all of their gear to be red and over-the-top badass looking. :cl: image: Traitors now get the classic Revolver in their uplink. Nuclear Operatives still keep the red look for their revolvers. /:cl:
… while using one (#87020) ## About The Pull Request Jetpacks will now prevent you from attempting to interact with objects near you in zero G, preventing you from pushing lockers and people around. This also makes jetpack movement ***much*** more smooth, as they will activate at your first move, preventing jerky movement when pushing off walls. Same applies to all wings which should help moth players with new spacemove. Thanks to iusedtoplayxbox on discord for providing details regarding the issue. ## Why It's Good For The Game Less jank = happier players ## Changelog :cl: qol: Jetpack movement is now much smoother /:cl:
…hing portal generator (#87031) ## About The Pull Request Someone on discord said it didn't work so I've taken at look at it, and guess what? It's the base type. ## Why It's Good For The Game Now it should work. ## Changelog :cl: fix: The pre-emagged fishing portal circuitboard now actually gives you an emagged fishing portal generator. /:cl:
Callout and MODsuit quick picker (Ctrl + MMB) radials are now user-bound, meaning that they won't change their screen position if you move. Those aren't radials bound to specific objects and rather appear at your cursor purely for convenience. In case of callouts this is especially important as you're most likely running while casting them which will make your mouse move over and trigger a random option as you don't have to click to use them. :cl: qol: Callouts and MODsuit quick module pickers now track user /:cl:
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NovaSector/NovaSector#4452