-
Notifications
You must be signed in to change notification settings - Fork 68
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Merge 31-12 #5294
Merged
Merged
Merge 31-12 #5294
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
… custom amount (#88590) ## About The Pull Request #82002 changed custom transfer amount into a TGUI popup, which has rounding on by default. This prevents players from being able to transfer decimal amounts of reagents like they could previously. ## Why It's Good For The Game This is useful for high-purity recipes, or when you REALLY want to microdose something. Right now the only way to do this is by printing tiny pills and dissolving those which is very bootleg. ## Changelog :cl: fix: Chemmaster no longer rounds reagent amounts when trying to transfer a custom amount /:cl:
## About The Pull Request **1. Code Improvements** - Converted `rcd_range` from a var into a define to save memory - Removed var `rcd_type` as it was redundant with the type of `internal_rcd` var - Moved attack chain code from `attackby()` to `interact_with_atom()` when installing disk upgrade **2. Fixes** Fixes tgstation/tgstation#88589 (comment), tgstation/tgstation#88589 (comment). i.e. the RCD cancels it's construction & deconstruction action if - The mech rotates away from where its building - The mech moves ## Changelog :cl: code: improved code for mecha rcd fix: mecha rcd will cancel its action when the mech is rotated or moves during the action /:cl:
## About The Pull Request Addition to [#84910](tgstation/tgstation#84910) Added a "print" button to the request manager. It simply prints at the centcom station the paper that was faxed to the admins. Also added "Auto-print Faxes" button to the request manager, which allows you to enable automatic printing of requests on the admin fax <details> <summary>Screenshots</summary> ![image](https://github.com/user-attachments/assets/35cbda0a-c759-4e9e-8899-8e2d81069b4c) ![image](https://github.com/user-attachments/assets/bbb918da-8b84-4a6b-a42e-c06359ab5651) ![image](https://github.com/user-attachments/assets/b380cc13-a9e2-496e-a296-60fb827c4c55) </details> ## Why It's Good For The Game The message in the chat may get lost. In this case, it will no longer be possible to print the paper sent to the CC Changing the allow_exotic_faxes variable will allow you to fax something unusual to the station in (very rare) situations. No need to manually change this variable ## Changelog :cl: add: added a "print" button to the request manager add: admin fax can now send exotic items add: added "Auto-print Faxes" button to the request manager, which allows you to enable automatic printing of requests on the admin fax fix: fixed a bug where pressing the print button would cause the receive animation to appear on all admin faxes. /:cl:
## 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! --> Modular computer laptops can now be interacted with RMB when open, or opened with RMB when closed. Also screentips for this added. It was inteded for laptops to be interactable when open. but didn't work because old code was not adjusted for attack chains. ## Why It's Good For The Game Laptop usage is more user friendly :D <details> <summary>Demonstration :D</summary> ![image](https://github.com/user-attachments/assets/59b125af-2c2a-4948-a0ba-1289005a03fa) </details> ## Changelog :cl: fix: modular computer laptops can now be interacted with RMB, instead of picked up qol: modular computer laptops can now be interacted with RMB when open, or opened with RMB when closed. Also screentips for this added /:cl: --------- Co-authored-by: SyncIt21 <[email protected]>
## About The Pull Request Missed that one ## Changelog :cl: fix: Fixed floodlights not being affected by spraycan painting /:cl:
## About The Pull Request The mail sorter doesn't runtime when processing assistant mail now. Also now it properly ejects envelopes upon deconstruction. ## Why It's Good For The Game Because that caused the mail sorter to freeze, not even being able to get the mail back. Closes tgstation/tgstation#88549. ## Changelog :cl: fix: The mail sorter no longer runtimes processing assistant mail /:cl:
## About The Pull Request To add context when placing a custom shuttle location, added additional icons to the shuttle navigation computer view for a few important objects: * The shuttle computer * The shuttle navigation computer * Turrets * <strike>The firing trajectory of the Yamato cannon</strike> * External airlocks <details> <summary>Images</summary> Old: ![oldSyndiShuttle](https://github.com/user-attachments/assets/2cd5fd5c-bdb3-4dc9-9e1f-f48157c839be) New: ![newSyndiShuttle](https://github.com/user-attachments/assets/c8a2d82d-1d5c-41f6-b37a-c54d536ec051) </details> ## Why It's Good For The Game It's much easier to place the syndicate shuttle / white ship in a convenient location when you know exactly where the turrets and external airlocks are going to be when you land. Showing the shuttle computers also helps to communicate the orientation of the ship to anyone who is not already familiar with the outline, since the computers are usually placed right at the front, where the pilot is sitting. ## Changelog :cl: add: Shuttle navigation computers now show the location of airlocks, turrets, and the shuttle control consoles on the ship outline while placing a custom landing location. /:cl:
## About The Pull Request Removes an obsolete (suspected to be misplaced) fire alarm at (055, 141) from MetaStation Fixes the following bug report: tgstation/tgstation#88241 (comment) ## Why It's Good For The Game The alarm in question achieves nothing useful in its current state, and isn't even reachable without climbing up on the tables. A functional fire alarm sits next to it in the Arrival Shuttle Hallway, and opposite it in the Customs office. Hidden below a Space Law book, it appears to be a mapping issue that was missed due to object layering. Wrangling up this fire alarm would be Quite Good(TM) for cleaning up the station of unintentional electronics. ## Changelog :cl: fix: Alarm ranchers have wrangled up a rogue fire alarm in Meta class station custom offices and relocated it to a safe habitat /:cl:
## About The Pull Request When playing on Icebox station with another player, we went to the fitness room to workout to only realize they don't have any actual fitness equipment in the room. Without totally tearing apart the layout, I added two lifting benches so that people can still get their muscles swole and still give the room the same ease of flow for people to move through it. ## Why It's Good For The Game This adds equipment to the map that needs to be there so that players can build up their fitness levels besides using the boxing ring and gives players more variety/flavor for roleplay. ![Screenshot 2024-12-18 125040](https://github.com/user-attachments/assets/17345960-ee53-43f1-b86d-86ccd287ead6) ## Changelog :cl: Sparex map: Added lifting benches/workout benches to the fitness room for IceboxStation.dmm /:cl:
…ruction time (#88589) ## About The Pull Request Mech RCD has a unique quality of being usable at range, but does not check for LoS which allows you to instantly bore holes in multilayered walls with no warning. R-walls won't save you either, since they can be deconstructed by it just fine. Now, mech RCDs need LoS on turfs you click and deconstructs r-walls twice as slowly (the same time it'd take a normal RCD to deconstruct a normal wall). ## Why It's Good For The Game ![mech_rcd](https://github.com/user-attachments/assets/c10a1ad1-23f4-4da7-8a65-5dc110a74099) Screen from a recent round - this can be done in 6 seconds, as with correct mech positioning that's as long as you need to deconstruct all the walls and doors. This is incredibly oppressive and I won't be surprised if this started getting abused like hell. This should prevent further issues while still keeping it a good (but not absurdly overpowered) option for when you need to breach into somewhere, since its still quicker (and safer) than thermite. ## Changelog :cl: balance: Mech-mounted RCD no longer has wallhacks balance: Reinforced walls now take double the time to get deconstructed when using an RCD /:cl: Co-authored-by: Ghom <[email protected]>
## About The Pull Request This change make the lockers "electronics" weaker to the spear, restoring its ability to destroy lockers. While this functionality was not originally intended (throwing spears on lockers) ( #88141 ), it has been present for so long that it has effectively become a feature. This pull request rework that feature by making the spear do damage by hitting lockers in melee. https://github.com/user-attachments/assets/67058342-57e2-4670-9c68-df4c3b6d6193 ## Why It's Good For The Game Restoring the spear's ability to destroy lockers maintains its previous utility and aligns with player expectations, preserving and reworking feature that has become a staple of gameplay and lower the burden on antagonist to open security or command lockers. ## Changelog :cl: UnokiAs add: Make spears able to break open lockers in melee. /:cl: # Conflicts: # strings/tips.txt
## About The Pull Request Upgrading a stasis bed caused it to drain a massive amount of power without ANY benefit. The roundstart power draw is 300/3,000 when inactive/active. If you max upgrade the stock parts it results in 2,100/21,000 power draw which is insane since it does nothing! Seeing as how there is no other effects, I just made the upgrades divide power (instead of multiply) resultings in better efficiency. Roundstart is still 300/3,000 but now at max upgrade it is 30/300. ## Why It's Good For The Game Upgrading a machine should have some upside.
…on parent (#88524)
## About The Pull Request This adds a constant notice to the stat panel for clients on BYOND 516. ![2024-12-20 (1734739281) ~ dreamseeker](https://github.com/user-attachments/assets/af220a22-241d-4456-9b5c-652dc0953be0) ## Why It's Good For The Game Best to make sure everyone knows that various UIs will likely be janky/borked on BYOND 516. Hopefully this is hard to miss.
…) (#88380) ## About The Pull Request Carpenter hammer force 20 -> 17 Carpenter hammer throwforce 20 -> 14 Carpenter hammer demo mod 1.25 -> 1.15 ## Why It's Good For The Game You can buy this thing in the black market for 250 credits and it's strong enough to open gun crates from cargo ![image](https://github.com/user-attachments/assets/c8a352c6-dfc3-40fd-90fd-a1d0a0b4ba0b) ## Changelog :cl: Melbert balance: Carpenter hammer force 20 -> 17 balance: Carpenter hammer throwforce 20 -> 14 balance: Carpenter hammer demo mod 1.25 -> 1.15 /:cl:
# Conflicts: # code/modules/paperwork/clipboard.dm
## About The Pull Request This implements a byondstorage backend for TGUI, via porting the relevant portion of these PRs from Paradise: - ParadiseSS13/Paradise#25363 - ParadiseSS13/Paradise#26423 - ParadiseSS13/Paradise#26617 Also rewrote `storage.js` to TypeScript ## Proof that it works <details> <summary>Screenshots</summary> ![2024-12-20 (1734741983) ~ dreamseeker](https://github.com/user-attachments/assets/8affd7a7-f0bb-4f4f-9017-b279efbdbdfc) ![2024-12-20 (1734742600) ~ dreamseeker](https://github.com/user-attachments/assets/20bf5063-6bf4-4e44-a6a2-0a04d543c164) </details> ## Why It's Good For The Game saving chat settings is good ## Changelog :cl: Absolucy, S34NW fix: Chat settings properly save on BYOND 516 now. Settings still won't carry over from 515 tho, 515 and 516 settings will be separate. /:cl:
… (#88732) ## About The Pull Request Swapped direct loc checks with recursive contents to prevent extreme bluespace bodybag cheese + removed self comsig reg and fixed lowercase you ## Changelog :cl: fix: Fixed rolling table being able to carry an infinite amount of dwarves grammar: Improved rolling table grammar /:cl:
## About The Pull Request Closes #88772 What was I trying to cook
…e Display (#88859) ## About The Pull Request ![image](https://github.com/user-attachments/assets/3c905e9d-15b4-467a-a896-99766cee690c) Also made job colors in job sorting mode work, and tooltips no longer hide antags' jobs. ## Why It's Good For The Game Kinda weird seeing all antags show up as revs, should make admins' lives easier. ## Changelog :cl: SmArtKar, AnturK admin: Fixes admin observe showing all antags as revs upon enabling Real Name Display /:cl:
Co-authored-by: Hatterhat <[email protected]>
## About The Pull Request this prevents corgi pop, as well as some other animals like cats, from skyrocketing. there were some measures against this in the ai behavior code, but they werent working properly. ## Why It's Good For The Game fixes corgi pop skyrocketing, for the sake of performance ## Changelog :cl: fix: corgi's population will no longer exponentially grow /:cl:
## About The Pull Request Fix some missed `byond://` in Stat Panel, without it, links doesn't work on 516 ## Why It's Good For The Game Slightly less bugs on 516 ## Changelog I doubt anyone noticed it at all.
## About The Pull Request Moved broken on 516 UI's to browser datum They now work and have a dark theme Most of them are admin ones (All except 1) I tried to check all the raw HTML UI's by typing `<< browse(` into the VSC search and going through each element, but I might have missed something. What worked as it was, I didn't touch, except for the Dynamic control UI's ## Why It's Good For The Game Admin can do their things on 516 Coders/Mappers can debug some stuff on 516 ![image](https://github.com/user-attachments/assets/013508d1-18cc-4001-92e4-0bc554960f86) ## Changelog :cl: fix: Admin/Debug UI's (Especially the Game Panel) now work properly on Byond 516, instead of showing raw HTML /:cl:
…een 515 and 516 (#88829) ## About The Pull Request so i discovered this downstream, but forgot to pr upstream til now, the proper way to rebuild planemasters is `rebuild_hud`, not directly calling `rebuild_plane_masters` ## Why It's Good For The Game whoopsie breaking graphics is bad ## Changelog :cl: fix: Fixed graphics getting screwed up when reconnecting with BYOND 515 after playing on BYOND 516. /:cl:
## About The Pull Request I don't think the PAI one is actually a major issue but it might be so I'm just bein safe Anyways sanitizing input is probably a good
## About this Pull Request Closes #88833 I have zero clue where the chrystarfish on the mount comes, or how it got saved in UT's persistence SS in the first place (most likely source of it), but this fixes the flaky. Fishing is the only road to salvation this codebase has and it'll be our downfall
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
NovaSector/NovaSector#4743