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Upstream Merge The Prequel #206

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merged 583 commits into from
Jan 17, 2025
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About The Pull Request

Merges from upstream.

Why it's Good for the Game

???

Proof of Testing

Don't worry.

tgstation-ci bot and others added 30 commits January 9, 2025 14:56
## 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.
## 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:
…l. Basic ammo comes in ammo packs. Other stuff. (#88482)

## About The Pull Request

Makarovs and Donksoft Riot Toy Pistols now come in weapon cases. These
cases come with the gun, two spare magazines and a box of spare loose
ammo.

Basic ammunition for these guns come in case packs of three, with a
spare box of loose ammo. The basic ammo for Makarovs is slightly more
expensive.

Donksoft Toy Pistols from the uplink (and given to clown ops) now deal
substantially more damage. For riot darts, this goes from 25 to 35
stamina force. However, the case now costs 6 TC.

Makarov and Donksoft toy pistols have had their magazines increased by 4
bullets, for a total of 12. The Ansem is still at 8.

The pistol cases now have a unique sprite thanks to SmartKar.


![image](https://github.com/user-attachments/assets/e5726d45-47bc-405a-9d14-c68fd4cb95d5)

All included cases come with a disposal bomb built into the case. Use
Alt-Right-Click on the case to start the countdown, and stand back. Or
chuck it at someone you don't like.

## Why It's Good For The Game

>Makarovs and Donksoft Riot Toy Pistols now come in weapon cases. These
cases come with the gun, two spare magazines and a box of spare loose
ammo.

>Basic ammunition for these guns come in case packs of three, with a
spare box of loose ammo. The basic ammo for Makarovs is slightly more
expensive.

A long time ago, I proposed to a maintainer that maybe traitor weapons
should be bundled together with some starting ammo, to give them a
little bit of a necessary boost for longevity for their cost. This being
in a state of the game with only 20 TC and no way to get more. I thought
progtot may alleviate this issue somewhat, but I don't believe it has at
all.

I narrowed this down to just the Makarov and Toy Pistol as I think
they're the ones in need of help, and my reasoning is thus;

A) The TC value is extremely deceptive. 

The weapons themselves are not very good at doing anything without
additionally putting in more TC to load up on ammunition or support
equipment. While it does say 7 TC on the header for the Makarov, if you
want it to be silent, you have to spend more TC on a suppressor (3 TC).
Then, if you're not entirely sure that only 8+1 shots you get from the
beginning is enough to take out a target (maybe they're known to have
armor), then you may need to get either specialized ammo or additional
ammunition. At a certain point, it begs the question 'why didn't I just
buy the bigger stick and get more value out of my purchase as well as
more reliability?' Particularly since drawing heat probably means all
that TC is just going straight into more ammo, one way or another. Or a
bigger stick if you're doing side objectives, making that early purchase
redundant.

B) Whenever you look at either, I want you to consider. 'Could I get
better results by just getting a station weapon?'

The answer is almost universally 'yes'. Even some improvised weapons can
be more reliable. Even spending TC on getting that weapon (like C-4) is
miles more worthwhile than spending TC to get either weapon upfront.

C) It significantly overvalues autolathe access just to make the weapon
feel less like a ripoff. If the uplink can't in of itself justify using
the weapons, they're just flat out not good. and that's assuming players
even know to keep magazines.

It's just a bad value purchase and deceptive in just how expensive it
can end up to use them. The weapon is overshadowed by fairly comparable
items once you factor additional expenditures.

Even the toy pistol is a bad value purchase and it's literally just 2
TC, because the damage it does is dogshit. It's worse than a disabler.
It's worse than a sleepy pen for value to effect. It's so shit, people
put them on maps for free grabs. Let's resolve that with the following.

> Donksoft Toy Pistols from the uplink (and given to clown ops) now deal
substantially more damage. For riot darts, this goes from 25 to 35
stamina force. However, the case now costs 6 TC.

Subtle weapon, good, reliable damage. Fantastic for kidnapping at 40
damage. All without ever actually inflicting a real point of damage.
Great for clowns, great for pacifist tots. Decent deniability. Silicons
may have a harder time justifying an intervention. Genuinely a budget
tool that increases the value of any TC you put into it. Since it has so
much more value, this is why I've increased the price to offset this. It
is actually competing with similar tools well enough to not go too
overboard.

> Makarov and Donksoft toy pistols have had their magazines increased by
4 bullets, for a total of 12. The Ansem is still at 8.

Longevity is the only thing Makarovs seem to want to claim to have over
the revolver, and it isn't much more longevity from just the gun itself
(7 bullets on the revolver compared to 8+1 on the pistol). If we're
talking real longevity, and particularly if you're considering getting a
silencer, than the ebow is literally 3 TC more expensive, silent, and
has endless ammunition with high damage output.

You still need to dump a lot of TC into the Makarov to satiate its ammo
needs if you happen to be skirmishing a lot. By comparison, just getting
a single laser can often times do a much better job at skirmishing than
the tot with a Makarov can. And do comparable damage no less. From
experience, I've always done better with lasers than the Makarov.

Making it more directly able to maintain a good ammo count during a
fight hopefully makes the Makarov feel more like a value purchase for
what I think should be its strength. Staying power and the ability to be
aggressive with ammo expenditure. Particularly against larger numbers,
which traitors are almost always expected to go up against. If those
opponents have lasers, the Makarov just always gets outgunned by an
absurd amount (lasers on their own have like 16 shots, so you can do the
math if there are even two people with a laser each).

Simply put; let's not make make tots feel like a dumbass for not just
getting a laser themselves or buying a ebow to maintain firepower over
long fights, especially with rechargers usually being in pretty nicely
secluded locations for them to access.

## Changelog

:cl: NecromancerAnne (code), SmArtKar (sprites)
balance: Makarovs and Toy Pistols come in weapon cases. Complete with
spare ammo.
balance: Basic ammo for either weapon comes in weapon cases of three
extra magazines at an affordable price.
balance: Donksoft Toy Pistols from the uplink are much stronger than
their standard counterparts, but now priced at 6 TC.
balance: Makarovs and Toy pistols have a magazine capacity of 12 rounds.
balance: Gun/Ammo cases from the traitor uplink can be destroyed by
activating the disposal bomb. Press Alt-Right-Click on the case to start
the timer.
/:cl:

---------

Co-authored-by: SmArtKar <[email protected]>
## About The Pull Request
Ports - ParadiseSS13/Paradise#26433
Fixes scrollbar color for Byond 516, and background position

## Why It's Good For The Game
Colorfull scrollbar
<details><summary> Videos </summary>


https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b

</details>

## Changelog

:cl:
fix: Fixed scrollbar colors and background position in TGUI on Byond 516
/:cl:
## About The Pull Request

it is gone, no more record deletion.

## Why It's Good For The Game

i made this map but i'm pretty sure i didn't add this computer there,
having the opwer to delete records just completely fucks over sec and
isn't fun to go against

## Changelog

:cl:
map: removed the sec record computer from the Icemoon Listening Post.
/:cl:
## About The Pull Request
this PR improves the UX of pet commands a bit. i decided to expand on
their radial menu. You can now hold shift and hover over your pet to
display a menu of commands which you can choose from. alternatively, you
can still type out commands in chat


https://github.com/user-attachments/assets/9da7f7ea-58a3-4fd6-b040-45cc05cda51d



## Why It's Good For The Game
makes pet commands easier to give out when you're managing more than 1
pet. also fixes the fishing command not working.

## Changelog
:cl:
qol: holding shift and hovering over your pet will display a list of
commands you can click from
fix: fixes the fishing pet command not working
/:cl:
## About The Pull Request
they're doing the same thing and this one does a bitfield check when the
value it's checking is a number, technically it works as intended right
now but if we ever added more - it would break.
## Changelog
:cl: grungussuss
code: removed an extra proc override in digitigrade legs preference
logic code
/:cl:
## About The Pull Request
merge skew from a pr before the sound file reorganization
## Changelog
no player facing changes
tgstation-ci bot and others added 27 commits January 9, 2025 14:57
## 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:
…hing between 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
## About The Pull Request
Mirrors commits `a5471b31ce6360d1..42d1f5ca811f0`, plus some small
things that followed (anything after `Implement byondStorage backend for
tgui`)

Fixes #4712
Fixes #4700
Fixes #4691
Fixes #4693
Fixes #4660
Fixes #4576
## Changelog
Auto CL Included
Update rust_g to 3.5.1 (#88181)

## About The Pull Request
Kapu told us to do it because it has the function for sound length now.

## Why It's Good For The Game
rust_g updated.

## Changelog
N/A

---------

Co-authored-by: Ghom <[email protected]>
Co-authored-by: Watermelon914 <[email protected]>
stop infinite reload attempts, renames variable properly
* unanchor if brain

* Update modular_nova/modules/modular_vending/code/vending.dm

---------

Co-authored-by: Bloop <[email protected]>
* remind c45/ap that armor exists and should be respected, lest we face the consequences of our hubris

title says all and more

* modularity? more like

* undo changes i didn't mean to push to this pr

listen i dont know how github works

* Revert "modularity? more like"

This reverts commit bc27d2ca3faf8dbc1020f789334035c711927158.
Adds vials to chem-bag's list
* make the ammo does good

please

* missed a spot

* typo

* modularity? more like (real)

non-modularly edits the caliber, because we can't have nice things in byond.

* remove the CALIBERs from nova defines

* i missed a spot

* Apply suggestions from code review

---------

Co-authored-by: Bloop <[email protected]>
@SynthTwo SynthTwo merged commit 510be4b into IrisSS13:master Jan 17, 2025
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