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Proper Upstream merge #88
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## About The Pull Request Fix #86977 Caretakers refuge no longer traps you if you use codex cicatrix to cast it This happened cuz 1. the traits that caused th book to drop were added before the signal that listens for the trait's removal 2. the proc on_apply() is called right before adding the status to owner, as it is also used as a check. this was aproblem because the caretaker code told the owner to remove a list's status effects of its type, but at that point in the chain it wasn't there yet ## Why It's Good For The Game bug ## Changelog :cl: Caretakers refuge no longer traps you if you use codex cicatrix to cast it /:cl:
## About The Pull Request Closes #86968 Closes #86969 ## Changelog :cl: fix: Fixed BCIs sending messages twice and circuit laser pointers sometimes failing to work /:cl:
## About The Pull Request The Derelict Outpost ruin is full of mobs that at absolute most 3-shot most spacemen and have a very rapid AI. Most of this brought about by the map being untouched as additional abilities have been given to the type of mob that occupies it. This is far and away overtuned, so I made the "hatchling" mobs not have health-based damage and speed scaling. As a bonus, you get map-level varedits replaced with typepaths. ## Why It's Good For The Game Do space ruins need very-definitely-instant-death mobs, or are we good with just quick-death-if-you-cant-retreat-in-time mobs? ## Changelog :cl: balance: The hatchlings on the Derelict Outpost are marginally less deadly, to the extent that fighting them is slightly more feasible. /:cl: --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request Missed accounting for the disabled setting `TLV_VALUE_IGNORE` in: - #86917 Now if you disable an alarm setting it will not blare a warning. ## Why It's Good For The Game Bugfix. ## Changelog :cl: fix: Fix air alarm disabled setting to silence warnings /:cl:
…dating (#86998) ## About The Pull Request Closes #86993 ## Changelog :cl: fix: Fixed luminiscent major extract activation button not disappearing/updating when it should've /:cl:
…toolbox (#87001) ## About The Pull Request fixes this by making all their tools subtypes for drones ![image](https://github.com/user-attachments/assets/52dd2fdc-9816-4135-80f3-d9f880ec44ac) ## Changelog :cl: grungussuss fix: fixed drones being able to store multiple of the same type of tools in their toolbox /:cl:
…job roundstart. (#87005) ## About The Pull Request Fixes #86899 Assigning head positions doesn't use the `available_occupations` list and instead just iterates through all command roles direct from some department job helper, jumping over any that are at capacity. This means the `available_occupations` list doesn't get updated when head positions are assigned and can lead to an edge case where two players can both get a single-slot job. The first player gets it via `fill_all_head_positions_at_priority()`. The second player gets it via being given a random role when any now-full head job doesn't get removed from the `available_occupations` list. There are many ways to fix this. The solution I've opted for is removing command roles from the `available_occupations` list entirely, letting `fill_all_head_positions_at_priority()` handle the logic for this exclusively. ## Why It's Good For The Game I feex. ## Changelog :cl: fix: Fixes a bug where the game would assign multiple players to single-slot command roles. /:cl:
## About The Pull Request Does as the title says ## Why It's Good For The Game QoL feature for borgs, allows them to always see their laws without being in menus/reminded by the AI ## Changelog :cl: qol: puts silicon laws in the status panel /:cl: --------- Co-authored-by: Odairu <[email protected]> Co-authored-by: MrMelbert <[email protected]>
…on) (#86980) ## About The Pull Request So previously I made a pr for fixing the prosopagnosia quirk, but the code I wrote was far too ass for what was already incredibly hot code. In the comments, Mothblocks requested using the same bitflag&signal logic the other screentip modifiers use. ![image](https://github.com/user-attachments/assets/cd26ab56-f1e8-4be3-a847-5a4509d312c1) I, of course, said I'd look into it in a few days. Anyhow, 199 days later, I've made this pr. Here we introduce a new `mob_flags` var on `/mob`, where we set `MOB_HAS_SCREENTIPS_NAME_OVERRIDE`. Then, based on whether this is set, the screentips system sends a signal to the user mob to request possible name overrides. We then make the prosopagnosia quirk set this flag and register the signal, upon which it just sets the name to "Unknown" if it's a human. This fixes our issues (in a saner way). ## Why It's Good For The Game Better is prosopagnosia can't be easily obviated by just having screentips on. ## Changelog :cl: fix: Prosopagnosia actually accounts for hover screentips, showing humans as Unknown in those too. /:cl:
## About The Pull Request This PR aims to fix some issues on Birdshot station. The issues fixed are as follows: ### 1. Door Naming Consistency The two doors at the front of engineering had different names, one being `Engine Airlock` while the other was `Main Engineering`. Both were changed to be `Main Engineering`. ![image](https://github.com/user-attachments/assets/8221259c-e763-4944-ac2c-475ed05dcc0a) ### 2. Access Fixes for Security Officers (Engineering) Added `[/obj/effect/mapping_helpers/airlock/access/any/engineering/general]` to the following doors, as Security Officers (Engineering) couldn't even open the front door to enter the department and couldn't go to atmos (since it required access for `construction` but Security Officers (Engineering) get access to `engineering` and `atmospherics` only). Also added this for the Locker Room because of the same problem. ![image](https://github.com/user-attachments/assets/4d6b692e-5158-466b-925a-1265af687e8b) ### 3. Atmospherics Maintenance Door Access Replaced `[/obj/effect/mapping_helpers/airlock/access/any/engineering/construction]` with `[/obj/effect/mapping_helpers/airlock/access/all/engineering/maintenance]` for the Atmospherics Maintenance door present to the left of the Chief Engineer's office. ![image](https://github.com/user-attachments/assets/dea7b9c1-0614-4cd7-a8ef-4e6dd0748ba8) ### 4. Locker Room Maintenance Door Access Replaced `[/obj/effect/mapping_helpers/airlock/access/any/engineering/general]` with `[/obj/effect/mapping_helpers/airlock/access/all/engineering/maintenance]` for the Maintenance door in the Locker Room. ![image](https://github.com/user-attachments/assets/ead0cb3e-0608-4675-8dc2-140810db5d0b) ## Why It's Good For The Game This change ensures that Security Officers (Engineering) can properly access their primary workplace. Previously, they had to take an inefficient route through maintenance to enter Engineering, which was both inconvenient and hindered their ability to respond quickly to emergencies. By allowing them to use the front door and access key areas like Atmospherics, this fix improves quality of life and ensures they can perform their duties more efficiently. ## Changelog :cl: fix: Security Officers (Engineering) can now open crucial doors in Engineering on Birdshot fix: Corrected access inconsistencies for maintenance doors in the Engineering department on Birdshot fix: Resolved naming inconsistency for the front doors of Engineering on Birdshot /:cl:
## About The Pull Request Adds a check for icon state existence in spritesheet insert, run during unit tests. ## Why It's Good For The Game Inserting a nonexistent icon state via `Insert()` will corrupt the spritesheet it's inserted to, resulting in offsets being incorrect—specifically, it results in the entire icon's contents being inserted. This happened downstream on Doppler Shift and broke language icons. I fixed the issue there but figured that there should be a check upstream for it. `if (!I || !length(icon_states(I))) // that direction or state doesn't exist)` This check doesn't catch it, by the way. Since it returns the entire icon file, `length(icon_states(I))` is >0. You could do `length(icon_states) != 1`, but then it still wouldn't catch cases where there's a single-icon-state icon *and* the icon_state is invalid. Boo. A test like this is the best option. I tried using the rust-g variant of icon_states and sort-of got it working, but I figured it'd be too fragile to justify given that it doesn't accept actual icon instances, only paths.
…958) ## About The Pull Request This fixes a bug that was hard to troubleshoot. While I was testing my other PR, I noticed that I was getting inconsistent atmos readouts while using a gas sensor hooked to an air alarm. Sometimes I would get the readout from the tile of the air alarm, and other times it would give me the readout of the gas sensor... I tracked it down and the root cause was the `COMSIG_TURF_EXPOSE` signal not being properly reassigned when a gas sensor was connected. My fix is to transfer the signal from the air alarm to the air sensor and vice versa when they are connected/disconnected. I also added some redundancies in place to limit air sensors to be only connected to one air alarm at a time. I threw in a mapping check to make sure one air alarm isn't linked to multiple sensors to catch some accidents. Another small fix is that air alarms now can be relinked to other air sensors if the sensor is reset. This was a problem for round-start linked air alarms that were paired with sensors since you could turn off or break a sensor and then the air alarm would have it's link severed without being able to link to any new sensors. ## Why It's Good For The Game Air alarms are becoming more robust! ## Changelog :cl: fix: Fix air alarms to work correctly while connected to a gas sensor fix: Fix paired air alarms and sensors to be able to relink to other devices if turned off, reset, or destroyed. /:cl:
## About The Pull Request Washing now give you status effect that regen 4 stamina per tick. https://github.com/user-attachments/assets/1691ac4b-d8e4-402a-98d1-3cba61c00879 BUT if you felinid you will loss 4 stamina insteed becouse cats don't love water. https://github.com/user-attachments/assets/e566e4d8-7f8a-47e6-aadc-b2910758d6ea ## Why It's Good For The Game Gives more reasons to wash. ## Changelog :cl: add: Showers now heals stamina when you washing. But not for you catgitls. /:cl: --------- Co-authored-by: MrMelbert <[email protected]>
…h of stuff (#86884) ## About The Pull Request We have the HIDEBELT flag but it isn't used anywhere and in fact is not functional, so I added code to examine to enable it. I also threw the flag onto a bunch of stuff -- primarily big billowy things, or stuff like trenchcoats. This would include hiding guns, toolbelts, plant bags, things of that nature. If you steal the Captain's saber and throw a bedsheet on your head, you've pulled off the perfect crime. ## Why It's Good For The Game Adds another way to be sneaky and immensely suspicious, increasing paranoia when some guy wearing a big shapeless suit walks into the room. ![200w](https://github.com/user-attachments/assets/6faf3e9b-1a8a-4dec-ad4f-12792cf7eba0) ## Changelog :cl: Bisar add: Clothing can now hide what you're wearing on your belt. /:cl: # Conflicts: # code/modules/clothing/suits/bio.dm
…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 Fixes #87147 Whomever refactored bees null'd the beegent before spawning the corpse, and we pass the bee by ref into corpse init to grab beegent ## Changelog :cl: Melbert fix: Dead bees maintain their color and reagents /:cl:
## About The Pull Request a lot of things that shouldn't slosh are `reagent_container`s, let's fix that by making the behavior defined on `reagent_container/cup` instead. if you know of more items that shouldn't slosh pls tell me I'll include them in this fix ## Why It's Good For The Game some stuff shouldn't slosh, a lot actually.
## About The Pull Request Mops and similar should check the true plane instead of whatever plane things end up at after being offset by z levels. Fixes NovaSector/NovaSector#4465 ## Why It's Good For The Game clean up this mess right now, before the ants show up ## Changelog :cl: fix: Mops and similar work properly on multi-z stations /:cl:
## About The Pull Request Some bugfixes that got pushed while I was working on the previous batch, might as well get them in too. ## Changelog See autochangelogs
adds the wires underneath the solars smes
## About The Pull Request Completely refactors plasmaman code by moving their self-ignition code to limbs via a component and making suits handle their extinguishing code by themselves. This means that if someone gets a plasmaman limb attached to them, they'll need to seal it off from oxygen or it will ignite! ## Why It's Good For The Game Plasmaman code is really bad and we've been trying to move away from species specific code and make them just limb and organ containers Closes #52649 ## Changelog :cl: fix: Plasmaman space suit internal extinguisher works and can be refilled now refactor: Refactored plasmamen self-ignition to be limb-side instead of being handled by their species /:cl:
## About The Pull Request - pet bonus element now works by getting an emote fed into it. - all pets who had pet bonus emotes now have it as a proper emote they can use if controlled by a player. ## Why It's Good For The Game - standardises pet bonus so it's easier to give more behaviors to petting, like sounds :3 - allows basic mobs controlled by players to use the emote at will, which will allow them to react to situations more with emotes. ## Changelog :cl: grungussuss add: a lot of basic mobs and pets got new emotes refactor: emotes triggered by petting pets work differently now, please report any oddities with these behaviors. sound: new emotes for basic mobs got sounds /:cl:
## About The Pull Request ![image](https://github.com/user-attachments/assets/1844f400-114f-4710-b27f-0651e7a536d5) ## Changelog :cl: grungussuss fix: snore emote works properly now /:cl:
## About The Pull Request this was changed a few weeks back but wasnt actually intentional. ## Why It's Good For The Game fixes ashdrake arena attack not clearing out lavaland walls ## Changelog :cl: fix: fixes ashdrake arena attack not clearing out lavaland walls /:cl:
## About The Pull Request Centcom forced an intern to run the spell-checker for faxes sent to stations working within a radioactive nebula ## Why It's Good For The Game spell good ## Changelog :cl: spellcheck: Proofreads some faxes sent during radioactive nebulae /:cl:
## About The Pull Request Closes #87181 ## Changelog :cl: fix: Untie shoes should have its cooldown increased correctly when casting it from a long distance /:cl:
## About The Pull Request flags the automatic, end of round map votes as `forced`, as they were previously. ## Why It's Good For The Game democracy is mandatory in this household ## Changelog not player facing
## About The Pull Request Doing another one early for map vote fix ## Changelog Autochangelogs included
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About The Pull Request
DON'T FAIL PLEASE
Why it's Good for the Game
Proof of Testing
Changelog
🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
map: added/modified/removed map content
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl: