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TG Parity PR October 30th #206

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merged 448 commits into from
Nov 4, 2024
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@carpotoxin carpotoxin commented Oct 30, 2024

About The Pull Request

I honestly don't know whats in this one.

Why It's Good For The Game

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:

Sadboysuss and others added 30 commits October 26, 2024 04:15
## About The Pull Request
closes tgstation#87136
## Why It's Good For The Game
it makes sense for a tv to have a volume button, some people just don't
want to listen to it all day.
## Changelog
:cl: grungussuss
qol: you can now turn off the volume on an entertainment monitor
/:cl:

---------

Co-authored-by: SmArtKar <[email protected]>
Co-authored-by: MrMelbert <[email protected]>
Co-authored-by: _0Steven <[email protected]>
Co-authored-by: SmArtKar <[email protected]>
…in (tgstation#87455)

## About The Pull Request

Copypasta moment

## Changelog
:cl:
fix: Fixed hat stabilizer component not cancelling the attack chain
/:cl:
## About The Pull Request

I made the entertainment radio text a little less eye-searing.


![image](https://github.com/user-attachments/assets/d95c10aa-cfa1-4365-922b-b3a5c03e3bfd)

![image](https://github.com/user-attachments/assets/aed97d39-2938-4fdb-8ccc-930a65deb592)

![image](https://github.com/user-attachments/assets/436632c1-59eb-4fb4-a632-0c3b2448e45a)
## Why It's Good For The Game

I'm sure it looked kind of okay on dark mode, but for us light mode
heathens, entertainment chat could be kind of hard to read sometimes.
This shade looks better and, while not as bright, I think fits the role
better - I went for something similar to the kind of blue/grey of a
reporter's suit.
## Changelog
:cl: Vekter
fix: Changed the color of entertainment radio to be darker
/:cl:
…on#87437)

## About The Pull Request

This makes the GPS UI give the general direction of a GPS on a different
linked z-level.


https://github.com/user-attachments/assets/98c6dfd8-5ced-4145-b14a-3813821ef30c


## Why It's Good For The Game

Makes navigating through space less of a chore, as previously, I believe
the only way was to manually write down or memorize what direction was
linked to what z-level.

## Changelog
:cl:
add: GPSes now show the general direction of cross-linked z-levels.
/:cl:
## About The Pull Request
closes tgstation#87335
videos:
<details>


https://github.com/user-attachments/assets/1ace3c0d-3ea4-400b-b8be-f0e1c6b08ac6


https://github.com/user-attachments/assets/f5350114-9cb6-46fd-9fe3-7a00d89cf8c7

</details>

## Why It's Good For The Game

more variety than previously and I think these are better, also they're
made by us and not taken from 3rd parties.
## Changelog
:cl: grungussuss and redemptionarc
sound: sigh sounds have been improved
/:cl:
## About The Pull Request

The sparks that are created before the supply pod gets deleted are now
optional, and can be set with a button in the "Harmful effects" section.


![image](https://github.com/user-attachments/assets/5e3a741d-917e-4260-8685-db74cdd926f9)


* Closes tgstation#86799.
## Why It's Good For The Game

Allows admin to spawn supplies without lighting a room on fire because
of a hint of plasma in the air.
## Changelog
:cl:
admin: make sparks optional when sending a supply pod
/:cl:
## About The Pull Request

spray-on insulated gloves are chunky once more. does not affect regular
ones

## Why It's Good For The Game

AFAIK the intention always was for these to be kind of clunky and
awkward with the puzzle of 'how do i take this shit off?', and the loss
of chunkiness kinda ruins that.

## Changelog

:cl:
fix: spray-on insulated gloves are chunky once more. does not affect
regular ones
/:cl:
## About The Pull Request

Extremely simple PR that edits the defaults for the new config options
added in tgstation#86886 - this restores the default behaviour that was in place
before tgstation#86886; human authority is disabled but easily restored to TG
norms by uncommenting the associated line in the config.

This doesn't impact any of the TG servers directly since they're all on
TGS and have static config files, but this does avoid downstreams being
blindsided by their configs mysteriously breaking and test instances
having behaviour change. I spent an embarrassing amount of time trying
to figure out what *I* broke the past day, only to realize it was an
upstream issue breaking configs all along, and I strongly suspect I
won't be the only one.

## Why It's Good For The Game

No impact on the TG playerbase directly, this is just for the sanity of
developers and downstreams that use static configs. More time spent
being productive, less time spent wondering if your PR buggered up
spawnin and humanized everyone.

## Changelog

:cl:
config: altered coded defaults for human authority, no impact on TG
/:cl:
…s and stoves no longer eats the point input (tgstation#87336)

## About The Pull Request
fixes tgstation#87333

Pointing at a movable checks to see if it has the ON_TOP_1 flag, then
points at the plate instead

## Why It's Good For The Game

Work code good

## Changelog

:cl:
fix: pointing at stuff on-top of plates, griddles, stoves and ovens will
point at the plate and no longer just do nothing
/:cl:
## About The Pull Request

Modernizes polymorph types by adding mob types that never entered the
wabbajack list.

Of note:
- An entire new category for clown monsters!
- Added 'bot' types, hivebots, and a small chance for net guardians
(this one may be going a bit too far, @ArcaneMusic )
- Added Xenomorph maids
- Added tons of 'animal' types:
- Ants, axolotls, butterbears, snowbears, russianbears, spores,
megacarps, moonicorns, evil krebs, flesh spiders, frogs, deer, eyeballs,
gondola, lesser gorillas, lightgeist, migos, hatsune migos, all mining
mobs, Mooks ( @Ben10Omintrix ), mothroaches, bullterriers, exotic
corgies, nars'ians, penguins, ponies, syndicate ponies, rabbits, regal
rats, seedlings, mean seedlings, sheep, snake, banded snakes, banded
snakes, the 'interesting' types of spiders, duct spiders, Frosty,
mannequin?s, ranged stickmen, and living limbs, because they're funny.

Updated a few species' changesource flags:
- Lustrous can be picked in the Pride mirror.
- Silver Scales can be picked in the Pride mirror and wabbajacked into.
- Skeletons can be picked in the Pride mirror. (couldn't they already?)
- Vampires can be picked in the Pride mirror.
- High-Functioning Zombies can be picked in the Magic mirror.
## Why It's Good For The Game

> Modernizes polymorph types by adding mob types that never entered the
wabbajack list.

This list has kind of been left to rot for a while, and I wanted to make
the chaos polymorph actually chaotic once more by introducing a lot of
funny new critters that we've added or neglected to add before.

I have my qualms with the wabbajack proc still, with how it selects one
out of all categories and then something inside. That for example means
1/5th of the time you'll get a fucking slime, which is stupid and
annoying. But that's for another PR, this just adds mobs to lists.

> Updated a few species' changesource flags

These species either had no real reason not to have these flags or the
reasons they had for them were outdated. I may be wrong here, but I
don't see a good reason for Funny Ethereals & Funny Lizards to be locked
out of the Funny mirror, they aren't that strong. Vampires aren't that
good in their current iteration, either, so they go in too.

Skellies & Vamps are still excempt from the magic mirror because they
already have spells for that stuff, Splattercasting & Lich respectively

Same reasoning applies for zombies.
## Changelog
:cl:
add: Modernizes polymorph types by adding mob types that never entered
the wabbajack list.
balance: Updated a few species' changesource flags
/:cl:

---------

Co-authored-by: Ghom <[email protected]>
…sing (tgstation#87450)

## About The Pull Request
Added a new trait that changeling bodies have that prevents them from
showing up as having a soul when examined when you pull out their brain.

## Why It's Good For The Game
This is an extremely cheesy and easy way to antag check a suspected
changeling, either via surgery, guillotine or amputation shears. Admins
rule this as metainfo/an exploit, so players essentially have to forgo
using information that they have acquired unintentionally in-game.

## Changelog
:cl:
fix: Changelings no longer have a soul when examined if their brain is
missing
/:cl:
## About The Pull Request
closes tgstation#87479
## Changelog
:cl: grungussuss
fix: it is now possible to succumb without speaking
/:cl:
Ghommie and others added 28 commits November 3, 2024 11:20
## About The Pull Request
The reason why I refactored material effects code is here.

In this PR I add the possibility of printing fishing rods from different
materials at your nearest autolathe, though it doesn't stop there. Each
material has different values for (so far) fishing difficulty, casting
range, experience gained and foremost the chance of catching fish made
of the same material as the fishing rod used to catch it. The material
the fish is made from can either increase or decrease the weight of the
fish.

In a many cases, material rods can also have other small effects on
fishing, like removing the chances of duds even without a bait, or
attracting shiny-loving fish, or passing some other fish trait checks.
In a few cases, these fishing rods can have bigger, more impactful
effects on fishing. That said, here's a list of more or less the effects
(skipping very minor ones and those inherited from being items) and
modifiers across materials so far, a few things will be added later:

<details>
<summary>Huge-ass list (out-fucking-dated now that I've added 5 more
variables 😢)</summary>

- Iron: +30% fish weight, 8% chance of material fish
- Glass: +20% fish weight, +5 difficulty, +20% experience, 8% chance of
material fish
- Silver: +35% fish weight, -5 difficulty, - 15% experience, 15.5%
chance of material fish
- Gold: +50% fish weight, -10 difficulty, -25% experience, 20.5%
material fish, +1 casting range
- Diamond: +40% fish weight, -13 difficulty, -30% experience, 23%
material fish, -1 casting range
- Uranium: +100% fish weight, 8% material fish
- Plasma: +30% fish weight, 8% material fish
- Bluespace: +30% fish weight, -5 difficulty, -15% experience, 23%
material fish, +5 range
- - 33% chance of selecting a reward from (almost) any fishing source
instead of the current one.
- Bananium +20 difficulty, +60% experience, 38% material fish, +3
casting range
- - 20% chance of fishing either a clownfish, lubefish, donkfish,
soulfish or skin crab instead
- Titanium: +20% fish weight, -5 difficulty, 8% material fish, +1 range
- Runite: +50% fish weight, -18 difficulty, +220% experience, 38%
material fish, +1 range
- Plastic: -20% fish weight -5 difficulty, +20% experience, 8% material
fish, +2 range
- Wood: -50% fish weight, +8 difficulty, +30% experience, 13% material
fish, -1 range
- Adamantine: +60% fish weight, -23 difficulty, -40% experience, 33%
material fish, +1 range
- Mythril: +40% fish weight, -25 difficulty, -50% experience, 43%
material fish, +2 range
- Hot Ice: -10% fish weight, -10 diffiulty, -10% experience, 18%
material fish, +1 range
- Metal Hydrogen: -40% weight, -15 difficulty, -20% experience, 23%
material, +4 range
- Sand: +20% weight, +30 difficulty, -80% experience, 8% material, -2
range
- Sandstone: +20% weight, +25 difficulty, -70% experience, 8% material,
-2 range
- Snow: -20% weight, +25 difficulty, -70% experience, 8% material, -2
range
- Runed Metal: +50% weight, -12 diff, -10% experience, 38% material
- Bronze, +40% weight, 13% material
- Paper: -60% weight, +40 diff, -90% experience, 8% material, -2 range
- - Has a 20% chance of fishing up an aggressive stickman
- Cardboard: Same as above, but without the stickmen
- Bone: +5% weight, +15 diff, -15% experience, 8% material, -2 range
- - 20% chance of fishing up either a unmarine bonemass, a unmarine
mastodon, a hostile skellie or rarely a single-use spectral instrument
that can turn you or someone else into a spooky scary skeleton.
- Bamboo: -50% weight, -4 difficulty, +30% experience, 13% material, -1
range
- Zeukerite: 20% weight, -16 difficulty, -10% experience, 28% material
- Plasteel: +75% weihgt, +5 difficulty, +10% experience, 8% material
- Plastitanium: +10% weight, -10 difficulty, -5% experience, 8%
material, +1 range
- Plasmaglass: +20% weight, +5 difficulty, +30% experience, 8% material
- Titanium Glass: +25% weight, -5 difficulty, +25% experience 8%
material
- Plastitanium Glass: +20% weight, +50% experience, 8% material
- Alien Alloy: +140% weight, -25 difficulty, 33% material, -40%
experience, +2 range
- Hauntium (good luck using it): +40% weight, -30 difficulty, +50%
experience, 38% material, +2 range
- Meat: +13 difficulty, -20% experience, 28% material, -2 range
- Pizza: -10% weight, +13 difficulty, -20% experience, 28% material, -2
range

</details>

## Why It's Good For The Game
I think it's nice to have two features interact with each other (fishing
and materials), and it adds a layer of interesting uses to some
materials.

## Changelog

:cl:
add: Autolathes can now print fishing rods of different materials, which
can increase or decrease fishing difficulty, casting range, and
experience gained, and can have other interesting effects.
/:cl:
…n#87653)

Yeah I really don't get why this happens. I went through it on local,
and it goes
try delete human > delete quirks > delete the nullspaced original limb
from proslimb > delete the rest of limbs
Still the unit test fails because it's getting qdelled twice? It doesn't
qdel twice on local so idfk

This is caused by morgue bodies with proslimbs being spawned and
deleted, so uh just stop morgue bodies from getting proslimbs. idk man
its a bad fix but it'll get our unit tests running again

Fixes tgstation#87663
Fixes tgstation#87669
Yeah apparently the voidwalker kidnap was completely instant

tgstation#86031 replaced the callback
that checked for being incapacitated with the number 1

:cl:
fix: Fixes voidwalker having an instant kidnap
/:cl:

---------

Co-authored-by: MrMelbert <[email protected]>
## About The Pull Request

Massive cleanup/pseudo-refactor of projectile and projectile-adjacent
code. One letter variables, weird logic, some runtimes, all of that.
Atomized in a separate PR from the actual refactor so we don't end up
with a 5k line PR.

## Why It's Good For The Game

Makes the code possible to work with before I nuke pixel_move and kevinz
units:tm:
## About The Pull Request

This box type has a maximum of 3 slots, and can be hidden beneath
floortiles. It can be crafted by *jump emoting ontop of a regular, empty
box.


https://github.com/user-attachments/assets/d7ab52ec-2b47-4ab4-b2af-05ce00b0ae4b



https://github.com/user-attachments/assets/30dd5de3-1f4d-4cb4-8d9c-8625379e76bf

## Why It's Good For The Game
Hiding beneath tiles is a fun, yet not broken method of stowing
contraband. The toiletbasin or moisturizer trap remains a better option,
so I want to open up the space between the floorboards as quick
alternative for stowing or making cache drop-offs.

Smuggle satchels have a lot more going for them than their ability to be
hidden beneath tiles, so I don't feel like this is intruding on their
turf.
…tead (tgstation#87350)

## About The Pull Request
- SiliConnect is no longer a default app for cyborgs.
- RoboTact, the borg self-status app now has a Network tab, which lists
other borgs' status.
- The Network tab will only list borgs connected to the same AI as you.
If your AI goes down, you lose connection to other borgs' status info.
- Your AI is also listed on the Network tab, with their own status in a
very binary good/bad form.
- Syndicate borgs are able to see other syndicate borgs on the Network
list, even though they lack an AI.
## Why It's Good For The Game
SiliConnect was recently added to the default borg apps list. But it has
a lot of features that borgs can't actually use, and so feels rather
messy. It was added with the goal of letting borgs see eachother's
status, and so I've ported that functionality into RoboTact. SiliConnect
is no longer a default borg app (though it *can* be installed if a borg
and human really want it to be).

Showing the AI's status is certainly a balance choice. But it's not
really that much of a secret when the AI dying already adjusts the
monitors across the station to a BSOD image. On the flip side, we get to
shut off borg status sharing when the AI goes offline, which is neat.
## Changelog
:cl:
del: SiliConnect, a tool meant for Roboticists, is no longer included by
default on borgs.
add: RoboTact, the borg self-status app, now shows the status of other
borgs synced to the same AI. Syndicate borgs can likewise see
eachother's status, even without an AI.
balance: RoboTact also shows their synced AI's very basic status of
functional or offline.
/:cl:
UI Pictures:

![image](https://github.com/user-attachments/assets/1a5b6cbc-daa6-43a7-8ff6-95119d84eb83)
Dead AI:

![image](https://github.com/user-attachments/assets/f9f1668c-ae5b-4867-8634-590b573a968c)
Syndicate borgs do not see station borg status, but can see eachother's

![image](https://github.com/user-attachments/assets/085a0745-4c18-4a45-bcb4-ef93fa5b799f)


~~Drafting because I need to do edge-case testing, and the AI box isn't
quite functioning correctly when the borg has no AI master.~~
…87671)

## About The Pull Request

This PR fixes a rare runtime error, regarding lost crew members, that
occurs when there are no organs in the `organs_we_can_take` list, which
causes an exception due to an attempt to `pick()` from an empty list.
## Why It's Good For The Game

The less exceptions exists, the better.
## Changelog
:cl:
fix: fixed a rare runtime with lost crew having no organs
/:cl:

---------

Co-authored-by: SmArtKar <[email protected]>
## About The Pull Request

mining resonator clips to belt slot.

## Why It's Good For The Game

its a belt-like toolcore itempunk. a total oversight it never did. it
fits in mining belts!!

## Changelog

:cl:
qol: mining resonator clips to belt slot
/:cl:
## About The Pull Request

![image](https://github.com/user-attachments/assets/131caab0-5495-4f28-b9e0-46ce4ebc7b40)
## Why It's Good For The Game
gives players more control over how loud they want certain sounds to be
## Changelog
:cl: grungussuss
sound: the volume that ship ambience, ambience, radio noise and
announcements play at can now be tweaked in preferences, check your
preferences!
/:cl:
@Nerev4r Nerev4r merged commit 0906148 into DopplerShift13:master Nov 4, 2024
19 of 21 checks passed
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