forked from tgstation/tgstation
-
Notifications
You must be signed in to change notification settings - Fork 37
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
Tg parity nov 1 #218
Merged
Paxilmaniac
merged 83 commits into
DopplerShift13:master
from
carpotoxin:TG-parity-nov-1
Nov 11, 2024
Merged
Tg parity nov 1 #218
Paxilmaniac
merged 83 commits into
DopplerShift13:master
from
carpotoxin:TG-parity-nov-1
Nov 11, 2024
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
…6049) ## About The Pull Request I'm adding a score that tracks which types of fish you've caught across multiple rounds. To do so, I had to add a new score subtype that manages the score value not being a number. Thankfully the achievement code is fairly flexible so not a whole lot had to be done, although I've to add a new column to the achievements table in the DB, because the 'value' is for integers, while we need one for text strings ~~(the contents of the list are converted to text with a delimiter before being saved cuz I'm not sure if and how our DM slash SQL integration handles using lists directly and I don't want to waste time finding it out)~~. EDIT: It's mostly done beside the reviews that are going to point out things that need to be changed. The UI changes are done. It's time for reviews. Here are screenshots of the UI with all fish still uncatched beside one (I've since then the typo on its name and removed an extra zero from the index number, as well as a nit with the spacing between cells): ![immagine](https://github.com/user-attachments/assets/a1dcfeb6-6d26-461e-aaa1-97c619f5cbfa) ![immagine](https://github.com/user-attachments/assets/768f6621-c992-4932-9bca-979dd1e43d6f) ## Why It's Good For The Game We have about dozens over dozens of different fish in the game now, many of which are just fluff anyway. It's getting to the point it's perhaps doable to add a score or something to be a braggard about. ## Changelog :cl: add: Added a new score that keeps track of all different fish that you've caught between shifts. server: Added a new schema table to store the aforementioned entries and the ckeys associated to them, with an additional timestamp column. /:cl:
## About The Pull Request Removes S ## Why It's Good For The Game Removes S ## Changelog :cl: code: Removes S /:cl:
…87665) ## About The Pull Request Alien operating tables (made by making a table frame with alien alloy, then adding silver) now have a 20% surgery speed bonus, as compared to normal operating tables. I also refactored the `get_location_modifier` proc, it now uses a "typecache" rather than a else-if locate tower. ## Why It's Good For The Game Medbaymaxxing with alien tech is nice - and this somewhat cursed code is still better than the else-if locate tower, honestly. ## Changelog :cl: balance: Alien operating tables now have a 20% surgery speed bonus. refactor: Refactored how table/bed surgery speed modifiers are calculated, so it's hopefully more efficient now. /:cl: --------- Co-authored-by: Kapu1178 <[email protected]>
…/me (tgstation#87668) ## About The Pull Request He plans on moving away from the codebase so I am taking soft ownership over the MC in order to prevent gigafuckshit. Similar story for config/db/build stuff, the hosts need to be pinged about db/config/build changes and now there's two of them
## About The Pull Request Fixes bug introduced by tgstation#84306 that broke borg throwing ## Why It's Good For The Game Bugfix. Lets borgs throw again ## Changelog :cl: fix: Fix borg throwing not working /:cl:
… or not (tgstation#87522) ## About The Pull Request Adds a ternary statement to the logging for adding admin remarks (notes, messages, watchlists) to specify if a note is secret. No change to actual administrative functions, just the logging. ## Why It's Good For The Game Accurately reflects the note added! ## Changelog :cl: admin: When a secret note is applied, it'll now be logged as a secret note (instead of appearing like a regular note). /:cl:
## About The Pull Request Closes tgstation#87618 Technically either part of this fix (moving the active check in seal_part and removing the parts check in control_activation) is enough to fix this particular issue but I'm doing both for sanity reasons (and possibly edge cases with modules that modify their required parts? not sure if we have those) also yeah it didn't call deactivate() ## Changelog :cl: fix: Fixed MODsuit deactivation not disabling modules /:cl:
## About The Pull Request - Node 22 LTS and Yarn 4.5.1 - Removes windows 7 compatibility support - Set to install for you on the next build - CI also bumped to Node LTS ## Why It's Good For The Game Oil change for TGUI. Up to date and fresh! ## Changelog N/A
## About The Pull Request 2 sound files got corrupted by optivorbis ## Why It's Good For The Game uncorrupt is good ## Changelog :cl: grungussuss fix: duct tape will now properly make sounds /:cl:
This PR follows the material fishing rod PR, which had a small issue in which I had forgotten to add a return value to a proc and thus fish caught from material fishing rods would never be made of that specific material. I've tweaked some values for materials and fishing rods, I felt some of the "better" rods were a bit too fast, and some downright let you skip the fishing minigame with zero to one level. Also, I felt that, despite making fishing easier kinda, the area of the bait slider still felt a tad too small, so I've introduced a height multiplier for the slider so that it could cover more space, depending on the strength multiplier of the material (for once, not a new niche variable). This doesn't apply to fishing rods with strength multiplier less than 1 because they don't need to be made worse. About fish and cargo, I've added a soft cap (a 0.86 exponent) to fish selling price. It shouldn't affect the wide majority of fish you catch, however it does affect those that sell for over 6k per unit, which are few and rare. However, I've been pinged about some ludicrous money-making done by selling fish alone on a downstream server, likely from growing the big fish to be up twice their initial size and weight (capped to 2.5 the average value for the species), however, new features may push things a little further, so it's better to be safe than sorry. Screenshot below: They said it took them about a hour, however take it with a pinch of salt since it's by no mean easy and fast money by Terry's standards: I've also halved the selling price of jumpercable fish, which, despite requiring an emag or some sort luck, could easily be farmed in due time with little to no maintenance, being self-reproducing and hunger-less, and each of them would sell for 6k. conversely, I've increased the price of the unmarine mastodon a little because of the soft-cap, since it's very rare.
## About The Pull Request Adds a completely brand new multi-z station map "NebulaStation". New areas and few exclusive map shuttles (ferry, mining, arrival, evac, cargo) Few example screenshots ![StrongDMM-2024-07-19 20 53 15](https://github.com/user-attachments/assets/e895bae6-f3e7-4ee4-9779-96266e943db0) ![StrongDMM-2024-07-19 20 51 41](https://github.com/user-attachments/assets/43bb1443-1c2c-4c4e-8f0c-b743866c84fa) ![image](https://github.com/tgstation/tgstation/assets/143291881/4bdfa1d7-ba84-408b-a4ff-9fa0dd3a2783) ![image](https://github.com/tgstation/tgstation/assets/143291881/6caa71cc-92f2-49ff-b05c-76e091b5b05b) ![image](https://github.com/tgstation/tgstation/assets/143291881/c64ac863-9287-4827-9168-ea9a55f66a9e) ![image](https://github.com/tgstation/tgstation/assets/143291881/dff66e71-89a0-4da7-94f5-07774c239047) And more... ## Why It's Good For The Game New maps are always good for the game ## Changelog :cl: Kiko add: Nebulastation, new station map /:cl:
looks wrong
…op event balance change) (tgstation#87657) This is used to set the nuke disk's safety factor from applying on very low pop player counts, as it's unlikely the disk can be secured. I don't believe this precludes the event from being randomly chosen, but it makes sure it wont be a certainty on very low pop when the disk hasn't been secured from lack of players Just to clarify this applies only at 9 population or lower. ## Why It's Good For The Game On very very low pop, the disk is often unsecured, and.. more importantly, a lone op is likely to have a very high chance of easily succeeding as there is not enough crew to upkeep a watch on the relevant areas. This event is fun on higher populations, and needing to protect the disk makes sense, but on very lowpop, I think it doens't quite work as designed, as instead it just means a lot of low pop rounds will end due to a loneop spawning if there's any ghosts about at all. ## Changelog :cl: oranges balance: Nuclear disk no longer needs to be secured at sub 10 population /:cl:
## About The Pull Request Fixed sect nullrod bonus component by adding comsig_sect_change to signals registered. This didn't work if you picked nullrod before sect. Now it does! ## Why It's Good For The Game bug ## Changelog :cl: fix: Fixed sect nullrod bonus component /:cl:
## About The Pull Request - Removes `cyborg_tool` test, which partially helps with the below issues as it is superseded by `datum/unit_test/omnitool` - tgstation#87708 - tgstation#87713 - Removes borg transform animation from omnitool test which causes random runtimes. Also restructures it for future omnitool tests which will come in future PR's ## Changelog :cl: N/A /:cl:
…e protects from some heretic abilities (mostly Moon effects) (tgstation#87702) ## About The Pull Request Several effects that target the mind now are blocked by the presence of MAGIC_RESISTANCE_MIND, which is only found (currently) on tinfoil hats. Affected abilities and items include; Moon Path Powers (like, pretty much every single thing the path gets) Eldritch Paintings Mask of Madness (oh, and normal magic resistance also applies because...it's fucking magic?) Mindswap Terrorize (the nightmare ability) Abyssal Gaze (completely unused, used to be a rune golem spell I think) ## Why It's Good For The Game Tinfoil hats horribly debilitate you and render you pretty terrible at actually validhunting. But it is exceptionally funny for someone to willingly subject themselves to wearing it in fear of being attacked by a Moon heretic. And then get blinded and stunned by their mere presence because they are now scared of heretic's tools, alongside most of the station's various roles. Since this doesn't stop a heretic from A) hitting you with the ol' Mansus Grasp the old fashioned way and B) stabbing the shit out of you after this, I don't anticipate it being TOO effective when it doesn't stop the heretic's bread and butter abilities, as well as causing automatic debuffs just from them being on the screen. If heretics giving out a phobia targeting them specifically wasn't tolerable, then someone willingly subjecting themselves to that same effect to stop a moon heretic is maybe unlikely, or just really funny and sandboxy. Oh, and it makes them scared of, like, security and command and stuff so this is NOT a viable option for those roles at all unless they really want to suffer constantly for it. But maybe that's funnier as a result. ## Changelog :cl: balance: Some mind altering effects of heretics (predominantly Path of the Moon heretic abilities) are nullified using...a tinfoil hat. But awareness of the mind altering psychotropic eldritch brain wizards has spread amongst the conspiracy theorists. They could be anyone! Even YOU. balance: Some additional spells (mindswap, nightmare's terrorize) are also blocked. /:cl:
<!-- 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 This might very well only happen to me, there were no issues, but running `bin\tgui-build` rather than <kbd>CTRL</kbd><kbd>SHIFT</kbd><kbd>B</kbd> would error. The default windows powershell (5.1 for me) is the culprit. This routes it to an [upgraded powershell](https://learn.microsoft.com/en-us/powershell/scripting/install/installing-powershell-on-windows?view=powershell-7.4), if you have it installed. ![image](https://github.com/user-attachments/assets/b1ccc00b-d109-4e11-9459-942a765a7d45) <!-- 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 I hate red letters in my terminal >:( <!-- 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 Dev only
tgstation#87703) ## About The Pull Request title ## Why It's Good For The Game automation is nice, makes it more visible to players that a pr is tm only ## Changelog nothing player facing
…ation#87689) ## About The Pull Request - Fixes tgstation#87574 It's custom materials which is used in deconstruction did not match its crafting recipe requirements ## Changelog :cl: fix: status & newscaster frame won't drop extra glass sheets upon deconstruction /:cl:
…m headers actually update when there's none. (tgstation#87610) ## About The Pull Request As before, more fiddling with NTNRC, more bugs. This time, the same user sending the same message within the same second would cause this message to spawn a new copy each time the channel was opened, until the UI was closed and re-opened. Looking into it, this seemed to be because we would set the `Box`'s `key` value to the message contents: <https://github.com/tgstation/tgstation/blob/b0d71024c0c10a0d276ea3119894c27ca7adf0d0/tgui/packages/tgui/interfaces/NtosNetChat.jsx#L156> Which isn't actually unique. To fix this, we instead make each channel keep track of an incrementing `id` number to assign to each message, and convert the `messages` list to an associative list using those numerical ids stringified. We don't just use the list index as a key, as we later may want to target specific messages, so a consistent unique key is important. This fixes our primary issue. In the process of making the rest of the code account for this, I noticed that the NTNRC program header that's supposed to show new messages in the active channel when the program is idle didn't actually work. Just at all. So I rewrote the entire thing, and it now tracks the last read message's id rather than the full message, and sets this when you actually background the program. The rest still runs on process tick, where it updates the header if there's a new message with a different id on top. Finally, the header part of the UI wasn't actually updating if there were no headers, so now it forwards a lack of headers change as well. ## Why It's Good For The Game Reduces more NTNRC jank. Good if shit like, actually works. ## Changelog :cl: fix: NTNRC no longer endlessly duplicates messages with duplicate contents upon switching channels. fix: The new message header you get when NTNRC runs in the background actually works. fix: NtOS header actually updates if there are no program headers. /:cl: --------- Co-authored-by: SmArtKar <[email protected]>
…7697) ## About The Pull Request The goliath hammer is now resistant to fire and acid. Being an extension of your body, this should probably not burn off until the entire limb does. ## Why It's Good For The Game Closes tgstation#87566. ## Changelog :cl: fix: Goliath Tendril Hammer arm (from the gene brain) is now resistant to being burned off by acid/fire. /:cl:
…87676) ## About The Pull Request - Fixes tgstation#87664 storage hooks onto pre attack whereas the material container uses attackby so the storage component was intercepting the bananium before the material container could consume it. This also ends the attack chain early so optimization ## Changelog :cl: fix: MK honk shoes now consume bananium & can clown again code: material container objects end their attack chain early /:cl:
## About The Pull Request Adds a new boolean that lets you opt out of automatically linking zlevels in `LoadGroup()` (as implemented in tgstation#87029); and forwards that support to map jsons. Does ***not*** change any /tg/ map jsons in the process; as they all still work as intended. A modified Icebox JSON loading correctly: ![image](https://github.com/user-attachments/assets/5f7a731d-3d4a-461f-9d86-04e1bf162885) ### How do I disable automatic z-level linking? Add the following to your json; under planetary: ``` "height_autosetup": 0, ``` For each z-level's trait; you can then add either `"Up": true` or `"Down": true` to link them manually, as you would've prior to tgstation#87029 . ## Why It's Good For The Game tl;dr, map experimentation. It was prior possible to have station segments separated by z-level that weren't vertically linked; which was put to practice most prominently on Nova Sector, of all places, - but tgstation#87029 made it automatically assume that they should be linked in that manner. This middleground keeps the new assumption while preserving the old manual process for any mapping projects that need it. ## Changelog :cl: code: Mappers can now opt out of automatically linking their up/down station traits. /:cl:
## About The Pull Request Some various dependency updates for tgui ## Why It's Good For The Game Shiny! ## Changelog N o p e n/a
) ## About The Pull Request There were checks in living limbs that were checking the wrong thing, at least one of which was introduced by a feature change in a PR I merged but didn't notice. Notably: - We were checking if the person with the limb was invisible, not the thing they were trying to touch. - We were checking if the person with the limb was anchored, not the thing they were trying to grab. Now your arm will no longer reach out and grab wires that are under the floor. Additionally to this: - I made all of the output say "Your left arm" or "Your left leg" instead of "Your flesh left leg" because it sounded stupid. - I removed an unused argument from `can_be_pulled` because it was confusing me when I looked at the proc. - I reworded some of the user feedback messages because "the thing pretending to be your left arm feels funny" just isn't very evocative. The diff is long because I reversed the order of arm/leg operations because the leg block is much smaller :clueless: ## Why It's Good For The Game Fixes bug. I like it more. ## Changelog 🆑 fix: Living Limbs no longer try to grab things that are under the floor. spellcheck: Living Limb feedback messages now don't redundantly specify that they are flesh arms. /🆑 --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request Fixes bug caused by tgstation@b1c5e5e#diff-aedb81aab354c31e90007bd0ad4e8babf347ac7d6003c3b01da14021ff5a10f4R387 The wiki and code prior both say oil slimes should make corn oil, but they currently make vegetable oil. Since corn oil is needed for nitroglycerin and oil slimes are explosive-centric, it makes sense they should be making corn oil. ## Why It's Good For The Game Fixes: tgstation#81036 ## Changelog :cl: fix: Fixes oil slimes making vegetable oil instead of corn oil /:cl:
carpotoxin
requested review from
Paxilmaniac,
Ephemeralis and
kannthus
as code owners
November 8, 2024 19:04
my body is a machine that turns +300,000 into "LGTM" |
Paxilmaniac
approved these changes
Nov 11, 2024
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.
About The Pull Request
#208 Can be closed.
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: