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tg update 19NOV24 #242
Merged
Nerev4r
merged 223 commits into
DopplerShift13:master
from
She-Is-Trying-To-Form-Her-First-Thought:update
Nov 20, 2024
Merged
tg update 19NOV24 #242
Nerev4r
merged 223 commits into
DopplerShift13:master
from
She-Is-Trying-To-Form-Her-First-Thought:update
Nov 20, 2024
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closes tgstation#87572 ## About The Pull Request usr does not necessarily mean owner for screen alerts, thanks Observe ## Why It's Good For The Game shouldn't be teleporting other ghosts around
## About The Pull Request - Fixes tgstation#87539 Racks, bags & basically anything that stores stuff will interact with all holosign creator's correctly ## Changelog :cl: fix: holosign creators interact with storage items correctly /:cl:
## About The Pull Request Sass was warning about deprecated APIs in our codebase. Went through and fixed them Used sass-migrator tool as much as I could, some were by hand ### Updated: Sass would no longer let you run functions on hex color codes so I went through and HSL'd them all, how cool! If you have a simpler way to approach this, let me know Adds a tool to convert hex to HSL ## Why It's Good For The Game None of this ![image](https://github.com/user-attachments/assets/35d3dbeb-f62f-4485-bb2e-889c5d4453e2) ## Changelog N/A
…gstation#87828) ## About The Pull Request See name, makes it consistent with all the other printing machines. For some reason we have three different paths for all of them but refactoring is out of scope for me. Comes with updatepaths too ## Why It's Good For The Game No more confusion with how to change the direction, it's the same as all the other ones now. ## Changelog :cl: qol: mech fabricator output direction can now be changed with a drag pull /:cl: --------- Co-authored-by: SyncIt21 <[email protected]>
## About The Pull Request Closes tgstation#87861 Merge skew my beloved ## Changelog :cl: fix: Fixed ayylmao's brain examine lines /:cl:
## About The Pull Request closes tgstation#87330 ## Changelog :cl: grungussuss sound: party popper no longer makes reagent sloshing sounds /:cl:
## About The Pull Request This stops people from using chairs to create free metal. It was possible to pick up a chair or place it down and it would lose it's hologram status since a new object is created. Now anyone that attempts to place down or pick up a chair will have it vanish. ## Why It's Good For The Game No more free metal. ## Changelog :cl: fix: Fix using chairs in holodeck to create infinite metal /:cl:
## About The Pull Request Does as the title says, cleans up the code a bit and modernizes it, as well as making it call its parent. ## Why It's Good For The Game It's more readable this way, plus it properly calls its parent proc now.
## About The Pull Request Stingbangs (and much rarer rotfrags) used their disassembled sprite until primed this entire time. Yeah. ## Why It's Good For The Game Handle appearing out of nowhere looks very jarring
## About The Pull Request Closes tgstation#87809
## About The Pull Request This reduces the bounty size of the crayon civilian pack. Instead of 24 crayons, it only needs 8. Same payout, less quantity. ## Why It's Good For The Game Crayons are not easily produced or scavenged. Even if a map contains 2 full crayon packs in the Library, it still isn't enough to fulfill a single bounty for crayons. This new deal will get you a full payout with a full pack plus one _mystery crayon._ Go rob the clown or detective or something if you need the last one. Get that money!
…t + need boot out for ai to move (tgstation#87726) ## About The Pull Request so there is a problem of: if 2 modsuit modules were to apply the same trait and 1 were removed, shit would break so now all instances of mod_trait applied to the modsuit wearer are refs instead, with mod_trait used for stuff added to items as that isnt likely to have the same thing also qdeleted modsuits delete their parts apparently accidentally removed at some point. the previous time they did it caused qdel loops but this time it doesnt makes boots need to be out for an ai to move someone in a modsuit improves the ui, non-standard cores now have unique colors for the charging bar, and you can extend/retract things from ui, also adds a configurable button to config menu so that the tether doesnt repurpose the pin function made for circuits redoes modsuit balloon alerts to use simpler language makes the weapon recall module make you pick up the weapon if its on your tile as throws dont work on same tile ![image](https://github.com/user-attachments/assets/97a0eb85-8127-4297-b679-3e5488ce73be) ## Why It's Good For The Game futureproofing (also technically presentproofing, if you wear something like infiltrator and normal back modsuit and both have ai control they both will give you a trait) also ai movement doesnt have any checks currently, i think it makes sense that it would require your boots to be out so that the ai has something to move fix stuff change break boom wack
## About The Pull Request Includes the map_vote.txt config file created in tgstation#86788 so that it gets read when the server starts. ## Why It's Good For The Game Reads whatever value is set in the config file.
## About The Pull Request fixes tgstation#87844
## About The Pull Request fixes a few runtimes with the meteor heart's sleep behavior, mostly because it was trying to add an element to a blackboard key list, eventhough said key wasnt a list. ## Why It's Good For The Game fixes meteor heart AI runtimes
…to hear (tgstation#88016) ## About The Pull Request closes tgstation#87966 ## Changelog :cl: grungussuss fix: mobs can no longer hear their own breathing while deaf /:cl:
…on#88003) ## About The Pull Request Fixes insulated modsuits not having insulation from the SHOCK_NOGLOVES flag. ## Why It's Good For The Game bugfix, insulated modsuits were not providing full insulation, so for example if you were wearing an engi mod you'd still get shocked by flux anomalies or shock traps. ## Changelog :cl: fix: FIxes insulated modsuits not granting full insulation. /:cl: --------- Co-authored-by: Xander3359 <[email protected]>
## About The Pull Request The xenobio slime kill room used the normal openspace variant causing active turfs from the room below. ## Why It's Good For The Game Kills a couple more active turfs ## Changelog Nothing player facing probably
## About The Pull Request Since tgui-core is stable (and headless) now, we can use its accompanying [tgui-styles](https://github.com/tgstation/tgui-styles) library to import our official component styles. This means we can delete them here! ## Why It's Good For The Game Less confusing for contributors trying to fix components. Fix them in the official repo! ## Changelog N/A There should be NO visible difference
## About The Pull Request adds repairbots to the game! ![repairbot](https://github.com/user-attachments/assets/8c492c7c-6c12-4095-89f6-cc97ae1edbc0) this pr serves as a massive rework and buff to floorbots. i was a bit sad that they dont get built much anymore so ive given them tons of more utilities and uses. Repairbots still inherit to place tiles and repair breaches. but they can now rebuild walls, rebuild windows and repair structure and machinery. Also Ive given them voicelines to add more character to them. In short, they are very depressed with their job (however they express their happy go lucky attitude when u emag them where they will start deconstructing the station) to demonstrate capabilities, here's a slightly sped up clip of some repairbots patching up an area that was maxcapped 4 times: https://github.com/user-attachments/assets/bddac3b0-1984-4571-85d3-c5283dd7c0de When repairbots feel threatened, they will retract into their little toolbox which u can pick up and hold in ur hand, either to conveniently carry and plop them down at breached sites, or to bash skull with it U can build them using a toolbox, proximity sensor, cyborg arm and a conveyor belt ## Why It's Good For The Game refactors floorbots and makes them alot more useful tools for engineers to use ## Changelog :cl: refactor: floorbots have been refactored, please report any bugs add: adds repairbots to the game! /:cl:
## About The Pull Request Fixes issues with var typing and proc arguments, discovered using OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd upstream yet). ## Why It's Good For The Game Codebase maintenance.
…gstation#87650) ## About The Pull Request This PR removes the `<B>` and `<br>` from changeling memories since they did not function at all and ruined immersion. * Closes tgstation#84586 Before: ![345110418-fa95f4ba-d26a-47f5-bc5e-4d23454bb066](https://github.com/user-attachments/assets/11fd72d5-472b-468b-af2b-4fafe7c83ae8) After: ![image](https://github.com/user-attachments/assets/a07691e6-fb2a-40e0-8f2b-17826bbe8b14) ## Why It's Good For The Game Remove immersion breaking text. ## Changelog :cl: fix: changeling memories of victims no longer include `<B>` and `<br>` /:cl:
## About The Pull Request it's purchase path ## Changelog :cl: grungussuss fix: a bug regarding orderable items has been fixed /:cl:
## About The Pull Request moves the crate chaos randomizer marker to the far corner of the domain. this fixes the crate always spawning in one place, somehow. running theory is that the map didn't initialize enough before the crate randomizer was placed, so it never found the encrypted crate so it could never randomize its position. moving it to the corner makes it so it only loads after most of the map does, so it can shuffle the crate around. i tested it ![image](https://github.com/user-attachments/assets/82861120-9375-4800-8c58-008916391903) ## Why It's Good For The Game woe, bitrunners must now interact with the map gimmick again ## Changelog :cl: fix: Crate Chaos's encrypted cache is now randomly placed again. /:cl: Co-authored-by: Hatterhat <[email protected]>
…tation#88007) ## About The Pull Request The original PR wasn't ready to merge. Berets need their own masks, otherwise you can see naked scalp poking from underneath them. Will probably PR proper masks a bit later. Closes tgstation#87991 ## Changelog :cl: fix: Berets no longer make you go bald above your earline. /:cl:
…ou how to get it off without water in the description (tgstation#87902) ## About The Pull Request clickable alerts glow (regex: /atom/movable/screen/alert/.*/Click) ## Why It's Good For The Game people are much more likely to look at the chat or anywhere else than the status effect (really, its usually never worth reading 99% of them so they end up ignored) ## Changelog :cl: qol: alerts that do stuff when clicked glow gold /:cl: --------- Co-authored-by: MrMelbert <[email protected]>
…rimtext (tgstation#87994) ## About The Pull Request Title. I may have been wrong about how depended on this behaviour was Also, uh, fixes tgstation#87986 ## Why It's Good For The Game trim_reduced no longer needs to exist because trimtext() does it faster, and there's no reason to have a special proc if trim just calls that proc anyways. I sincerely doubt the proc overhead is so severe that we need another proc that will ever only be called directly 3 times in the code. Since trimtext() does something we don't expect, it's better to just have SDQL2 queries use trim() so we're all on the same page. ## Changelog NO!!!
Nerev4r
approved these changes
Nov 20, 2024
LGTM |
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Changelog