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Update Dec 15 #284

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About The Pull Request

Wendigo projectile lag was apparently solved

Why It's Good For The Game

👍

Majkl-J and others added 30 commits December 4, 2024 14:04
…et is zero, fixes map_logging CI test (tgstation#87910)

## About The Pull Request

The ruins get added to forced_ruins, quite often after all ruin budget
is exhausted and thus they don't get spawned.

This adjusts the logic to ignore the budget when there's forced_ruins to
be had.

Also apparently fixes map_logging CI test which was broken by the logic,
and makes the stacked_lights test scream at you with the area name for
the sake of easier debugging as it can proc on the ruins now

## Why It's Good For The Game

Adjusts some logic to allow multi-ruins to spawn correctly, and to make
sure our mappers make good space ruins too

## Changelog

:cl:
fix: Ruins will now correctly spawn their tied ruins in
fix: The map_logging test now runs proper
code: The stacked_lights test now screams with area names too.
/:cl:
## About The Pull Request
If you set up a server without `COMMS_KEY` set it will be blank, which
is a valid key
## Why It's Good For The Game
CommKey validation should fail closed not open
## Changelog
## About The Pull Request
Closes tgstation#88338

## Changelog
:cl:
fix: Fixed atrocinator not yeeting you up
/:cl:
## About The Pull Request

Code bad lack of runtimes good

## Changelog
:cl:
fix: Fixed a qdel loop in hypnosis brain trauma
/:cl:
…gstation#88335)

## About The Pull Request

![image](https://github.com/user-attachments/assets/101bd911-c7ae-465a-99a6-f7a91b6c01e5)

A very light remapping, a few cosmetic improvements such as snowy
plating and some space by the door so it isn't flush against rockwalls.
Most notably, the air alarm is actually on the inside now, so it reads
the room inside instead of telling you that the Icemoon is indeed
ice-cold. Also has all-access because would-be-callers might want to
shut it up.
## Why It's Good For The Game
The alarm being on the outside and reading the outside hurt me. Now it's
a tiny bit nicer and cleaner.

Except, you know. Still a frozen hellscape out there.
## Changelog
:cl:
fix: fixed the Icebox Phonebooth air alarm being on the outside, thus
triggering because the planet is, indeed, cold. It is now inside and
all-access so that callers can turn it off when they decide the phone's
more important than their health and safety.
/:cl:
…d of round start (tgstation#88316)

## About The Pull Request
Mapvote will pull maps from the config based on the player count at time
of vote creation, rather than round start
## Why It's Good For The Game
if there are 30 connected round start, then 80 connected when the vote
is made, the options available shouldn't be the smallest possible maps
for the next round
## Changelog
:cl:
fix: Map vote now cares about current player count
/:cl:

---------

Co-authored-by: Odairu <[email protected]>
…eliable (tgstation#87799)

## About The Pull Request

Refactors the meteor satalites to use proximity_monitor making them MUCH
more reliable

## Why It's Good For The Game

Previvously it would process and check if meteor is in range every 0.2
seconds via subsystem. This made it very possible that meteor flew past
it before it even got detected, bypassing the shield. For it being
station objective that feels rather silly. Especialy when meteors can
actuely HIT THE SAT AND DESTROY IT

Also slight delay in toggleing on so you cant spam toggle it

## Changelog
:cl:
refactor: Nanotrasen has introducted new upgrades into the aging station
shield statalites, they require a but longer to toggle on however
/:cl:

---------

Co-authored-by: Ghom <[email protected]>
…4.7.2 (tgstation#88359)

Bumps
[JamesIves/github-pages-deploy-action](https://github.com/jamesives/github-pages-deploy-action)
from 4.7.1 to 4.7.2.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/jamesives/github-pages-deploy-action/releases">JamesIves/github-pages-deploy-action's
releases</a>.</em></p>
<blockquote>
<h2>v4.7.2</h2>
<!-- raw HTML omitted -->
<h2>What's Changed</h2>
<h3>Bug Fixes 🐝</h3>
<ul>
<li>fix: enable rsync mkpath to be backwards compatible with older
Ubuntu versions by <a
href="https://github.com/JamesIves"><code>@​JamesIves</code></a> in <a
href="https://redirect.github.com/JamesIves/github-pages-deploy-action/pull/1757">JamesIves/github-pages-deploy-action#1757</a></li>
</ul>
<h3>Build 🔧</h3>
<ul>
<li>build(deps): bump the misc group across 1 directory with 2 updates
by <a href="https://github.com/dependabot"><code>@​dependabot</code></a>
in <a
href="https://redirect.github.com/JamesIves/github-pages-deploy-action/pull/1756">JamesIves/github-pages-deploy-action#1756</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/JamesIves/github-pages-deploy-action/compare/v4.7.1...v4.7.2">https://github.com/JamesIves/github-pages-deploy-action/compare/v4.7.1...v4.7.2</a></p>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/15de0f09300eea763baee31dff6c6184995c5f6a"><code>15de0f0</code></a>
Deploy Production Code for Commit
d5dce9b90a6d5a8ff3cf3d2d8e6762aeddcc8026 🚀</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/d5dce9b90a6d5a8ff3cf3d2d8e6762aeddcc8026"><code>d5dce9b</code></a>
Merge branch 'dev' into releases/v4</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/389b85feff74538faf374f5fbf429aac582396c1"><code>389b85f</code></a>
fix: enable rsync mkpath to be backwards compatible (<a
href="https://redirect.github.com/jamesives/github-pages-deploy-action/issues/1757">#1757</a>)</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/12622a23d5246ff5656e6c2a16ce5b36e9e801a5"><code>12622a2</code></a>
build(deps): bump the misc group across 1 directory with 2 updates (<a
href="https://redirect.github.com/jamesives/github-pages-deploy-action/issues/1756">#1756</a>)</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/588d83fdf6b8f851e5dff99dc0086ad4e6242f05"><code>588d83f</code></a>
Release 4.7.1 📣</li>
<li>See full diff in <a
href="https://github.com/jamesives/github-pages-deploy-action/compare/v4.7.1...v4.7.2">compare
view</a></li>
</ul>
</details>
<br />


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Signed-off-by: dependabot[bot] <[email protected]>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
## About The Pull Request

Recovered crew no longer show up on roundend report, they are
technically antags, but they are not antags

![image](https://github.com/user-attachments/assets/255e26bb-acb0-419e-91bd-d203897dc26a)
## Why It's Good For The Game

Too easy to get greentexts. we don't want players to feel accomplished
too often
## Changelog
:cl:
fix: Recovered crew no longer show up on roundend report
/:cl:
## About The Pull Request
- Fixes tgstation#88351

An examine proc used bitflags to determine the contents of a bottle
despite whatever reagents are inside. I went and changed the examine
message to use `The label says it contains` instead of `It is` which is
more appropriate. Also the empty bottle parent type was listed as
`ALCOHOL` despite spawning with no reagents. A lot of alcohol subtypes
relied on this to give them the correct bitflag.

## Why It's Good For The Game
Drink consistency.

## Changelog
:cl:
fix: Fix drink labels for alcohol bottles
/:cl:
## About The Pull Request

Closes tgstation#87423

## Why It's Good For The Game
The sound this produces when AI states laws on a non-common frequency is
highly jarring and shouldn't be spammed every time someone from command
asks AI to state laws (or security uses a tape recorder in the
interrogation room).

## Changelog
:cl:
qol: AI laws and tape recorders no longer cause radio blips
/:cl:
## About The Pull Request
- Moves borg inducer to the same file as other inducers for easy
maintainence
- Compressed code for its `get_cell()` proc
- Fixes examines & screentips for borg inducer

## Changelog
:cl:
code: slightly improved code for borg inducer
spellcheck: fixes examines & screentips for borg inducer
/:cl:

---------

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

refer to title

No code changes were made here, i just copypasted code around
The only real difference is that I removed a pretty useless define that
depended on TESTING because it got in my way of splitting emergency.dm

tbh i didnt want a 50k line refactor pr that nobody is going to review
so im getting it out of the way in a separate PR

## Why It's Good For The Game

Shuttle code is literally all over the place please help me oh gosh

## Changelog

Nothing player facing or developer facing (at least I really hope so)
## About The Pull Request

Most sane projectile code (This was written prior to point changes when
they stored both coordinates and pixel values in x/y vars, and I forgot
to change it)

Closes tgstation#88293

## Changelog
:cl:
fix: Fixed projectile homing
/:cl:
## About The Pull Request

- Fixes emagged tram spoilers from appearing welded/displaying weld
hints
- Tram malfunction checks for humans before throwing
- Tram control panel flashes orange when malfunction can be fixed

## Why It's Good For The Game

- Better visual indicator that the tram is malfunctioning and can be
reset
- You're correctly told welder or multitool hints depending on if the
tram is welded or emagged
- Don't bother running a tram malfunction if nobody is around

## Changelog

:cl: LT3
fix: Tram spoilers correctly provide welder or multitool hints depending
on their damage
fix: Malfunctioning tram controller flashes orange and can be
preemptively fixed before it crashes
/:cl:
## About The Pull Request
- Fixes tgstation#88272
- Fixes tgstation#75480
- Fixes tgstation#77658
- Fixes tgstation#76380
- Fixes tgstation#78664
- Fixes tgstation#88272
- Fixes tgstation#50078

Gravity checks used to be on `mob/life()` proc and were moved to an
event based architecture to boost performance which lead to some edge
cases not being fully covered. The primary one being any teleport effect
which is now fixed. Another niche way was involving creating/destroying
floor tiles underneath a mob which is now also fixed.

## Why It's Good For The Game
Gravity now behaves normal.

## Changelog
:cl:
fix: Fix gravity not updating for mobs when teleporting, wormhole
jaunters, wizard spells, tile creation/destruction, mech entry/ejection
and other methods.
/:cl:
timothymtorres and others added 22 commits December 14, 2024 13:26
## About The Pull Request

Adds Syndol to the chemical kit

- It deals minor liver damage
- It is a very addictive hallucinogen
- When a security officer is exposed, they will hallucinate other mobs
as Nuke Ops
- When an assistant or clown is exposed, they will hallucinate other
mobs as Security Officers
- When exposed to less than ten units, these unique hallucinations will
only apply to all mobs *outside* of the view of the victim.
- When exposed to more than ten units (an overdose), it applies to *all*
mobs, not just those in view.
- All other members of the crew will just get normal hallucinations.
- Exposure is completely silent (until the liver damage kicks in, which
takes a while)


![image](https://github.com/user-attachments/assets/7c47b735-dec7-464b-849c-cf5a8fff10ff)

## Why It's Good For The Game

Someone dropped the idea in Discord and I thought it was pretty funny.
It also gives syndies a way to temporarily disorient a security officer
a la the old chaos holoparasite (oh god who was I chasing everyone is a
syndie?).

## Changelog

:cl: Melbert
add: Adds Syndol to the chemical kit, an addictive hallucinogen that
applies bonus effects when security officers, assistants, or clowns are
exposed.
/:cl:
## About The Pull Request

When messages got composed, the emphasis part was done after all the
speech spans were created, which caused problems if those spans had
characters that conflicted with our emphasis keys (notably underline).
This fixes that bug

## The Horse


![image](https://github.com/user-attachments/assets/bed2fe91-1193-45d1-b247-fab6620befd1)

## Changelog

:cl:
fix: Underlining your messages in loud mode shouldn't break anymore
/:cl:
## About The Pull Request
**1. Fixes**
 - Fixes tgstation#88231. This is a 2 part fix as in
- For the UI side we first convert energy to power in the back end via
`energy_to_power()` proc & then use `formatPower()` proc in the client
side UI to display the correct SI units instead of always using KW
- The turbine now uses `SSMachines` subsytem for processing instead of
`SSAir`. This is because energy which is
[power x delta time] requires `seconds_per_tick` which isn't supplied by
`process_atmos()` so for correct conversion we have to switch over to
the machine subsystem
 
![Screenshot
(452)](https://github.com/user-attachments/assets/94fc207b-37d4-4f10-a984-b5d15e0644c6)


**2. Refactor**
- Merged procs like `power_on()` & `power_off()` both into
`toggle_power()` proc
  - Converted `attackby()` attack chain into `item_interaction()`
- `ui_data()` now won't update the UI if it encounters invalid data &
sends very little data if it's not connected to the turbine to reduce
bandwidth
  - Removes redundant vars, autodoc procs & much more

## Changelog
:cl:
fix: Turbine converts energy to power correctly & shows correct reading
with multitool
refactor: turbine code has been overall improved. report bugs on github
/:cl:
## About The Pull Request

There is a FUCKING light in the CC landing area that is not aligned with
the rest of them

## Why It's Good For The Game

That light can get fucked

## Changelog

:cl:
fix: CC have got an electrician to sort out the lights in the CC arrival
area
/:cl:

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

This gives the chemical section in the nukie base some large beakers

## Why It's Good For The Game

It's a bit mad that a nukie can pay TC to get access to this area and
then they get, like, 3 small beakers? I've had to intervene as an admin
to give them more.

## Changelog
:cl:
map: In the new year's budget the syndicate have decided that chemists
need beakers to do their job properly.
/:cl:

Co-authored-by: Josh Powell <[email protected]>
… time around (tgstation#88492)

## About The Pull Request

A) Queue time can be null and it'll be valid for hotstarting loops
B) Pushoffs working even when you're moving feels much better
C) Jetpacks were having race issues with drift handlers because those
were also using comsigs which is a remnant of old code back when they
were components. Handlers should fire last, post-comsigs.
D) We should not be hard-blocking jetpack movement when doing final
slowdown step. Like really.

## Why It's Good For The Game

Jetpacks ACTUALLY don't suck this time around.

## Changelog
:cl:
qol: Jetpacks should ACTUALLY feel better now
/:cl:
@Paxilmaniac Paxilmaniac changed the title Update Dec 10 Update Dec 15 Dec 15, 2024
@Paxilmaniac Paxilmaniac marked this pull request as ready for review December 15, 2024 08:45
@Nerev4r Nerev4r merged commit de463bd into DopplerShift13:master Dec 15, 2024
23 checks passed
@Paxilmaniac Paxilmaniac deleted the update-10 branch December 16, 2024 21:57
Paxilmaniac added a commit that referenced this pull request Dec 21, 2024
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