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14-10 merge #110
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14-10 merge #110
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* Autopsy scanners fit in surgery trays (#78835) ## About The Pull Request This enables surgery trays to hold autopsy scanners <details> <summary> Screenshot </summary> ![image](https://github.com/tgstation/tgstation/assets/86855173/2fb2930c-7875-417a-8a1e-03fd8b3aeb75) (Scanner not included) </details> ## Why It's Good For The Game Since it is a tool used in a surgery's step, I feel it makes sense that the autopsy tray (and surgery trays as a whole) should be able to hold this item and it potentially means less switching between containers. ## Changelog :cl: qol: The autopsy tray (and surgery trays) can now hold the autopsy scanner /:cl: * Autopsy scanners fit in surgery trays --------- Co-authored-by: YehnBeep <[email protected]>
* Bitrunner + Coroner + Curator Alt Titles * Junior Titles * Bitrunner+Roboticist * Bitrunner + Misc Jobs + Alt-title alphabetization * It Changes
* Fixes some EMP'd cyborg bodypart runtimes (#78849) ## About The Pull Request Remember friends, bodypart don't always have owners. Fixes some runtimes that occur if cyborg bodyparts were emp'd without an owner. ## Changelog :cl: Melbert fix: Robotic bodyparts not attached to people are now properly affected by EMPs. /:cl: * Fixes some EMP'd cyborg bodypart runtimes --------- Co-authored-by: MrMelbert <[email protected]>
* Fix virtual gondola meat (#78808) ## About The Pull Request Instead of having a copy-pasted snowflake function for virtual gondola mutation toxin, lets just move the difference to a variable. Fixes the "Be unable to push the crate" part of #78804, because it was applying both versions of the gondola disease, and the slower one could finish first if you got unlucky. ## Why It's Good For The Game Bugs bad, duplicate code bad. ## Changelog :cl: fix: Virtual domain gondola meat will no longer have a small chance to turn you into a weaker gondola variant /:cl: * Fix virtual gondola meat --------- Co-authored-by: FlufflesTheDog <[email protected]>
… (#24143) * Refactor gib code to use bitflags and have documentation * Modular updates * Modular updates * Modular updates --------- Co-authored-by: Tim <[email protected]> Co-authored-by: Giz <[email protected]>
* exodrone adventures are no longer database based * Fixes version numbers * Update tgstation_schema.sql --------- Co-authored-by: jimmyl <[email protected]> Co-authored-by: Bloop <[email protected]>
…] (#24156) * also removes exodrone adventures from prefixed sql schema (#78769) ## About The Pull Request forgor ## Why It's Good For The Game ![image](https://github.com/tgstation/tgstation/assets/70376633/3ba3ae4f-64ae-47a1-98ba-05d1e2d6d912) ## Changelog nothing playerfacing hopefully * also removes exodrone adventures from prefixed sql schema --------- Co-authored-by: jimmyl <[email protected]>
…th revival to the revival surgery, also makes said surgery a lot faster (#23923) * waesfdrghf * srgsrg * actually, this part was unnecessary * vsffgsef * ah this wasnt modular * while im here, ill do you one better * Apply suggestions from code review Co-authored-by: Bloop <[email protected]> --------- Co-authored-by: Bloop <[email protected]>
…hem with no changes made (#24047) * k * Update modular_skyrat/modules/self_actualization_device/code/self_actualization_device.dm Co-authored-by: Tom <[email protected]> * Apply suggestions from code review Co-authored-by: Bloop <[email protected]> * aaah * a * Apply suggestions from code review Co-authored-by: Bloop <[email protected]> --------- Co-authored-by: Tom <[email protected]> Co-authored-by: Bloop <[email protected]>
* wew * yeah --------- Co-authored-by: Snakebittenn <[email protected]>
…d/experimental versions (#23927) * tfuy * dawdaw * yargh * Update tgstation.dme * vscode is already open on another project so ill jsut webedit * Update modular_skyrat/modules/synths/code/research_nodes.dm --------- Co-authored-by: Bloop <[email protected]>
* Adds a cowboy bundle to the nuclear ops uplink (#78874) ## About The Pull Request Tin The bundle includes revolver, holster, armored cowboy outfit, horse, apples to tame said horse, and a complimentary lighter. It costs 18tc, so it's a little more expensive than getting the revolver & holster on their own, but you also get a horse so it's worth it. ## Why It's Good For The Game This was intended as a lone-ops bundle so we can finally have some lone rangers but I think having a crew of cowboy outlaws doing a "train heist" for a nuke is really funny. ## Changelog :cl: Wallem add: Nuclear Operatives now have ready access to ancient cowboy technology in the form of the Outlaw Bundle. Now you too can roll into town on your horse. /:cl: * Adds a cowboy bundle to the nuclear ops uplink --------- Co-authored-by: Wallem <[email protected]>
* Refactored Mirrors * Update mirror.dm * Update mirror.dm * Modular updates * Modular updates * Merge branch 'master' into upstream-merge-77842 * Update mirror.dm --------- Co-authored-by: carlarctg <[email protected]> Co-authored-by: Giz <[email protected]>
* Refactors Revenants into Basic Mobs * Update revenant_abilities.dm --------- Co-authored-by: san7890 <[email protected]> Co-authored-by: Giz <[email protected]>
…ped (#24232) * dawdaw * rogue space * a small fix * Update modular_skyrat/modules/tableflip/code/flipped_table.dm Co-authored-by: Bloop <[email protected]> * pacifism * a --------- Co-authored-by: Bloop <[email protected]>
…s, lets robo print health analyzers/advanced medical tools (#24162) * aaa * a * a! * aaaa * now with FUNCTIONAL icon states * whoa where did these come from?! * Apply suggestions from code review Co-authored-by: Bloop <[email protected]> * Apply suggestions from code review Co-authored-by: Bloop <[email protected]> --------- Co-authored-by: Giz <[email protected]>
…#24241) * makes unholy water an effective coagulant for cultists (#78862) ## About The Pull Request Atomizes tgstation/tgstation#78411 Makes unholy water act as a coagulant for cultists, and reduce bleed rate on bleed wounds. ## Why It's Good For The Game As I explained in the other PR, cult has a distinct lack of solutions for wounds. Given cultists are meant to be masters of blood, it only stands to reason they should be able to stop it spilling out of themselves. ## Changelog :cl: balance: Unholy water acts as a coagulant for cultists. /:cl: --------- Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com> * makes unholy water an effective coagulant for cultists --------- Co-authored-by: necromanceranne <[email protected]> Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
* fixes polymorphing into a holoparasite (#78889) makes holoparasites `MOB_SPECIAL` and gives them `SENTIENCE_HUMANOID` only one is needed for the belt to fail copying it but uhhh i don't think it should just be left hanging with no biotype at all thats just weird fixes #78578 ## Changelog :cl: fix: you can no longer polymorph belt into a holoparasite /:cl: * fixes polymorphing into a holoparasite --------- Co-authored-by: Sealed101 <[email protected]>
…d. [MDB IGNORE] (#24240) * Fixes a few runtimes with TTS and skips some code if TTS isn't enabled. (#78713) ## About The Pull Request Fixes a few runtimes with TTS and skips some code if TTS isn't enabled. ## Why It's Good For The Game fixes...good??? ## Changelog :cl: fix: Fixes a few runtimes with TTS and skips some code if TTS isn't enabled. /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Fixes a few runtimes with TTS and skips some code if TTS isn't enabled. --------- Co-authored-by: Iamgoofball <[email protected]> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* count station food verb counts station food (#78864) ## About The Pull Request it checked for food not on the station ## Why It's Good For The Game bug bad ## Changelog :cl: fix: count station food verb now counts food only onstation /:cl: * count station food verb counts station food --------- Co-authored-by: jimmyl <[email protected]>
* Add burning sound loop to bonfires and fireplaces (#78834) ## About The Pull Request This adds a ignition sound whenever a fireplace or bonfire is initially lit on fire. Afterwards a continuous burning loop is played. Also added some documentation and optimized fireplaces to only `process()` when lit. ## Why It's Good For The Game Better consistency. ## Changelog :cl: sound: Add burning sound loop to bonfires and fireplaces code: Improved fireplaces to only process when lit /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Add burning sound loop to bonfires and fireplaces --------- Co-authored-by: Tim <[email protected]> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Fixes an issue w/ antiglow. (#78865) ## About The Pull Request Antiglow's ``glow`` var used to be how strong it would glow, but it was renamed to ``glow_power`` when ``/obj/effect/dummy/lighting_obj/moblight`` got added to it, which took its previous name of ``glow``. Antiglow was never updated for this, so they set the moblight as -1.5, which is supposed to be its strength. I also removed some unused defines dw about that ## Why It's Good For The Game Fixes an unintentional change that maybe breaks something idk. ## Changelog :cl: fix: Antiglow now probably has negative glow power. /:cl: * Fixes an issue w/ antiglow. --------- Co-authored-by: John Willard <[email protected]>
* Borg modules can no longer be sold by pirates (#78873) ## About The Pull Request The pirate cargo pad and console worked by recursively getting all the contents of all atoms located on the pad. Incidentally, this resulted in borg modules and radios being sold if the borg happened to be on the pad. This PR just makes the pads ignore cyborgs and anything located in a cyborg (or in a thing in a cyborg, and so on). Fixes #47941. ## Why It's Good For The Game Borg modules probably shouldn't be sold, since they need a module reset to replace. Borg radios _definitely_ shouldn't be sold, as IIRC not even a reset will replace them. ## Changelog :cl: fix: Borg modules can no longer be sold by pirates. /:cl: * Borg modules can no longer be sold by pirates --------- Co-authored-by: GPeckman <[email protected]>
…aner) not sanitizing burn wounds [MDB IGNORE] (#24246) * Fixes sanitizing chemicals (Miner's Salve, Sterilizine, and Space Cleaner) not sanitizing burn wounds (#78851) ## About The Pull Request This proc didn't pass itself to the reagents to actually do anything. ## Changelog :cl: Melbert fix: Miner's Salve, Sterilizine, and Space Cleaner now all properly affect burn wounds /:cl: * Fixes sanitizing chemicals (Miner's Salve, Sterilizine, and Space Cleaner) not sanitizing burn wounds --------- Co-authored-by: MrMelbert <[email protected]>
* [no gbp] Disable summon AI during summoning (#78891) ## About The Pull Request Disables AI on heretic minions while they are being summoned, because they're not supposed to exist yet. This fixes a bug where flesh stalkers would immediately transform into mice and run away. ## Changelog :cl: fix: Heretic mobs will not be summoned with AI enabled, and won't turn into small animals instead of summoning a flesh stalker. /:cl: * [no gbp] Disable summon AI during summoning --------- Co-authored-by: Jacquerel <[email protected]>
* Camera UI fixes (#78855) ## About The Pull Request Small nits that bothered me about the screen. - you can now press "next" or "previous" while at the end/beginning of the list, respectively - pressing next is now limited to your search results (rather than switching to the next overall) - reduced some checks for cases that will likely never occur (no ref??) ## Why It's Good For The Game UI bug fixes ## Changelog jlsnow301, Syncit21 :cl: fix: Fixed some issues in the security camera UI - pressing next or back will now loop through the cameras fix: Fixed some style issues in the camera console where selected cams weren't showing as selected fix: Camera console search works again /:cl: * Camera UI fixes --------- Co-authored-by: Jeremiah <[email protected]>
* [NO GBP] ACTUALLY fixes wound replacement removing gauze (#78833) ## About The Pull Request Title. Turns out I missed this little spot and the bug was still present. ## Why It's Good For The Game Bugs bad????????????????????????????? ## Changelog :cl: fix: Wound promotion and demotion no longer removes gauze from the limb /:cl: * [NO GBP] ACTUALLY fixes wound replacement removing gauze --------- Co-authored-by: nikothedude <[email protected]>
* basicmobs that qdel on death ghost before qdel (#78931) ## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/70376633/737577c5-b45c-4dfb-8b6c-7a106cd2156a) ## Why It's Good For The Game its faster i think ## Changelog :cl: code: basicmobs that delete on death, ghost before dying /:cl: * basicmobs that qdel on death ghost before qdel --------- Co-authored-by: jimmyl <[email protected]>
…GNORE] (#24300) * General code maintenance for rcd devices and their DEFINE file * Update window.dm * Update window.dm * Update window.dm --------- Co-authored-by: SyncIt21 <[email protected]> Co-authored-by: Bloop <[email protected]>
* Remove tiered canister construction (#78909) ## About The Pull Request In tgstation/tgstation#66210 we removed canister tiers, but didn't change the construction code. Currently you still have to build an unfinished frame with 5 iron, 'upgrade' it to tier 1 with another 5 iron, then complete it. This combines it all into a single 10 iron recipe. ## Why It's Good For The Game Eliminates the extra steps in canister construction, since you can't upgrade above tier 1 any more anyways. ## Changelog :cl: LT3 qol: Canisters can now be built in one step, no upgrading required /:cl: * Remove tiered canister construction * Modular paths --------- Co-authored-by: lessthanthree <[email protected]> Co-authored-by: Giz <[email protected]>
* ill be honest im only pring this because i thought it would be thematic * aah * vars * this makes sense, doesnt it * Apply suggestions from code review Co-authored-by: Bloop <[email protected]> --------- Co-authored-by: Bloop <[email protected]>
* Dullahan Fixes (#78938) ## About The Pull Request Let's see if these can be like 50% playable by Halloween Fixes #70890 (mostly) Also one half of #71020 but does not close it because they still cannot hear audible messages There was a list of issues in #70890 which are largely fixed by this, but some of them were not _bugs_. Anything which is simply an obvious consequence of "not having a head or being able to wear anything on your head" isn't and cannot be fixed, because this species doesn't have a head. That means that all of these things are still true: ``` Dullahans have no radio Can't get spaceproofed because without the helmet you still take pressure damage Can't wear modsuits Can't wear sunglasses or HUDs Can't wear clown mask ``` The issue causing everything _else_ is that when we sever the head, we remove the brain. Removing the brain removes the traits `TRAIT_ADVANCEDTOOLUSER, TRAIT_LITERATE, TRAIT_CAN_STRIP`. Without these three traits, Dullahans are blocked from several important actions. Easy fix: Make these properties of the dullahan species independent of whether they have a brain or not. Clearly they can do these things without brains, on account of not having them. Additionally I gave dullahans their own head subtype which preserves internal organs, because their brains and eyes were decaying and giving them brain trauma and blindness. Finally, I changed a few things from checks in `spec_life` to signal responses, because `spec_life` checks for "did I gain a head recently?" are gross. ## Changelog :cl: fix: Dullahans can read, strip people, and utilise tools. fix: Dullahan brains and eyes will not decay while inside their living severed head. /:cl: --------- Co-authored-by: san7890 <the@ san7890.com> * Dullahan Fixes --------- Co-authored-by: Jacquerel <[email protected]> Co-authored-by: san7890 <the@ san7890.com>
its as shrimple as that
…IGNORE] (#24303) * Abandoned Domains: Adds two new psyker-oriented virtual domains (#78892) ## About The Pull Request _Really? Bitrunning maps are so simple you could do them with your eyes closed? Hmmmmm..._ This adds two new medium-difficulty virtual domains to the pool -- Crate Chaos and Infected Domain. These two domains take you to neglected corners of the virtual world. These are unstable, bizarre locales that do not support the bitrunning machine's visual display, and must be traversed using echolocation. **_These domains have been designed around you being a psyker, and will turn your bitrunner avatar into a psyker until they leave the domain._** _**Crate Chaos:** Low cost, medium reward._ Sneak into an abandoned virtual domain, where they store all of the loot crates. There's about 40-ish crates in this space, and one of them (RANDOM) is the encrypted cache we're looking for. The crates must be manually inspected, requiring you to drop your weapon for a few moments, but that shouldn't be a problem. There's no hostiles, just a bunch of crates... right? This one has very few shenanigans or threats in it. It's meant to be an introductory experience to interfacing with things as a psyker, and getting the rhythm down for moving between visual pulses. _**Infected Domain:** Medium cost, high reward._ Enter another abandoned virtual domain. This one was sealed off from the digital world after the cyber-police failed to contain a virus that zombified its inhabitants, leaving it to grow unstable and full of holes. Fortunately, you're provided with the single best tool for arming yourself against zombies in any video game, ever -- Your very own Mystery Box. Get armed with (basically) whatever gun you want, and go put those wacky psyker abilities to use against those zombies. This one is a lot meaner. Many chasms, landmines, and zombies. Walk slowly, stay with your fellow bitrunners, and if it's too hard, there's no shame in going back and rolling for a better gun! The domains themselves are VERY simple, since there's little need for decor or particularly complex layouts. The idea is that you should be able to see everything you need to see in a given room/area with a single vision pulse. Here's what one of the maps looks like: ![image](https://github.com/tgstation/tgstation/assets/28870487/fe63adce-aa05-4339-9d19-28ce06a2d31f) Err, uh, I mean... This is what the maps look like: <details> <summary>SPOILERS BEWARE</summary> <br> ![image](https://github.com/tgstation/tgstation/assets/28870487/265ecdc5-50f6-4a28-8068-fab08ae1f5e8) ![image](https://github.com/tgstation/tgstation/assets/28870487/0b41da6a-e018-4434-9368-6daee1f97fe9) (You wanna find out if there's something cool under those red lines? Go there yourself!) </details> These two psyker maps come with their own psyker safehouse too -- The Bathroom. It's gross, the medical supplies are kind of just sitting there on the floor... It looks a little bit better when you're blind, I guess. ![image](https://github.com/tgstation/tgstation/assets/28870487/a10b70bb-5586-4d37-bbb1-a642d8524d54) ## Why It's Good For The Game I like psykers a lot more than I'm willing to admit. Unfortunately, the jankiness of echolocation provides such a disadvantage at times, that any "real" conflict is usually over before the psyker is even aware they're taking damage. Fortunately, the controlled environments that bitrunning maps are perfect for psykers. They give the opportunity to craft an experience around the player being blind, rather than forcing them to play blind through a seeing mans world. These two domains should present players with a unique challenge that is designed around playing as a psyker, with slightly higher-than-usual rewards for their trouble. More importantly -- They're fun! ## Changelog :cl: Rhials add: Two new psyker-oriented virtual domains -- Crate Chaos and Infected Domain. add: Map helper for cyber-police corpse spawn. add: Map helper for swapping the encrypted crate in an area with a random crate from that same area. /:cl: * Abandoned Domains: Adds two new psyker-oriented virtual domains --------- Co-authored-by: Rhials <[email protected]>
* Goats will randomly attack you (#78930) ## About The Pull Request We accidentally lost this behaviour when we converted goats to basic mobs. _Formerly_ (and now again) goats had a 0.5% chance per second to simply decide to attack you for no reason at all. While attacking you they also have a 10% chance per second to get bored of doing that and stop. Additionally, we were outputting a fluff message every time you attacked a goat which would spam chat if you were trying to fist fight each other. I added a 20 second cooldown onto it. As is often the case, implementing this led me down a bit of a rabbit hole. We were previously bypassing faction checks via a mixture of flags on AI behaviours and blackboard keys. I have moved this _entirely_ to the blackboard now, rather than making targetting subtypes just to skip faction checks. This entails having one blackboard key which is "by default do we care about factions?" and another which is "are we currently ignoring factions for some other reason?" Retaliatory AI will generally enable the second flag, so you can get pissed off at someone you would usually not mind hanging out with if they start something with you. Certain mobs which want to hunt other mobs but not be hunted in return just ignore factions entirely all the time and use the former. The upshot of this is that the default behaviour for expected default retaliatory AI shouldn't require you to set any specific kind of targetting datum and will Just Work. In a similar vein because I was touching largely the same mobs I made the "flee when injured" component apply its "don't flee because not injured" flag instantly upon application rather than needing to manually set it in the blackboard definition, so that also Just Works. ## Changelog :cl: fix: Pete's anger management training has worn off, and he will once again sometimes pick a fight with you for absolutely no reason. qol: Attacking a goat will not spam messages so frequently. /:cl: --------- Co-authored-by: san7890 <the@ san7890.com> * Goats will randomly attack you --------- Co-authored-by: Jacquerel <[email protected]> Co-authored-by: san7890 <the@ san7890.com>
* Add appy slices (#78944) ## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/66640614/d0e80b4c-68c3-4ed2-af3c-4d078de4724f) Delicious snacktime ## Why It's Good For The Game Healthy snack good for kids ## Changelog :cl: qol: apples can now be sliced /:cl: --------- Co-authored-by: tattle <article.disaster@ gmail.com> * Add appy slices --------- Co-authored-by: tattle <[email protected]> Co-authored-by: tattle <article.disaster@ gmail.com>
* Laser Carbine sprite and sound improvement (#78831) ## About The Pull Request Changes the laser carbine sprite and makes the orange laser sprite brighter (the laser carbine shot orange lasers from the start). Changes the laser2.ogg to a new sound that is now used by the laser carbine (can be heard in the video): https://github.com/tgstation/tgstation/assets/42353186/cfaff327-335f-4e6b-9773-b1ce62600212 **NEW SPRITE:** ![laser carbine big](https://github.com/tgstation/tgstation/assets/42353186/5e0b1c90-527c-47ae-9747-7f833a84c880) **OLD SPRITE:** ![old carbine](https://github.com/tgstation/tgstation/assets/42353186/5d2eb35c-9ddb-49db-99b3-e1631a1db8dd) ## Why It's Good For The Game The laser carbine sprite must be improved, as in the original PR people wanted it to be "polished" so I did it. Polished the sprite without changing the core design. ![image](https://github.com/tgstation/tgstation/assets/42353186/0c6f73a3-0dd0-4ba5-9cf8-dd34cade2fd1) New sounds give it a unique sound to distinguish it from other guns, it's also less noise-polluting than normal laser gun sound which is long and too beefy for a 10-burn damage gun. ## Changelog :cl: sound: laser2.ogg sound has been changed. Now laser carbine uses it. image: Laser carbine and orange laser sprite have been improved. /:cl: * Laser Carbine sprite and sound improvement --------- Co-authored-by: DrTuxedo <[email protected]>
…(#24118) * Wugh Adds 2 hats * Update head.dmi
…g at double rate [MDB IGNORE] (#24309) * Adds `on_mob_life` `SHOULD_CALL_PARENT`, fixes holy water metabolizing at double rate (#78932) ## About The Pull Request - Fixes #78919 - Adds `SHOULD_CALL_PARENT` to reagent `on_mob_life`, fixes a few places which didn't call parent - Off the top of my head I remembered holy water purposefully didn't call parent to get a static metabolism rate. However #78657 added a parent call to holy water, meaning it's been metabolizing out twice, incredibly fast. Fixes that. ## Why It's Good For The Game Reagent parent is fairly important as it handles removing the reagent from the mob. ## Changelog :cl: Melbert fix: Fixes Mauna Loa, Monover, Silibinin, Granibitaluri not exiting your system on metabolism fix: Fixes holy water exiting your system at double the rate on metabolism fix: Holy Water no longer spams cultists with big text every time, it's much more tame now /:cl: * Adds `on_mob_life` `SHOULD_CALL_PARENT`, fixes holy water metabolizing at double rate --------- Co-authored-by: MrMelbert <[email protected]>
* reverts offical grep * Update CODEOWNERS --------- Co-authored-by: Fikou <[email protected]> Co-authored-by: Bloop <[email protected]>
* Simplemob AttackingTarget Fix (#78966) ## About The Pull Request Fixes #78953, plus some unreported code issues with lavaland elites, player-controlled megafauna, and a couple other hostile simplemobs. Basically, the sort of "attack wrapper" use of AttackingTarget seen in some simplemobs, specifically when player-controlled, was accidentally removed in the hands element refactor PR. This PR just re-adds that usage for player simplemobs to preserve previous functionality for our remaining simplemobs until their time to be refactored comes. ## Why It's Good For The Game While we're more geared towards basic mobs and simplemob conversions currently, we should still aim to preserve simplemob functionality until we don't have them anymore. ## Changelog :cl: fix: Space Dragon can break walls, eat corpses and destroy mechs more efficiently again fix: Player-controlled lavaland elites can once again return to their tumor after winning their fight /:cl: * Simplemob AttackingTarget Fix --------- Co-authored-by: IndieanaJones <[email protected]>
* Fixes Space Dragon Attacking (#78964) Fixes #78953 ## About The Pull Request Basically the gist is that Space Dragon's special attack code was on `AttackingTarget()` rather than whatever the hell simple animals controlled by clients use (I didn't bother enough to look into the chain to remember this). This was the complete wrong proc to use, and it NEVER got executed. Anyways, we just hook into the signal for whatever the simple animal proc is as well as clean up all the code, make everything pretty, and most importantly: MAKE THE DAMN CODE WORK ## Why It's Good For The Game Either someone did not test their code at all, or some weird esoteric change in the attack chain changed this somehow? I'm not sure when or why this happened but it is guaranteed to be fixed now. The code cleanup and tinkering I did means that it's gonna be about 10% easier to port this over to a basic mob eventually (not doing a full refactor when this shit is this broken, the code added here is modular enough to the point where it's plug-n-play). ## Changelog :cl: fix: Space Dragons can now, once again, tear down walls and eat corpses. They also have regained their special damage modifier when attacking mechs. /:cl: * Fixes Space Dragon Attacking --------- Co-authored-by: san7890 <[email protected]>
…CTF areas [MDB IGNORE] (#24316) * Manifest Rune/Capture the Flag no longer DNR you. Blocks suicides in CTF areas (#78957) ## About The Pull Request You can return to your old body after playing CTF or being summoned as a manifest rune cult ghost. This is done by slapping the temporary_body component onto cult rune summons and CTF bodies. This also extends to Medisim Shuttle knights. This also blocks suicides from being performed in CTF areas. Ghosting and "manually" suiciding is, of course, still an option. ## Why It's Good For The Game There's no reason these two cases should lock you out of being revived. They both also dust bodies on death or after their job is done, making them a perfect fit for this component. Blocking suicides ensures that all bodies are properly "cleaned up" by the death dusting process. Gun suicides, for instance, would remove the brain from the body and bypass cleanup. This not only prevents the user from being returned to their old body, but likely has other unforeseen problems that leaving a body behind might cause. ## Changelog :cl: Rhials qol: You can now return to your old body after being summoned by a manifest rune. qol: You can now return to your old body after dying in CTF. qol: You can now return to your old body after dying in the Medisim Shuttle battle area. qol: You can no longer suicide in CTF areas, for integrity purposes. /:cl: * Manifest Rune/Capture the Flag no longer DNR you. Blocks suicides in CTF areas --------- Co-authored-by: Rhials <[email protected]>
* Gas canister colors update (#78898) * Gas canister colors update --------- Co-authored-by: lessthanthree <[email protected]>
…4317) * sdql readout now displays location of turfs properly (#78951) ## About The Pull Request previously ![image](https://github.com/tgstation/tgstation/assets/70376633/d365430a-7775-417d-893a-1e559601de8f) now ![image](https://github.com/tgstation/tgstation/assets/70376633/636eac5f-175e-4983-a096-bffa7181bd48) ## Why It's Good For The Game bug or something bad ## Changelog :cl: fix: sqdl2 query readout displays location of turfs properly /:cl: * sdql readout now displays location of turfs properly --------- Co-authored-by: jimmyl <[email protected]>
* [no gbp] Don't give every heretic mob mirror walk (#78949) ## About The Pull Request Fixes #78942 Don't give every heretic mob mirror walk Also restores their spaceproofing. The causes of this were respectively: - I didn't type out the full typepath. - I forgot. ## Changelog :cl: fix: "Mirror Walk" is once more the domain of the Maid in the Mirror rather than "every heretic summon" fix: Heretic mobs can once again survive space /:cl: * [no gbp] Don't give every heretic mob mirror walk --------- Co-authored-by: Jacquerel <[email protected]>
* VV Upgrades (#78948) ## About The Pull Request * Makes special byond lists display properly * Makes images get a preview in the header * Makes filters display properly * Make variable value display a bit more robust to errors * Kills single char vars ## Changelog :cl: admin: VV can now display the contents of special byond lists like filters, or client.images admin: VV on images now displays the image in the header admin: VV can now display filters and includes their type /:cl: * VV Upgrades --------- Co-authored-by: Emmett Gaines <[email protected]>
* Modsuits can no longer be deepfried (#78950) ## About The Pull Request Adds modsuit control unit to deepfry blacklist. Fixes #78928 ## Why It's Good For The Game You aren't supposed to be able to deepfry storage items like backpacks since it causes issues. However modsuits start out with no storage, and can have storage added later, allowing them to bypass this. Therefore you shouldn't be able to deepfry modsuits since they can become a storage item. It's also inconsistent that you can fry modsuits without storage, but modsuits with storage can't be fried. It's simpler that no modsuits can be fried at all. ## Changelog :cl: fix: Modsuits can no longer be deepfried /:cl: * Modsuits can no longer be deepfried --------- Co-authored-by: BlueMemesauce <[email protected]>
* You can now give people a slap on the wrist (#78793) ## About The Pull Request Slapping people on the wrist now has a unique message. ## Why It's Good For The Game New interactions between players, allows security to literally "give people a slap on the wrist" instead of brigging someone. ## Changelog :cl: add: targetting someone's arm with *slap now has a unique message /:cl: * You can now give people a slap on the wrist --------- Co-authored-by: bun235 <[email protected]>
* Saggy fax (#78962) ![image](https://github.com/tgstation/tgstation/assets/3625094/a635a4d3-ca3a-442b-8f58-98c60461713f) ## About The Pull Request Makes faxes display with vertical offset when on a table. ## Why It's Good For The Game Looks nice ## Changelog :cl: fix: The crew is instructed to place fax machines properly in the center of a table without hanging. /:cl: * Saggy fax --------- Co-authored-by: Andrew <[email protected]>
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* Rebalance transformer_rp, add spawn timer, fix countdown * Add countdown for transformer_rp * Cleaning up * Tweak robotic factory timers and use is_operational instead of bitflag checking * Cleanup single letter vars, add power status to examine * Fix robotic transformer_rp to stop processing upon power loss
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