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[MIRROR] Adds a missing recharger to the Birdshot science testing range #2402

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merged 1 commit into from
Mar 14, 2024

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Mirrored on Nova: NovaSector/NovaSector#1427
Original PR: tgstation/tgstation#81957

About The Pull Request

As per the title, adds a recharger to the testing range in science on Birdshot.
I noticed that this was missing from the room, and without it there's no way to recharge the nearby practice weaponry. So I added one for the practice weapons and for the consistency with testing ranges in other maps.

Why It's Good For The Game

If you have a firing range with (practice) weaponry and no way to recharge them after firing, it kind of sucks. By adding one, we both fix this problem and the inconsistency with other testing ranges.

Changelog

🆑 Derpguy3
fix: A missing recharger has been added into science's testing range on Birdshot station.
/:cl:

…ge (#1427)

* Adds a missing recharger to the Birdshot science testing range (#81957)

## About The Pull Request
As per the title, adds a recharger to the testing range in science on
Birdshot.
I noticed that this was missing from the room, and without it there's no
way to recharge the nearby practice weaponry. So I added one for the
practice weapons and for the consistency with testing ranges in other
maps.
## Why It's Good For The Game
If you have a firing range with (practice) weaponry and no way to
recharge them after firing, it kind of sucks. By adding one, we both fix
this problem and the inconsistency with other testing ranges.
## Changelog
:cl:
fix: A missing recharger has been added into science's testing range on
Birdshot station.
/:cl:

* Adds a missing recharger to the Birdshot science testing range

---------

Co-authored-by: Derpguy3 <[email protected]>
@Iajret Iajret merged commit 91fda86 into master Mar 14, 2024
23 of 24 checks passed
@Iajret Iajret deleted the upstream-mirror-1427 branch March 14, 2024 11:18
AnywayFarus added a commit that referenced this pull request Mar 14, 2024
Iajret pushed a commit that referenced this pull request May 9, 2024
#2402)

* Adds animation to objects sliding into or out of morgue trays (#83127)

## About The Pull Request


https://github.com/tgstation/tgstation/assets/51863163/b0662ee7-8f67-42d3-95ca-31012556f4ee

This effect is purely visual, objects are still "instantly" put into or
out of the morgue itself. (Meaning you can't grab an object as it is
being shifted in or taken out, nor can you move off the tray while it is
sliding in or out.)

Also applies to crematoriums. 

## Why It's Good For The Game

Adds a tiny bit of visual flair to help "sell" the effect that the tray
belongs to the morgue container, rather than just appearing and
disappearing.

## Changelog

:cl: Melbert
qol: Morgue trays (and the contents inside) are now animated on open and
close
/:cl:

* Adds animation to objects sliding into or out of morgue trays

---------

Co-authored-by: MrMelbert <[email protected]>
ReezeBL pushed a commit that referenced this pull request May 9, 2024
#2402) (#3248)

* Adds animation to objects sliding into or out of morgue trays (#83127)

## About The Pull Request


https://github.com/tgstation/tgstation/assets/51863163/b0662ee7-8f67-42d3-95ca-31012556f4ee

This effect is purely visual, objects are still "instantly" put into or
out of the morgue itself. (Meaning you can't grab an object as it is
being shifted in or taken out, nor can you move off the tray while it is
sliding in or out.)

Also applies to crematoriums. 

## Why It's Good For The Game

Adds a tiny bit of visual flair to help "sell" the effect that the tray
belongs to the morgue container, rather than just appearing and
disappearing.

## Changelog

:cl: Melbert
qol: Morgue trays (and the contents inside) are now animated on open and
close
/:cl:

* Adds animation to objects sliding into or out of morgue trays

---------

Co-authored-by: NovaBot <[email protected]>
Co-authored-by: MrMelbert <[email protected]>
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3 participants