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[MIRROR] exclude deathmatch loadouts from outfit_sanity #2526
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* exclude deathmatch loadouts from outfit_sanity (#82024) * exclude deathmatch loadouts from outfit_sanity --------- Co-authored-by: anettera <[email protected]>
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commit ffdee6d90c4d30c08dffbb1adb34774b96adc866 Author: Yaroslav Nurkov <[email protected]> Date: Mon Mar 25 19:57:57 2024 +0300 Automatic changelog for PR #2561 [ci skip] commit be833abafc50622968513c1843173f587fefe102 Author: Iajret Creature <[email protected]> Date: Mon Mar 25 19:57:34 2024 +0300 [MIRROR] Fixes crank weapons never charging using the crank. Fixes stun batons having functionally infinite charge. (#1620) (#2561) * Fixes crank weapons never charging using the crank. Fixes stun batons having functionally infinite charge. (#82189) ## About The Pull Request https://github.com/tgstation/tgstation/pull/81579 overlooked some areas. I suspect there are others. We'll find them eventually I'm sure. ## Why It's Good For The Game These values weren't utilizing any define, so when power itself was changed to use not only a define but one with a value immensely disproportionate to the magic numbers added to these items, well...you get these problems. ## Changelog :cl: fix: Crank weapons now can actually be charged using their crank. fix: Stun batons and their variants now actually meaningfully consume charge when used. /:cl: --------- * Fixes crank weapons never charging using the crank. Fixes stun batons having functionally infinite charge. --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: necromanceranne <[email protected]> Co-authored-by: Pickle-Coding <[email protected]> commit e8688bf6557b8784ad641d1a16ff2eafc8a74e5f Author: Changelogs <[email protected]> Date: Mon Mar 25 12:26:04 2024 +0000 Automatic changelog compile [ci skip] commit bb00f795b483aca9b21df096d42beb9f07f5afed Author: Yaroslav Nurkov <[email protected]> Date: Mon Mar 25 10:07:10 2024 +0300 Automatic changelog for PR #2559 [ci skip] commit 8d7a5506fcaa25afad9ed803c63339e0e219969b Author: Yaroslav Nurkov <[email protected]> Date: Mon Mar 25 10:06:29 2024 +0300 Automatic changelog for PR #2558 [ci skip] commit c1f37c9f0f8f5837fe8edaa65eb5457c16999457 Author: Yaroslav Nurkov <[email protected]> Date: Mon Mar 25 10:06:19 2024 +0300 Automatic changelog for PR #2557 [ci skip] commit 16af6379aa788e77814401b7511bfc24eeaa8081 Author: Yaroslav Nurkov <[email protected]> Date: Mon Mar 25 10:06:08 2024 +0300 Automatic changelog for PR #2556 [ci skip] commit c1256c69a2bd99fd9c760fbe0f69e8d58e99d561 Author: Yaroslav Nurkov <[email protected]> Date: Mon Mar 25 10:05:36 2024 +0300 Automatic changelog for PR #2555 [ci skip] commit c0a6e0d5679cf5dfcd48ba3a2e9e64465f0a19d8 Author: Yaroslav Nurkov <[email protected]> Date: Mon Mar 25 10:05:16 2024 +0300 Automatic changelog for PR #2554 [ci skip] commit bc238d1c4b655c54922bb0636728519b5b0fdbe8 Author: Yaroslav Nurkov <[email protected]> Date: Mon Mar 25 09:55:27 2024 +0300 Automatic changelog for PR #2553 [ci skip] commit 0cf6a7dd9dd2bacf7784ed131fdb7e7dd1ba1013 Author: Yaroslav Nurkov <[email protected]> Date: Mon Mar 25 09:55:21 2024 +0300 Automatic changelog for PR #2552 [ci skip] commit 669efda8ef1e9f88e039c80421009e6d58dc3ef7 Author: Iajret Creature <[email protected]> Date: Mon Mar 25 09:52:30 2024 +0300 [MIRROR] Give smoke machines the simple_rotation component (#1614) (#2559) * Give smoke machines the simple_rotation component (#82169) ## About The Pull Request Smoke machines have a plumbing input, but as opposed to as far as I know all other plumbing machines they cannot easily be rotated. This is *really* awkward, and in some positions makes it a massive pain in the ass to position properly. Giving it the `/datum/component/simple_rotation` component that all other such machines have fixes this. ## Why It's Good For The Game It's really really awkward to orient where its plumbing input goes without this. Try put it against a wall with its plumbing end away from the wall, it sucks. ## Changelog :cl: qol: Smoke machines can actually be rotated with alt-click when unwrenched. /:cl: * Give smoke machines the simple_rotation component --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: _0Steven <[email protected]> commit cd9206cb322cf4a94c2913ea8711a0b9587bb0c3 Author: Iajret Creature <[email protected]> Date: Mon Mar 25 09:52:10 2024 +0300 [MIRROR] [NO GBP]Fixes flamethrowers. (#1613) (#2558) * [NO GBP]Fixes flamethrowers. (#82182) ## About The Pull Request Fixes flamethrowers by setting maxdecimals to 9 instead of INFINITY for si unit formatting for its logging, and adds parenthesis in the ternary operator. ## Why It's Good For The Game Closes #82200 So flamethrowers work. ## Changelog :cl: fix: Fixes flamethrower runtime preventing them from working. /:cl: * [NO GBP]Fixes flamethrowers. --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Pickle-Coding <[email protected]> commit c51ad399bd4e1d548780f05a41946b4333df3657 Author: Iajret Creature <[email protected]> Date: Mon Mar 25 09:51:54 2024 +0300 [MIRROR] Removing unsynthesisable reagents from rolling in secret recipes. (#1612) (#2557) * Removing unsynthesisable reagents from rolling in secret recipes. (#82186) ## About The Pull Request Removed Musiver, Godblood, Synaphydramine, Hollow water and unholy water from rolling in secret recipes. If there is any other reagents that can appear in secret recipes please tell me, I will add the fix to this PR. Closes https://github.com/tgstation/tgstation/issues/82140 ## Why It's Good For The Game Some reagents can't be synthesised or gotten by normal means and should not appear in secret recipes as a required reagent ## Changelog :cl: fix: Musiver, Godblood, Synaphydramine, Hollow water and unholy water will no longer show up in secret recipes /:cl: * Removing unsynthesisable reagents from rolling in secret recipes. --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Sadboysuss <[email protected]> commit 690b86de32fd2b32ce183060295fc6fd9ce67212 Author: Iajret Creature <[email protected]> Date: Mon Mar 25 09:51:30 2024 +0300 [MIRROR] Fixes Venus Human Trap Tangle Ability (#1611) (#2556) * Fixes Venus Human Trap Tangle Ability (#82178) ## About The Pull Request This makes the Venus Human Trap's dreaded "Tangle" ability work again! You can also now just click on people from a range to activate it too, instead of using the ability button. It has been converted into a projectile attack mob ability. This (surprisingly) didn't require any work beyond extending the ability path. Some balloon alerts have been thrown in as well, to notify the user when they've tried to tangle something they can't. The max_vines var has been axed, and you can only target one user. This is still an improvement over the current (zero) number of people you can target with this ability. I have no idea what this var was supposed to do because the ability has not worked since its implementation. ## Why It's Good For The Game Closes #79848. ## Changelog :cl: Rhials fix: Venus Human Traps can once again entangle victims and drag them into their web. /:cl: * Fixes Venus Human Trap Tangle Ability --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Rhials <[email protected]> commit fe1e375c8dae9bb3a62298ec18680beeec599076 Author: Iajret Creature <[email protected]> Date: Mon Mar 25 09:51:10 2024 +0300 [MIRROR] Gold and Silver crate now reflects NT corporate greed (#1610) (#2555) * Gold and Silver crate now reflects NT corporate greed (#82170) ## About The Pull Request The gold and silver crates desc now accurately reflects NT corporate greed ## Why It's Good For The Game More lore correct crate ## Changelog :cl: qol: Gold and silver crates now accurately reflects NT's greed /:cl: * Gold and Silver crate now reflects NT corporate greed --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: FinancialGoose <[email protected]> commit 40033b72a3e3477e726d88cc691f0f6f7a474ed1 Author: Iajret Creature <[email protected]> Date: Mon Mar 25 09:50:39 2024 +0300 [MIRROR] Virgin Mary (item) code fixes (#1609) (#2554) * Virgin Mary (item) code fixes (#82171) ## About The Pull Request you can no longer burn multiple at once to get a long name (definitely unintentional) some code shuffling no more one letter variables also no harddel ## Why It's Good For The Game fixes #82158 ## Changelog :cl: fix: the virgin mary picture no longer makes its initiates harddelete /:cl: * Virgin Mary (item) code fixes --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: jimmyl <[email protected]> commit 927270a6facfb4bcce6774b0e57eaebdcc203d49 Author: Iajret Creature <[email protected]> Date: Mon Mar 25 09:49:44 2024 +0300 [MIRROR] Changeling IDs now have examine string (#1608) (#2553) * Changeling IDs now have examine string (#82173) ## About The Pull Request First examine block is roundstart examine, second one is as a disguised Changeling ![image](https://github.com/tgstation/tgstation/assets/53777086/ac90225f-372e-4ad7-9784-7f938fd030a0) This PR adds the icon of the ID at the very bottom, something that was forgotten about when ID trimming was introduced. ## Why It's Good For The Game Removes a tell from disguised changelings by seeing that they have an ID but no icon at the bottom of the examine list. ## Changelog :cl: fix: Changelings with a flesh ID now properly show the icon of the disguised ID in examine. /:cl: * Changeling IDs now have examine string --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: John Willard <[email protected]> commit 89bebafb897a5101a00098eb26d5f0cd6481d8d6 Author: Iajret Creature <[email protected]> Date: Mon Mar 25 09:49:14 2024 +0300 [MIRROR] [NO GBP] Fixes input field & related lathe search bar (#1604) (#2552) * [NO GBP] Fixes input field & related lathe search bar (#82181) * [NO GBP] Fixes input field & related lathe search bar --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: SyncIt21 <[email protected]> commit 217e4fe12d11fd8f640af6fe805c38c527d494d4 Author: Iajret Creature <[email protected]> Date: Mon Mar 25 09:48:51 2024 +0300 [MIRROR] Canonical Movement (#1586) (#2551) * Canonical Movement (#82085) ## About The Pull Request - https://github.com/DaedalusDock/daedalusdock/pull/892 Currently, TG's movement chain is not canonical, meaning movement can resolve in an order that doesn't actually represent what it going on. For example, if something inside of an Entered() call would move the currently moving object, it resolves in this order: 1. Original Move 2. Intercepted Move 3. Intercepted Moved 4. Original Moved This makes Moved() unreliable at tracking things like spatial grid locations. This is a massive problem. This PR introduces `active_movement`, a list containing arguments for `Moved()`. At the start of `Move()` and `doMove()`, if the list is present, it will call Moved(), concluding the original movement, before proceeding. The original `Move()` call will not end in `Moved()`, due to `active_movement` being null. This is touching some of the most important code in the game and needs extensive testing. * Canonical Movement --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Kapu1178 <[email protected]> commit c138adde8a5926cccda2981408e290412131da32 Author: Iajret Creature <[email protected]> Date: Mon Mar 25 09:48:00 2024 +0300 Two Taur Mild Resprites, Technically Four New Options (#1486) (#2550) * basics * thx * wew Co-authored-by: Nerevar <[email protected]> commit d072093b2341259ca40f691e84271bcafcec2b0b Author: Yaroslav Nurkov <[email protected]> Date: Mon Mar 25 09:47:29 2024 +0300 Automatic changelog for PR #2518 [ci skip] commit 70569ec03c7d08392e0c7501c7ed177ffddd8c0d Author: Iajret Creature <[email protected]> Date: Mon Mar 25 09:47:07 2024 +0300 [MIRROR] Throws gangtools into a bottomless pit (#2518) * [MIRROR] Throws gangtools into a bottomless pit (#1582) * Throws gangtools into a bottomless pit (#82145) ## About The Pull Request Resprites everything that used to use the old gangtool sprites (door remotes, augment choice beacon, landing zone designators, and nuke op borg spawners.) ![image](https://github.com/tgstation/tgstation/assets/5479091/346d4a1b-59cc-47c3-b6ff-b66c75d7730b) - Added a new non-gangtool generic choice beacon, and a specific S.E.L.F. one. - Door remotes are now fancy garage door openers. - Landing designators have cannibalised the cell phone sprites from the less old version of gang. - Nuke op borg spawners use the same walkie talkie as other reinforcements Door remotes now have individual sprites for each mode, so you can see the mode at a glance. ## Why It's Good For The Game Having a range of very different items sharing the same old sprites is pretty confusing, better to have them all be unique and up to date. ## Changelog :cl: image: Everything that used the old gangtool sprites (door remotes, landing field designators, some choice beacons, windicate borg reinforcements) has been resprited. image: Door remotes now visibly show their current mode. /:cl: * Throws gangtools into a bottomless pit * Fixes Ci --------- Co-authored-by: Thunder12345 <[email protected]> Co-authored-by: SomeRandomOwl <[email protected]> * Update weapon_beacon.dm update icon state to match new sprites --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Thunder12345 <[email protected]> Co-authored-by: SomeRandomOwl <[email protected]> Co-authored-by: ReezeBL <[email protected]> commit 74b6cac7e2dd41c1572ce63159cb46374e3597a6 Author: Changelogs <[email protected]> Date: Mon Mar 25 01:04:17 2024 +0000 Automatic changelog compile [ci skip] commit b09714297bafa7e5d29160ed0c9c2623a719adb7 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 21:16:24 2024 +0300 Automatic changelog for PR #2548 [ci skip] commit 57ccf674f2dd95ed7e59724c922781b9a3500f9d Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 21:15:24 2024 +0300 Automatic changelog for PR #2546 [ci skip] commit eb652e5d07f7d0a6a24d58ccf504cb11107d572e Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 21:14:54 2024 +0300 Automatic changelog for PR #2545 [ci skip] commit f9a40766ce6fcf642daadfd246f62db774daa239 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 21:06:04 2024 +0300 Automatic changelog for PR #2544 [ci skip] commit eedb394ad16828a52cdad983a98605f31fec9761 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:56:48 2024 +0300 Automatic changelog for PR #2543 [ci skip] commit 1ee87454db8cc4ceebf755c9bd26ef6c6fecba39 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:47:23 2024 +0300 Automatic changelog for PR #2541 [ci skip] commit 63132ddbe51a56b9d2bc28f1b60c397aa32794cf Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:47:19 2024 +0300 Automatic changelog for PR #2542 [ci skip] commit 7e334e44162c82271fc7dede0b0bf88e2af7f583 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:34:09 2024 +0300 Automatic changelog for PR #2539 [ci skip] commit 631561960a5a2c543ab7c25acc2d282ee9fa997a Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:33:36 2024 +0300 Automatic changelog for PR #2536 [ci skip] commit b86b26565662a5a3238b78dc3a5d6cb84c835307 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:33:21 2024 +0300 Automatic changelog for PR #2501 [ci skip] commit 5e05150eb39eebcef8fb2f8fd8ce86d1b861d952 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:33:05 2024 +0300 Automatic changelog for PR #2534 [ci skip] commit cebf18ede1abf5aecaec5e98e2c467f559f40a67 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:32:45 2024 +0300 Automatic changelog for PR #2532 [ci skip] commit fea78e4f480f05f7048b071a828d688b8d4dea18 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:32:23 2024 +0300 Automatic changelog for PR #2531 [ci skip] commit 6d82d3dacbc78605379d070a88c60cc02d55adbe Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:30:46 2024 +0300 Automatic changelog for PR #2530 [ci skip] commit 996a651f0b65c909e2e1ccf3332725709b6d94bb Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:29:49 2024 +0300 Automatic changelog for PR #2529 [ci skip] commit cb687aebf1647b025c0e8ec0965bb4e5aa401ed6 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:28:00 2024 +0300 Automatic changelog for PR #2527 [ci skip] commit 8e85d6bbfdb7e02ca2cc179af0425c2978a3535f Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:26:56 2024 +0300 Automatic changelog for PR #2525 [ci skip] commit 957ff59f1b31934d987bcccb21b1139357577752 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:26:30 2024 +0300 Automatic changelog for PR #2524 [ci skip] commit 3c5f2726de211297e1eca5d6e42c39c214001473 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:26:02 2024 +0300 Automatic changelog for PR #2522 [ci skip] commit 613337c57e9cea7ed08c7c1a6b18863fbc2582cf Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:24:54 2024 +0300 Automatic changelog for PR #2521 [ci skip] commit ac5350dd03c8158cd3b228ee8a5eb97f1339e256 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:24:32 2024 +0300 Automatic changelog for PR #2520 [ci skip] commit d766d4e7963e92528a281d46fb29dacff709251d Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:23:51 2024 +0300 Automatic changelog for PR #2519 [ci skip] commit e9e68d838951d0895a1121bf9fa7faba126be986 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:20:27 2024 +0300 Automatic changelog for PR #2516 [ci skip] commit 0fb80cd098f6ae6178eac21c5816a46deba3ef44 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:20:16 2024 +0300 Automatic changelog for PR #2515 [ci skip] commit 84a26ac03a9ec9613214bedd9d0f857eb9929f29 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:20:07 2024 +0300 Automatic changelog for PR #2513 [ci skip] commit 1d63105833052930649cf6d53d5c5796ab07a726 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:19:59 2024 +0300 Automatic changelog for PR #2512 [ci skip] commit 18aebc545d1d95e2b94b2c361936e9e5a9276f85 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:19:20 2024 +0300 Automatic changelog for PR #2511 [ci skip] commit f5289d3250fa767e9577f142a7008f7392601ab5 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:18:27 2024 +0300 Automatic changelog for PR #2509 [ci skip] commit b1064590ebc3f415a39f858dd0f60b3455e25409 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:17:55 2024 +0300 Automatic changelog for PR #2508 [ci skip] commit 5dd683d6de0e58d3b36297ca625a5cebb5282912 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:17:27 2024 +0300 Fix blueshift xenobio disposals (#1600) (#2548) Update Blueshift.dmm Co-authored-by: Sable <[email protected]> commit f088e5c5629c06c8520665d68be885734dac6fd3 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:17:16 2024 +0300 Automatic changelog for PR #2507 [ci skip] commit 41392f9e1b7e3e6d3c4a17dd606d833abfc40c43 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:17:10 2024 +0300 [MISSED MIRROR] Adds colorblindness as a mild brain trauma (#76527) (#1602) (#2546) Adds colorblindness as a mild brain trauma (#76527) ## About The Pull Request What the title says. The brain trauma makes the whole screen monochrome until cured. ![image](https://github.com/tgstation/tgstation/assets/82850673/442d24a8-6625-454c-bc28-64b786b03f49) ## Why It's Good For The Game I feel like the current pool for mild brain traumas is quite lame, this helps spice it up a bit with something that is quite annoying and distracting but not game breaking (as mild brain traumas should generally be). ## Changelog :cl: add: Added colorblindness as a mild brain trauma. /:cl: --------- Co-authored-by: Bloop <[email protected]> Co-authored-by: ChungusGamer666 <[email protected]> Co-authored-by: san7890 <[email protected]> commit 85c1430a96cd534cbfc6c3764c1488c2cdb83601 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:16:56 2024 +0300 [MIRROR] Typescript refactor for Number Input (#1429) (#2545) * Typescript refactor for Number Input (#81913) ## About The Pull Request - Fixes #80971 - Fixes #81379 You now only click once to highlight & edit the value. Converted NumberInput to typescript ## Changelog :cl: fix: NumberInput(used in chem heater, plumbing reaction chamber etc) highlighting & editing requires only single click like before refactor: Typescript conversion for NumberInput TGUI Component /:cl: --------- * Typescript refactor for Number Input --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: SyncIt21 <[email protected]> Co-authored-by: Jeremiah <[email protected]> commit ff37eabcfa850c2587cc276a7a71b7cfc98a4f09 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:16:49 2024 +0300 Automatic changelog for PR #2506 [ci skip] commit 786dc78d97a134319fa438a04563784c3d54f5d1 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:16:41 2024 +0300 Disables the Drifting Contractor random event in favor of using dynamic only to spawn them (#1479) (#2544) * Drifting Contractor event now can be hijacked by dynamic configs * This needs to be set to 0, so we just go off of dynamic Co-authored-by: GoldenAlpharex <[email protected]> commit 16dc2c983674fbdc91101650b8d4a0a5f4249705 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:16:28 2024 +0300 Automatic changelog for PR #2505 [ci skip] commit fcb81f5d06d6fbb256553d265bbd95c5cfd6130f Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:16:16 2024 +0300 [MIRROR] Jellyperson Hair Fix B: "If you're gonna have it, do it right" (#1596) (#2543) * Jellyperson Hair Fix B: "If you're gonna have it, do it right" (#82167) ## About The Pull Request #76074 Accidentally made all Slimepeople types have all head flags, when Jellypeople and Luminescents should not have. This is a proposed alternate fix to #82166 which, rather than removing all hair from all jellypeople types (except slimes) , it makes all jellypeople hair look like slime (like slimepeople). This PR also fixes jellies have some head flags they shouldn't. ## Changelog :cl: Melberet fix: Jellyperson, Luminescent, and Stargazer hair no longer look bad. All jellyperson types no longer have eyesockets. /:cl: * Jellyperson Hair Fix B: "If you're gonna have it, do it right" --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: MrMelbert <[email protected]> commit 177643e255b328c074e11612efcc93241dfb5ca0 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:16:10 2024 +0300 Automatic changelog for PR #2504 [ci skip] commit 1f14037105a05e96bc749ec9a458f73de8fa1b91 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:16:02 2024 +0300 March 2024 iska's body markings (#1553) (#2542) * Add files via upload March 2024 body marking additions -- iska * March 2024 body marking additions -- iska * Delete modular_nova/master_files/icons/mob/body_markings/other_markings.dmi * March 2024 body marking additions -- iska * March 2024 body marking additions -- iska * Update modular_nova/modules/customization/modules/mob/dead/new_player/body_markings/body_markings.dm --------- Co-authored-by: iskawhiskers <[email protected]> Co-authored-by: GoldenAlpharex <[email protected]> commit d85183f92112420cb9cdd3e504108c32f806a8d9 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:15:51 2024 +0300 Automatic changelog for PR #2502 [ci skip] commit 21df96ef4735bec703c04a3ea5c8dbe68bf9bca0 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:15:42 2024 +0300 [MIRROR] Ports additional Felinid ears from Orbstation (#1538) (#2541) * Ports additional Felinid ears from Orbstation (#82066) ## About The Pull Request Adds 5 new ear options from Orbstation, originally PRed in lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S. Big: ![image](https://github.com/tgstation/tgstation/assets/7019927/5f847130-e5f5-44cc-adb4-c740c4c4f69b) Coeurl (FFXIV Miqo'te style): ![image](https://github.com/tgstation/tgstation/assets/7019927/34448bee-d6af-4d3c-b796-384ec9904368) Fold: ![image](https://github.com/tgstation/tgstation/assets/7019927/a7dafd05-f652-460e-9386-f7fcbef696e9) Lynx: ![image](https://github.com/tgstation/tgstation/assets/7019927/174ff630-6eb8-4bb9-8f4f-791b70356c58) Round: ![image](https://github.com/tgstation/tgstation/assets/7019927/b3a24d1b-66fa-4883-8c27-871ae8966d6c) Also makes it so the code guarantees that custom ears on a felinid actually count as felinid ears and not human ones, as the code wasn't checking properly when preferences were applied. There's probably a cleaner, more permanent way to do this and a refactor is needed somewhere down the line (man that sprite accessories file is getting long huh) but I'll leave that to a more competent coder. ## Why It's Good For The Game More customization options are good also Cobby said I could ![image](https://github.com/tgstation/tgstation/assets/7019927/56bbe285-068f-41a1-92cc-9f3861875090) ## Changelog :cl: add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites by Or-Fi-S) /:cl: --------- * Ports additional Felinid ears from Orbstation * Update felinid.dm * Revert "Update felinid.dm" This reverts commit b5cb6f24d82424eceaada708c0b1a136bb15460c. * Just put this back. We have the other part of this commented out --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Vekter <[email protected]> Co-authored-by: _0Steven <[email protected]> Co-authored-by: Mal <[email protected]> commit 2f91d5b5bd494480aecd7f42a524825ef8bf9864 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:13:49 2024 +0300 Fixes a runtime on food preferences as well as a little QOL for invalid prefs (#1526) (#2539) * fixes runtime + QOL * Update tgui/packages/tgui/interfaces/FoodPreferences.tsx * Apply suggestions from code review * Update food.dm * Prettier...why --------- Co-authored-by: SomeRandomOwl <[email protected]> Co-authored-by: GoldenAlpharex <[email protected]> Co-authored-by: Bloop <[email protected]> commit 85d0d1dcc054b35289ad52ea8fb67a5b750ba912 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:13:37 2024 +0300 Slightly Shares My Donator Item (#1503) (#2538) initial d Co-authored-by: Nerevar <[email protected]> commit b6f3101472f114b2e5fe612307b6c075c63aa0f2 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:13:09 2024 +0300 [MIRROR] Makes Bioware into Status Effects because they're just Status Effects but their own datum (#1597) (#2536) * Makes Bioware into Status Effects because they're just Status Effects but their own datum (#81989) - Refactors `/datum/bioware` -> `/datum/status_effect/bioware`. - Literally everything bioware datum does is done by the status effect API, including handing dupes / unique keys - Tallies all blackbox surgeries done rather than just nerve splicing * Makes Bioware into Status Effects because they're just Status Effects but their own datum --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: MrMelbert <[email protected]> commit 7da2c74881c4c94bfdf5e2dbc835925f445c07ab Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:12:56 2024 +0300 [MIRROR] Refactor removing unused defines. (#1590) (#2537) * Refactor removing unused defines. * Update lighting.dm * Update machines.dm * Update stun.dm * Update liquid_effect.dm * Update modular_nova/modules/liquids/code/liquid_systems/liquid_effect.dm --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Bilbo367 <[email protected]> Co-authored-by: SomeRandomOwl <[email protected]> Co-authored-by: Bloop <[email protected]> commit bc194bcbe01c60980ebd06665b6ff363fc612f78 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:12:43 2024 +0300 [MIRROR] Fixes various different things that are breaking the lua editor. (#1534) (#2501) * Fixes various different things that are breaking the lua editor. (#82087) ## About The Pull Request See title. scrollableRef is no longer a variable that exists on the Section datum, instead it forwards a ref. onChange has a lagging effect, changing it to onInput allows for responsiveness. ## Why It's Good For The Game Fixes bugs ## Changelog :cl: fix: Fixed the lua editor being outright broken. /:cl: * Fixes various different things that are breaking the lua editor. --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Watermelon914 <[email protected]> Co-authored-by: Watermelon914 <[email protected]> commit 2427a86ab6becd40e5432c497ac930910de24a34 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:11:46 2024 +0300 secbelts can only hold 2 guns/batons (#1490) (#2534) * broken balloon but everything else works * Update code/game/objects/items/storage/belt.dm * alt approach * redundancy * alr --------- Co-authored-by: Hatterhat <[email protected]> Co-authored-by: Hatterhat <[email protected]> Co-authored-by: Bloop <[email protected]> commit 67d1c47bf537df0638652c5d445c50b752f9fbc7 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:11:18 2024 +0300 [MIRROR] Adds very common (3+) crayon prefabs for maps (#1546) (#2533) * Adds very common (3+) crayon prefabs for maps (#82072) ## About The Pull Request Adds a bunch of crayon prefabs for the maps. ## Why It's Good For The Game Reduces 45 map Var edits, and completely removes some Var edits. * Adds very common (3+) crayon prefabs for maps --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Bilbo367 <[email protected]> commit 3eaa9e1937161a908dec172ce0f3caaa1148dd4e Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:10:50 2024 +0300 Chem master autonames hyposprays and smartdarts (#1521) (#2532) Chem master hypo names Co-authored-by: FlufflesTheDog <[email protected]> commit db1a2332ce16c232305e7a326157432e89a28374 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:10:32 2024 +0300 [MIRROR] Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. (#1563) (#2531) * Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. (#81980) ## About The Pull Request Active skillchips are now copied on bitrunning avatars. To celebrate this, I've made a skillchip, which can be ordered through the bitrunning vendor, that lets you dodge projectiles for the duration of your flips plus 1/10 of a second (so 8/10 of a sec), at the cost of stamina (if you think 20 is a bit too low, tell me). I've also renamed the files containing the orderable bepis disks and bitrunning tech because they inconsistent with the names of their sections shown in the UI. ## Why It's Good For The Game I think (active) skillchips being copied to bitrunning avatars makes sense as after all they're both tech-y, brainy stuff. It's a bit of a shame that no one thought of doing that. ## Changelog :cl: add: Active skillchips are now copied on bitrunning avatars. add: To celebrate it, a skillchip is now available from the bitrunning order console, which lets you dodge projectiles for the duration of your flips, at the cost of stamina. /:cl: * Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Ghom <[email protected]> commit 34d762c90edfbff6f6576a701f8c377263089292 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:09:25 2024 +0300 [MIRROR] Moves lua off of the timer subsystem and onto its own internal scheduler. (#1569) (#2530) * Moves lua off of the timer subsystem and onto its own internal scheduler. (#82131) ## About The Pull Request Lua uses the timer subsystem, which can end up holding the entire timer subsystem if lua is creating a lot of timers. The solution to this is to use an internal scheduler instead so that the load gets placed onto the lua subsystem. ## Why It's Good For The Game Performance improvement when using lua scripts. ## Changelog :cl: refactor: Auxlua no longer uses the timer subsystem to get stuff done, lua scripts shouldn't slow down timers anymore. /:cl: --------- * Moves lua off of the timer subsystem and onto its own internal scheduler. --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Watermelon914 <[email protected]> Co-authored-by: Watermelon914 <[email protected]> commit 7f4327953cc4a2b06d9ab1b34d6cb2a4e4c6d278 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:09:14 2024 +0300 [MIRROR] fulton balloon sprite fix (#1571) (#2529) * fulton balloon sprite fix (#82136) ## About The Pull Request Before: ![Screenshot 2024-03-20 195922](https://github.com/tgstation/tgstation/assets/163439532/71f82f62-ed58-4798-b18a-2206351d8004) After: ![Screenshot 2024-03-20 200259](https://github.com/tgstation/tgstation/assets/163439532/c8ac138a-d5ac-4b07-807c-fc5805e0ffa4) ## Why It's Good For The Game I don't think it was intended to have it look like that. ## Changelog :cl: image: fixed Fulton balloon having its smallest sprite copy pasted over itself /:cl: * fulton balloon sprite fix --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Bilbo367 <[email protected]> commit ae68efa1d7a7823d4fe089ac59727c7341554bcb Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:09:03 2024 +0300 [NO GBP]Codeowner update with a couple cleanup (#1531) (#2528) * Old is new Removes old files and updates owners * Update CODEOWNERS Co-authored-by: Zergspower <[email protected]> commit fdc0447b03799c40ecad72074a6b38b528018f96 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:08:40 2024 +0300 [Modular] Adds a action button that lets you toggle if a mask hides your face (and flavortext) (#1491) (#2527) * Face Revel * check if mask hides face * Apply suggestions from code review * Things Broke but pushing anyways * Action button * Remove Verb The action button functions for the verb, and this doesnt even work * Only add actions to masks that dont have them this should only affect welding masks which already have a action to not hide your face * woops * fix docs * Apply suggestions from code review * File movements * woops i accidentially undid the reviews --------- Co-authored-by: SomeRandomOwl <[email protected]> Co-authored-by: Bloop <[email protected]> commit bdd57ea2d4f2776a2aa0b27687e45bfdbda1f771 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:08:08 2024 +0300 [MIRROR] exclude deathmatch loadouts from outfit_sanity (#1592) (#2526) * exclude deathmatch loadouts from outfit_sanity (#82024) * exclude deathmatch loadouts from outfit_sanity --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: anettera <[email protected]> commit 064d70aee10e7f89f924664606d438fe493c409b Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:07:58 2024 +0300 [MIRROR] Fix; pet carrier unfriending pets put in it. (#1594) (#2525) * Fix; pet carrier unfriending pets put in it. (#82165) ## About The Pull Request Checks while "attacking" a corgi if the attacker is holding a pet_carrier and is not aggressive. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/82156 ## Changelog :cl: fix: pet carrier unfriending pets put in it. /:cl: --------- * Fix; pet carrier unfriending pets put in it. --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Bilbo367 <[email protected]> Co-authored-by: MrMelbert <[email protected]> commit 26a7261f9d650da03c1c3f000df3c6a4422e7b54 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:07:36 2024 +0300 [MIRROR] Deconstruct Wooden/Cardboard Crates Without Welder (#1595) (#2524) * Deconstruct Wooden/Cardboard Crates Without Welder (#82108) ## About The Pull Request Wooden crates are now deconstructed with a crowbar. Cardboard crates are now deconstructed with wirecutters. The context tips for deconstruction are determined by the required tool now. ## Why It's Good For The Game It doesn't make sense to deconstruct those crate types with a welder, they would just burn. The logic for different cutting tool types was already in there, and mentioned in a comment, but the variable was not assigned to the sub types; I also changed the context tip to use that instead of checking the held item for welder behavior. ## Changelog :cl: add: Crowbars/wirecutters now deconstruct wooden/cardboard crates/boxes /:cl: * Deconstruct Wooden/Cardboard Crates Without Welder --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Sable <[email protected]> commit 4b08c0ed6b026eb1a0e8b090ebe5cc9216c6f8cd Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:07:23 2024 +0300 [MIRROR] Stops Ghosts changing lathe output (#1584) (#2522) * Stops Ghosts changing lathe output (#82146) ## About The Pull Request Fixes ghosts being able to change a lathes output direction. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/82144 ## Changelog :cl: fix: Fixes ghosts being able to change a lathes output direction. /:cl: --------- * Stops Ghosts changing lathe output --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Bilbo367 <[email protected]> Co-authored-by: SyncIt21 <[email protected]> commit 0bc6f173bb1c6748b6fbb6217f45d736d80438fd Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:07:06 2024 +0300 [MIRROR] [NO GBP] Fixes the LTSRBT (#1585) (#2521) * Fixes the LTSRBT I borked it in the blackmarket refactor. It was constantly on cooldown when idle. Also, some logic mistakes. * [NO GBP] Fixes the LTSRBT --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Ghom <[email protected]> commit 8a7991816d93e529d3c2f7859b9fdcd7f9744394 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:06:31 2024 +0300 [MIRROR] Fixes music importing newlining (#1589) (#2520) * Fixes music importing newlining (#82152) ## About The Pull Request Makes the instrument song importing tgui input text use multiline which means BPM is now on its own line instead of taking the first line of the song with it, getting it cut from the import. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/82148 ## Changelog :cl: fix: Importing songs into instruments no longer cuts the first line of the song. /:cl: * Fixes music importing newlining --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: John Willard <[email protected]> commit fba276b0c0e5e62ceb39cd300cc5c141744afa3b Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:06:20 2024 +0300 [MIRROR] [NO GBP] Fix curators not getting a cut from patronized paintings in a better way (#1588) (#2519) * [NO GBP] Fix curators not getting a cut from patronized paintings in a better way (#82159) ## About The Pull Request I'm giving all the credits of this PR to the creator of #82153. The reason I'm making this PR is because, while the other fix work too, I believe this one is perhaps better so that we won't have to call `SSjob.GetJobType(jobtype)` everytime we want to access or make use of the `bank_accounts_by_job` variable. ## Why It's Good For The Game See title, also the other PR if you want a more indepth explaination of relatively simple stuff. ## Changelog :cl: 00-Steven fix: Fixed patronizing paintings not giving a cut to the curators. /:cl: * [NO GBP] Fix curators not getting a cut from patronized paintings in a better way --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Ghom <[email protected]> commit 8ae007f442d70a552db7289ccbfe2d8646f0e48d Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 20:05:45 2024 +0300 Automatic changelog for PR #2500 [ci skip] commit f6f12c62b14d9f8621513256284a12ae45a0decd Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:03:13 2024 +0300 [MIRROR] Adds a shower drain fluff item (#1523) (#2517) * Adds a shower drain fluff item (#82071) ## About The Pull Request Turns the varedited fluff item into its own item so it no longer has a varedited icon & icon state. ## Why It's Good For The Game We're varediting this fluff item 17 times on current tg master and it's pretty bad. Varediting icon/icon state in maps should be discouraged and hopefully banned later, it's not hard to make a subtype of an item so we should be able to expect mappers to do that rather than this. ## Changelog Nothing player-facing. * Adds a shower drain fluff item --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: John Willard <[email protected]> commit 0880eb5719e4dbd0ee367a64ed4a89ca08615450 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:01:03 2024 +0300 [MIRROR] Fixes some dirt tiles in Deathmatch Sunrise (#1566) (#2516) * Fixes some dirt tiles in Deathmatch Sunrise (#82121) ## About The Pull Request Swaps out some basetype dirt tiles with station dirt tiles on Sunrise. The ones started with lavaland atmos, and would cause pressure diffs. I think this is the last of the turf mishaps on deathmatch maps. I haven't noticed any more, but if I do I'll do a more thorough check through all the maps instead of just spot-checking a single map like this. ## Why It's Good For The Game Less atmos wackiness while playing deathmatch. ## Changelog :cl: Rhials fix: Removes some dirt tiles on the Sunrise deathmatch map, which would fill the map with lavaland atmos. /:cl: * Fixes some dirt tiles in Deathmatch Sunrise --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Rhials <[email protected]> commit 32872688f002582627eb914814d0a1a3243b9e1b Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:00:25 2024 +0300 Blueshift - No more roundstart Gravity Blackouts (#1552) (#2515) * More VV Cleanup * xenobio cam network Co-authored-by: Zergspower <[email protected]> commit 54c44518759c57dce91ecef7ef0a7d2279533406 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 20:00:14 2024 +0300 [MIRROR] Improves RCD Logging (#1581) (#2513) * Improves RCD Logging (#82080) ## About The Pull Request - Fixes #82060 We don't need information about the cost & delay. Just enough to know the intent behind the action ![Screenshot (406)](https://github.com/tgstation/tgstation/assets/110812394/7e74a2e5-8856-4938-b8cb-73cca291d047) This also removes the 2nd argument in `log_tool()` because it was unused and nobody should look at json logs to see the mob behind the action ## Changelog :cl: fix: RCD logs are more human readable & stores the player name behind the action. /:cl: * Improves RCD Logging --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: SyncIt21 <[email protected]> commit 48cca662367dbe8cc609e03018138b4a141e4ef0 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 19:59:50 2024 +0300 [MIRROR] Driving any vehicle into the supermatter will dust all passengers (#1580) (#2512) * Driving any vehicle into the supermatter will dust all passengers (#82137) ## About The Pull Request Fixes #82135 All occupants of vehicles (including mobs you can ride) will now die if anyone drives that vehicle into the supermatter crystal. ## Why It's Good For The Game It may not be canonically true that driving the clown car into the supermatter dusts all occupants but by god, it should be. This is the result that you expect to occur upon doing such a thing. ## Changelog :cl: fix: Driving a vehicle into the supermatter will kill everyone riding the vehicle /:cl: --------- * Driving any vehicle into the supermatter will dust all passengers --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Jacquerel <[email protected]> Co-authored-by: san7890 <[email protected]> commit 47c422cb7389975ea0cb3c0197440a584f32f312 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 19:59:10 2024 +0300 [MIRROR] Implements orderable fish food. (#1579) (#2511) * Implements orderable fish food. (#82118) ## About The Pull Request Most stations now have aquarium kits ready in service, I thought this was super fucking neat but realized 'oh no food, fishy die quickly'. To amend that I've added an orderable fish food crate to synergize with the free aquarium kit. ## Why It's Good For The Game Ordering a whole now aquarium kit for the fish food is silly. ## Changelog :cl: qol: Fishfood is now more easily acquired through cargo /:cl: * Implements orderable fish food. --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: carshalash <[email protected]> commit 7df1aa6a20623128f354008d09611fa40578f960 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 19:58:58 2024 +0300 [MIRROR] Fat trait fix attempt 2 (#1576) (#2510) * Fat trait fix attempt 2 (#81947) ## About The Pull Request Adds in a new trait to handle the tackle defense bonus that was previously granted by `TRAIT_FAT` to solve a few problems that were occurring downstream, this new trait is handled by the stomach organ and handles it all automatically. Also edits the lipoplasty check to see that the target is fat from eating too much. ## Why It's Good For The Game No functions will have their results altered by the change and it will help solve some some issues downstream. --------- * Fat trait fix attempt 2 --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Varoxus <[email protected]> Co-authored-by: san7890 <[email protected]> commit a407912c6f03fbc9aea16dbac95654e2dac2cf68 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 19:58:46 2024 +0300 [MIRROR] [NO GBP] Removes energy lens from mimesvsclowns ruin. (#1573) (#2509) * [NO GBP] Removes energy lens from mimesvsclowns ruin. (#82109) ## About The Pull Request This should have been removed in #79811 but I missed one. ## Why It's Good For The Game Laser lenses shouldn't be obtainable. ## Changelog :cl: fix: A broken item was removed from the mimesvsclowns ruin. In its place is a spent revolver round. /:cl: * [NO GBP] Removes energy lens from mimesvsclowns ruin. --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Da Cool Boss <[email protected]> commit 1e1fbfde7a554a7f53072d97a3be7abdc6180a07 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 19:58:37 2024 +0300 [MIRROR] Adds contextual screentips to air alarms (#1574) (#2508) * Adds contextual screentips to air alarms (#82093) ## About The Pull Request Adds contextual screentips for air alarms, so that it's consistent with it's power-related cousin the APC ## Why It's Good For The Game It bugged me when I saw there's tooltips for almost every other wall machinery except for the air alarm. I figured why not? ## Changelog :cl: qol: Adds contextual screentips to air alarms /:cl: --------- * Adds contextual screentips to air alarms --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Singul0 <[email protected]> Co-authored-by: Ghom <[email protected]> commit 380ffc3529498867f905a03971a77861dcd2111b Author: Iajret Creature <[email protected]> Date: Sun Mar 24 19:58:10 2024 +0300 [MIRROR] Enforces checks on dual wielding items (#1568) (#2507) * Enforces checks on dual wielding items (#82130) ## About The Pull Request - Fixes #82043 The issue goes deeper than just the chainsaw. The problem is we are dropping our item too early if the dual handed checks fail. This doesn't fully stop the equipping process and still causes the action buttons to be added as if the equipping process succeeded The solution is too unequip/drop the item and reverse all steps related to the equipping process after it has fully completed inside `COMSIG_ITEM_POST_EQUIPPED` to properly reverse the effects of equipping and also cancel further actions by returning `COMPONENT_EQUIPPED_FAILED` ## Changelog :cl: fix: failing to equip a dual handed item should properly clear out all status effects related to equipping it, for e.g. remove the action button from chainsaw /:cl: * Enforces checks on dual wielding items --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: SyncIt21 <[email protected]> commit 65bfa48d408c7d4e4707faab98bf7e0f827992ac Author: Iajret Creature <[email protected]> Date: Sun Mar 24 19:57:38 2024 +0300 [MIRROR] Vending machines double check for ID (#1567) (#2506) * Vending machines double check for ID (#82126) ## About The Pull Request - Fixes #82097 By double check i mean - First check in the UI(Front End) if the ID suddenly became unavailable, if so, update its status - Check again in the back end & if payment failed reset `vend_ready = TRUE` so we can try again. This is what caused the machine to permanently get bricked ## Changelog :cl: fix: Vending machines will update its UI if ID is lost at any point fix: Vending machines won't brick if the payment fails (like due to lose of ID) for any reason /:cl: * Vending machines double check for ID --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: SyncIt21 <[email protected]> commit c7fb4588c667b811b39b5cebdba01e5e5b716a0d Author: Iajret Creature <[email protected]> Date: Sun Mar 24 19:56:49 2024 +0300 [MIRROR] Fixes envelope & reagent holder interaction (#1565) (#2505) * Fixes envelope & reagent holder interaction (#82127) ## About The Pull Request - Fixes #82122 This is a 2 part fix. - Reagent holders (cup & syringe the only cases i can find) will update the target appearance only when their action succeeds. This way they don't cause items like envelops to update after every interaction. - Envelope returns the stamp overlay in the return value of `update_overlays()` rather than calling `add_overlay()` so their overlays don't add up but rather get removed & replaced correctly. ## Changelog :cl: fix: reagent containers like cup & syringe only update target appearance if action was successful. fix: envelops don't stack overlays when interacting with cup & syringes. /:cl: * Fixes envelope & reagent holder interaction --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: SyncIt21 <[email protected]> commit cd5a509d66efe5b67e55614949e39ce7ec41e8ff Author: Iajret Creature <[email protected]> Date: Sun Mar 24 19:55:34 2024 +0300 [MIRROR] Fixes patronising paintings when there's no curators. (#1564) (#2504) * Fixes patronising paintings when there's no curators. (#82124) Fixes #82091 :cl: fix: Painting patronage works again when there's no curator present during the round. /:cl: * Fixes patronising paintings when there's no curators. --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: AnturK <[email protected]> commit a1cc8512b7ad50d9ad01ce7c1b76635e2af78231 Author: Iajret Creature <[email protected]> Date: Sun Mar 24 19:54:42 2024 +0300 [MIRROR] map exporting now supports puzzle pieces and similar (#1562) (#2503) * map exporting now supports puzzle pieces and similar (#81759) ## About The Pull Request What it reads on the tin. `puzzle_id` vars and the such are now supported by the map exporting verb. ## Why It's Good For The Game If anyone ever so wishes to export maps with puzzle doors and stuff. ## Changelog N/A * map exporting now supports puzzle pieces and similar --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Ghom <[email protected]> commit fca5258e35ed84b3ad2a24093b9e3cf773b26a1f Author: Iajret Creature <[email protected]> Date: Sun Mar 24 19:54:30 2024 +0300 [MIRROR] Deathmatch Modifiers Tweaks and Additions (#1561) (#2502) * Deathmatch Modifiers Tweaks and Additions (#82113) ## About The Pull Request After playing more than a few matches, I came to notice a couple lingering issues with deathmatch modifiers, and also I came up with more ideas. For starters, the echolocation modifier doesn't work, and even if it worked, I believe it'd be ass, so I'm removing it. The perma-flipping also doesn't work quite well and gets interrupted by stuff like knockdowns and the such, plus it's just fluff, so I'm removing it too. Second, I've forgot to set the style of the deadmatch missiles, so they look like normal pods right now. About what's being added rather than removed: There're now a "No Slowdown" modifier, a "Random Teleports" one that randomly teleports everyone (and whatever they're buckled too) every 12 to 24 seconds, "Snail Crawl" which works much like snailpeople's, "Forcefield Trail" which also works pretty much like the cosmic heretic trail, albeit lasting way shorter, and finally a "Manual Blinking/Breathing", if you truly hate players to a misanthropistic level. So yeah, 2 removed modifiers, and 5 new ones. ## Why It's Good For The Game Fixing a couple of issues, and lading the feature with a few more options. ## Changelog :cl: del: Removed the (non-working) "Perma-Flipping" and "Echolocation" deathmatch modifiers. add: Added "No Slowdown", "Random Teleports", "Snail Crawl", "Forcefield Trail" and "Manual Blinking/Breathing" modifiers. fix: Fixed deathmatch cruise missiles looking like standard pods. /:cl: * Deathmatch Modifiers Tweaks and Additions --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Ghom <[email protected]> commit 04d75f8dc72efcfffe4d2a306009fa9461b65ba3 Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 19:54:25 2024 +0300 Automatic changelog for PR #2499 [ci skip] commit 083d46bb2af9b28afbc10e99af1cf03970862cda Author: Iajret Creature <[email protected]> Date: Sun Mar 24 19:53:48 2024 +0300 [MIRROR] [NO GBP] bumps auxlua to 1.4.4 (#1522) (#2500) * [NO GBP] bumps auxlua to 1.4.4 (#82074) ## About The Pull Request This should be the very last version of auxlua I need to release before its byondapi-based replacement ## Why It's Good For The Game Some people still want to use lua scripting while the new library is yet to be ready for release ## Changelog :cl: fix: lua scripting should work on BYOND 515.1633 /:cl: * [NO GBP] bumps auxlua to 1.4.4 --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Y0SH1M4S73R <[email protected]> commit bf15ffddb993e78c9a1051c472f5d058eb5a8e1b Author: Yaroslav Nurkov <[email protected]> Date: Sun Mar 24 19:53:40 2024 +0300 Automatic changelog for PR #2498 [ci skip] commit 9535180141bde0c11363e824d85f9b7e9018862e Author: Iajret Creature <[email protected]> Date: Sun Mar 24 19:53:26 2024 +0300 Ash Walker Camp QoL map-changes. (#1530) (#2499) * Removes remove_any from the game (#82020) ## About The Pull Request Okay, so, turns out smoke machines, cigarettes, vapes and all sorts of things intentionally unmix your mixes. Why? For chaotic effects. Well sadly it just deletes chems from mixes and makes them completely useless. It also tends to have very little effect on deathmixes and moreso just gimps you ability to use them for healing. This is pretty bad, especially for machines like the smoke machine that are specifically intended for chemists. This PR entirely removes all uses of remove_any as well as the proc itself…
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…ke batter (#2526) Update scottish.dm
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Mirrored on Nova: NovaSector/NovaSector#1592
Original PR: tgstation/tgstation#82024
About The Pull Request
resolves #82022
Why It's Good For The Game
species override for deathmatch is a neat feature but would in many cases break outfit_sanity integration test