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Shiptest PR Mirror #6: Activate Iguana edition #15
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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds the ability to zoom on the scope for a few rifles. ## Why It's Good For The Game Encourages acting as a squad, buffs them a little. little silly that the scope is only decorative ## Changelog :cl: add: The SSG-04, GAL and EBR can now use their scopes! /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds more variety to the food crates, allowing enterprising chefs to order ingredients that can actually make a modest amount of food instead of needing to make a full botany setup. It's still a bit sparse, and one day I want to be able to order specific ingredients for a higher price, but for now, this is an improvement I think. I'm willing to discuss the costs of the crates. Money is still so abstract that I really want input on what this amount of stuff should cost. ## Why It's Good For The Game Actually allows chefs to cook a reasonable amount of food with ingredients purchased from the outpost, instead of just having to make a full botany setup. ## Changelog :cl: tweak: Makes the basics ingredients crate less barren and useless. add: Advanced cooking crate, for buying the condiments you only need a little bit of. add: Standard meat crate, when you don't want to buy the weird exotic meat crate. add: Grains crate, for when you want to make a lot of flour for cooking add: Bread crate, for when you're lazy and want bread for recipes. Or to eat. I don't care. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request sighs so loudly ## Why It's Good For The Game I spend 15 wood for a sauna. I don't want it? Okay. I deconstruct it for 15 wood. ## Changelog :cl: fix: Sauna decon oversight has been fixed /:cl:
…2761) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Oh god. What started as a simple project to fix a bug where ammo boxes acted like speedloaders and revolver safties turned into. A lot. In short: - Single action revolvers now have the hammer as a saftey. Techinically they still have none, but decocking the hammer works as one. - Double actions get a proper safety. Yayy - Cleans up some behavior related to ammo boxes. I need to fucking clean up that whole file someday. - Revolvers... should feel better to use. They no longer fast load from everything now, and are slightly faster to load than magazines - You probably saw the number of changes in revolver.dm. Yes, along with being less janky, revolvers support gate loading revolvers. This is mostly for the shadow and ashhand. Other revolvers still drop everything on unload. - You have new actions to choose from when using revovlers. Alt click to access. - Adds support to remove energy gun cells like magazines. Leftover from the branch i poached gun huds from - OH YEAH, GUN HUDS! Stolen from skyrat Skyrat-SS13/Skyrat-tg#4333 but made much less shittier and with sprites made by azlan. This technically isn't used yet, maybe in the future. It was mostly modified to be used with revolvers, to see which chambers are loaded - The gunslinger quirk! See below. 0 points. - This "resprites" the shadow, but i'd just call it making it better proportioned compared to others. Also adds several more skins. - This fixes a fuckup with the flaming arrow as well. To elaborate on gunslinger: It gives you more recoil and spread when using SMGs, assault rifles, and LMGs, it increases accuracy with revolvers, shotguns, and lever actions, and no changes to anything else. Also, lets you fan SINGLE ACTION revolvers (HP Shadow, HP Montague, and HP Ashhand) by one handing it with nothing else in your offhand. *Slightly* faster than pistols to boot. Sound effect for moving the cyllinder is https://freesound.org/people/shelbyshark/sounds/501560/ by the way. Not from TGMC this time, suprisingly ## Why It's Good For The Game Should make friendly fire incidents involving revolvers less common, and make revolvers feel better to use. Gunslinger should be funny and encourage cowboy blorbos to be more common. ![image](https://github.com/shiptest-ss13/Shiptest/assets/58402542/86657b45-4d70-4de4-98d7-ea2c6a3dfb3e) ![image](https://github.com/shiptest-ss13/Shiptest/assets/58402542/e98249f7-3245-42de-9ce0-221a51a14a51) ## Changelog :cl: add: Gunslinger quirk! Lets you fling around a revolver like an old western! Good luck shooting anything newer, though. add: 'New' HP Shadow sprites. add: Double action revolvers have safeties now! tweak: Many revolver tweaks balance: Shadow and Ashhand are gate loaded now, and as such take longer to load. fix: Non-speedloaders now load revolvers slowly again. /:cl:
## About The Pull Request ![Screenshot_11203](https://github.com/shiptest-ss13/Shiptest/assets/58402542/e22d3bdc-acb4-488d-bf4c-74da9de8fe7c) No, she doesn't read your faxes. Part 1. Adds clothing and outfits. Doesn't add the species variants as i just want to get this finished my god Removes the asclepius and corvus. No hard feeling towards the asclepius, it would break with all the changes and so will the corvus. Except hard feelings towards corvus. The guns will be in another PR pending a gun reorganization Mass renames minutemen, cmm, to CLIP minutemen, CLIP, and similar Something actually player facing: the camo fatigues and military webbings have been resprited ## Why It's Good For The Game ![image](https://github.com/shiptest-ss13/Shiptest/assets/58402542/8f4be9f3-2c75-411b-a30b-7709c751e655) ![image](https://github.com/shiptest-ss13/Shiptest/assets/58402542/c330609c-a62e-4c27-a37f-7775ecaec526) ![Screenshot_11204](https://github.com/shiptest-ss13/Shiptest/assets/58402542/8d565b17-5de3-4812-a4a1-97dd1e1d6cbd) ## Changelog :cl: ryerice, meemofcourse add: redraws military webbing and camo fatigues, gives webbings recolor options add: combat boots and gloves have been given happier colors add: A ton of things related to the confederated league have been resprited and added del: Corvus and Asclepius tweak: CLIP ERTs have been adjusted to be consistent /:cl: --------- Signed-off-by: retlaw34 <[email protected]> Co-authored-by: meem <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Resolves #2763 Plasmasoul anomalies now check if a mob can process organic chemicals. If they cannot, as is the case with IPCs, instead of adding plasma to your system they burn you. Also cleans up the code a little bit - nothing else player-facing, though. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Being forced to make a niche chemical (system cleaner) just to remove otherwise-permanent damage from even going near one of these is not fun, and being revived if you _die_ from it is even more difficult. Plasmasoul anomalies are still quite dangerous to IPCs, just in a more manageable (and fun) way. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: tweak: Plasmasoul anomalies now burn IPCs instead of applying a toxin /🆑 <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Resolves shiptest-ss13/Shiptest#2651, allowing silicons to now understand Rachnidian and Calcic but not speak it. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Bugs bad <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: silicons have had their language software patched, now capable of understanding rachnidian and calcic at the cost of no longer being able to speak it /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
…(#2818) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request sorry for not atomizing more i have a really bad tummyache today ## Why It's Good For The Game boxes being invisible and having 50 rounds is bad and also its good to like have ammo in the hunting. ship ## Changelog :cl: add: More and appropriate ammo to the Elder-class. fix: Fixed a few oversights with 8x50 ammo boxes. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Greatly lowers the prices of the stock parts crates and increases the amount of power cells in the power cell crate. ## Why It's Good For The Game "Hmm today I will purchase two each of T3 stock parts not including cells for the very reasonable price of 13,000 credits. Then I will order a crate of T2 stock parts for a thrifty 5,000 credits." ~ Nobody Ever ## Changelog :cl: balance: lowered stock parts prices and raised power cell count in the outpost communications console :cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request People can now use various scanners without requiring eyesight. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game It's 505 FSC and you're telling me we've rolled back accessibility tools for the blind? While it might be the player's choice to take a quirk that limits their abilities (and we compensate them with points accordingly) I hardly think it's necessary to remove their ability to engage with some of the more meaningful mechanics. Let me have my blind roboticist. Please. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: tweak: blind characters can now use various scanners, bringing the frontier up to accessibility standards across the galaxy /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request adds subtypes of fax machines with only a few faction admin faxes. look it was really cool when i opened like 7 PRs in one month but i wanna go home <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game no longer will you be able to send faxes to nt as some guy from gec <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: tweak: Faxes on most ships no longer have access to all admin faxes /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Ports: - BeeStation/BeeStation-Hornet#4990 - tgstation/tgstation#55215 - tgstation/tgstation#57033 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game pAIs are in a weird space of being the only positronic in-setting who MUST bound to a master by law. That doesn't really gel with the rest of our lore. Giving installers the ability to remove that Master-Servant relationship would be nice I think, especially considering pAIs tend to ignore it anyways. Also bugs are bad, okay? <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: a pAI's master can now clear the pAI's zeroth law fix: pAIs are now able to fully utilize installed encryption keys through their integrated transceiver's menu when they have the encryption key software upgrade fix: binary encryption keys work in pAIs that have downloaded the encryption key software /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
… push other people now.' (#2805) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Ports tgstation/tgstation#68493, making it so you don't displace or shove people out of the way while walking. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Lag has ruined me and so many others one too many times. I have repeatedly seen people accidentally swap places basically since I started playing. This should resolve that. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: tweak: crewmen have learned the secrets of being polite. While walking, you will no longer shove or swap places with your crew mates. Be certain to walk around your ship outside of emergencies! /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request it updates the pixel size of signatures used in paper ![imagen](https://github.com/shiptest-ss13/Shiptest/assets/75212565/95ac90ae-2b62-4cae-9845-70c750b7c629) ![imagen](https://github.com/shiptest-ss13/Shiptest/assets/75212565/ede0e93e-7b21-410b-ab7e-fc92233cf57b) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game they are barely readable otherwise <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: tweak: Modified the pixel size of signatures in paper to 15px /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Kept you waiting, huh? Firstly, the smaller changes: - Prosthesis organ manipulation now uses a crowbar instead of a hemostat to remove organs. This was one of two instances of surgical tools being required for IPC Surgery, and it always felt out of place. - Adds a new surgery step, "Close hatch," has been added to most mechanical surgeries for the sake of consistency. This affects implant removal, ipc revival, mechanical brain surgery, and prosthesis organ manipulation. The new steps can be found in the changelog. - Removes player-facing access to chainsaw arms and synthetic arm blades. They always felt ill-fitting for our setting. The code remains, though, just in case someone wants to add untraditional limbs in the future. And now, for the main course: This PR creates two new surgeries, Detach Prosthesis and Prosthesis Attachment, which allow any character with a prosthesis to remove and attach it themself with a set of basic tools. Additionally, it renames Prosthetic Replacement surgery to Limb Grafting surgery, to better reflect its new role as the more surgical variant of limb attachments. Limb Grafting retains all of its previous functionality, minus chainsaw attachments. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Hoo boy, this PR was a long time coming. It's always been silly to me that characters are forced to keep their prostheses on 24/7. I can't imagine how uncomfortable that must get. Being forced to have a surgeon remove your leg (or to chop it off with something sharp!!!) just to give their residual limb a breather has always been stifling for prosthesis-based roleplay. This should hopefully open up more options for player expression, and help distinguish standard limbs from mechanical ones. The two new procedures added serve as alternatives for the more surgical Amputation/Grafting duo we've all grown to know and resent, rather than an outright replacement. It's 505 FSC, and prostheses can range from Glorified Peg Leg all the way to Fully Mobile Prosthetic Hand With Synthetic Nerves. As such, I think it's important to keep a couple variants of surgery around for that mechanical expression, even if they end with the same result. This also allows the Friendly Neighborhood Li-Teg to charge extra for limb grafting surgery as opposed to a basic prosthesis attachment procedure :) It's always bugged me that IPCs had to use a hemostat to remove their organs, and I've heard that annoyed sentiment echoed in others over the years. Swapping it gives more consistency to their mechanics overall, and allows for more IPCs to horrifically disassemble themselves as a form of self-soothing while the captain watches in awe. Lastly, chainsaw arms were a meme and have always felt too /TG/ for our setting. Were Shiptest a codebase built from the ground up, I doubt we would have ever seen these added to the game. I know some players expressed interest in having surplus limbs be attach/removable without tools of any sort, but due to time constraints and a general lack of my own abilities, that remains out of reach for the time being. Maybe I'll look into it in the future, who knows. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: creates close_hatch, a step that mirrors open_hatch in prosthetic surgeries for the sake of consistency. Why you leaving that hatch open?? The final step before screwing to finish surgery. This affects implant removal, ipc revival, mechanical brain surgery, and prosthesis organ manipulation add: creates manipulate_organs/mechanic, a step that swaps the necessary implements in synthetic surgery. Use a crowbar instead of a hemostat to remove any organs on an augmented limb! tweak: changes implant removal surgery to reflect the above. The new tool order is as follows: screwdriver, hand, wrench, crowbar, wrench, hand, screwdriver tweak: changes the (unused) ipc revival surgery to reflect the above. The new tool order is as follows: screwdriver, hand, multitool, inducer, hand, screwdriver tweak: changes mechanical brain surgery to reflect the above. The new tool order is as follows: screwdriver, hand, multitool, hemostat, hand, screwdriver tweak: changes prosthesis organ manipulation to reflect the above. The new tool order is as follows: screwdriver, hand, wrench (if head/chest), multitool, crowbar, wrench (if head/chest), hand, screwdriver add: creates the Detach Prosthesis surgery, a less violent alternative to Amputation. This allows for prosthesis users to remove their own limbs, for the purposes of maintenance or just plain comfort! The tool order is as follows: screwdriver, hand, multitool, wrench, crowbar/wrench/hand (so you can flavor how you remove the limb) tweak: changes the Prosthetic Replacement surgery, renaming it to Limb Grafting surgery. The steps remain the same, but the name needed some retooling, as the procedure is much more surgically involved than its new sibling: add: creates Prosthesis Attachment surgery, a less surgically involved version of the Limb Grafting surgery. This allows for people with prostheses to re-attach the limb they took off with Prosthesis Removal! The tool order is as follows: wrench, multitool, plug in prosthesis, hand, screwdriver del: removes the chainsaw and synthetic arm blade from being viable prostheses. Left the code intact in case someone wants to do something similar in-future /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Do you want your character to vape, but did they not spawn with a PDA? Well, worry not, this PR adds new ways to ignite your e-cigarettes/e-cigars! First one, is with a tablet. Works essentially the same as with a PDA. There is way more jobs that get a free tablet than those that get a PDA. Plus, you can get those from loadout. Second one, is with an APC. Smash your vape on the APC and it will get ignited! How does it work? Clearly designers were just very thoughtful and included a vape igniter or whatever you use! <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Items being actually usable is nice. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: tweak: E-cigarettes and e-cigars can now be turned on with tablets and APCs. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request A number of assorted resprites for all sorts of objects. I didn't test this, so I'll let tests run and ensure it compiles fine. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game ![image](https://github.com/shiptest-ss13/Shiptest/assets/34109002/d3aaf065-2d58-4923-83c2-fdcd9767581c) ![image](https://github.com/shiptest-ss13/Shiptest/assets/34109002/649effea-0ec0-4b4b-823d-5aa8d2b768d3) ![image](https://github.com/shiptest-ss13/Shiptest/assets/34109002/72670766-a3f2-443e-94bf-f7463482e45f) ![image](https://github.com/shiptest-ss13/Shiptest/assets/34109002/f98b64a2-6bcd-4ac6-beb4-a1a3b539446c) (Don't worry about the duplicate iconstates I fixed those in the actual DMI) ![image](https://github.com/shiptest-ss13/Shiptest/assets/34109002/41fa6e79-b158-42b2-843f-de0b1799f0ab) <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: Spooky tweak: Assorted resprites. imageadd: A bunch of re-done sprites for various objects. Notably: Sofas, filing cabinets, reagent tanks. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Adds volume settings for Fun>Play local music ![image](https://github.com/MysticalFaceLesS/Shiptest/assets/105150564/e2b931fd-82cf-47ff-8b62-fbbd44d6a477) ## Why It's Good For The Game Just imagine how good this is to not change volume of each track by yourself in some adobe audition. ## Changelog :cl: add: volume setting for play local sound /:cl: --------- Signed-off-by: Mark Suckerberg <[email protected]> Co-authored-by: Mark Suckerberg <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds two new noises to the Silicon Lexicon: *yes and *no as a vague port of PolarisSS13/Polaris#809 Also removes the clown restriction on *sad, and standardizes available emotes between borgs and robotic tongue enjoyers. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game - There wasn't a real reason for borgs to have exclusive emotes at this point, given they're identical to positronics in-lore - More noises for silicons allows for more player expression - Your local IPC being able to play a sad trombone whenever something bad happens will heighten Shiptest comedy by ~62% <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: silicons across the sector have added two new noises to their lexicon, try them out with *yes and *no! tweak: silicons across the sector have also overridden their clown inhibitors, allowing them to play a bummer trombone with *sad tweak: borgs have leaked the secrets of *warn to their integrated positronic counterparts del: due to wide reaching protest, silicons across the galaxy have decided to give up their ability to *honk in respect for the lives lost during the ICW /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
…gnment to job outfits (#2825) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This pull request: * Separates the update_appearance proc from update_label. This is because the overlays that an ID card use are tied to the job name listed on the datums, and calling it with a custom assignment name did not give ID cards overlays. update_label now only updates the name of a card. * Adds id_assignment to datum/outfit/job. This is because mobs spawned using the Select Equipment verb default to their job datum's assignment name instead of their id assignment. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game admin spite PR (i saw someone else spawn in as a sonnensoldner and their id card read security officer) <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: code: ID cards' update_label proc no longer calls update_appearance. Please report any issues that may involve ID cards not updating overlays. code: Outfits now have an id_assignment field. If a job has an id, and an id_assignment, it will automatically apply. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Fixes my mistakes. ## Why It's Good For The Game I'm so fucking stupid!! why do you keep letting me make prs!!! you should kill me now ## Changelog :cl: spellcheck: Fixes some cargo descriptions. Fix: Properly granularizes 357 speedloaders. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Title. Also means it can be flipped without breaking now. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Oversights bad. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: Cybersun cap no longer defaults to black cap's sprite. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
… (#2837) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request **SOUL REMOVAL** Replaces the stock /tg/ welcome message with something a little more relevant, and replaces all of our roundend audio clips with a few shiptesting cultural touchstones. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Out of all of the things we've inherited from /tg/station, the roundstart/end audio clips were always fairly low on the list of things that needed replacing. After hearing _Welcome to the station crew, enjoy your stay_ and _Now departing /tg/station_ several hundred times over, however, I finally think the soul has overstayed its welcome. This helps us distinguish ourselves from other /tg/ downstreams in a subtle but impactful way, hopefully giving new players a "We're not in Kansas anymore" feeling and allowing veterans to point their finger at the screen and go "I understood that reference!" <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: soundadd: several new roundend audio clips, as well as a new roundstart clip sounddel: all of the old roundend audio clips, as well as the old roundstart clip del: soul /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
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I really did trick myself into making a script because it sounded useful (I took longer making it than it would to manually do what it does every 2 weeks for like 4 months) Also no mirror files need addressing |
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Such devastation... |
About The Pull Request
yes
Why It's Good For The Game
they replaced the welcome to tgstation sound with activate iguana. this is important.