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[MDB IGNORE] [IDB IGNORE] Upstream mirror #420

Merged
merged 189 commits into from
Dec 8, 2024
Merged

[MDB IGNORE] [IDB IGNORE] Upstream mirror #420

merged 189 commits into from
Dec 8, 2024

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@psychonaut-ci psychonaut-ci bot commented Dec 7, 2024

This is an automated pull request to merge the latest changes from the upstream repository.

The following files have conflicts:

SmArtKar and others added 30 commits November 29, 2024 15:32
…rk (#88281)

## About The Pull Request

Detemination gives you TRAIT_ANALGESIA, so if you take ***too much***
damage you'll be unable to see it as well. Plus linking blunt overlay
hiding to reagents isn't very good practice as it can cause flickering
if you microdose.
(Also fixed incorrect trait sources on the quirk and kept it for the
nocrit deathmatch modifier)

Closes #88278

## Changelog
:cl:
fix: Fixed damage overlays hiding themselves or flickering when you get
wounded.
/:cl:
…t for effects set to "Curse of Mundanity" (and missing IDs) (#88240)

## About The Pull Request

Fixes a lot of status effects having the default alert, adds a unit test
to check that status effects don't forget to change it

I chose a test rather than just making the default "no alert" because I
think people making status effects should think about whether it should
have an alert

Also I added a test for effects which did not set an ID because that's
kind of important, I applied the same mindset here to account for
abstract types but admittedly less sold on this one.

## Changelog

:cl: Melbert
fix: You should be afflicted by the "Curse of Mundanity" far, far less
/:cl:
## About The Pull Request

I have... questions, to previous self. Yeah.

## Changelog
:cl:
fix: Fixed projectile parrying
/:cl:
## About The Pull Request
Aquarium kits can now be printed from service, cargo, science
protolathes and the autolathe too, from half a sheet of metal. You still
need the other materials to set it up but it should be fairy simple if
you can access a proto/autolathe.

The 'Growth/Reproduction' setting for aquariums has been renamed to
"Safe Mode", which, on top of disabling features such as growth,
reproduction, evolution, power generation etc etc, will also disable the
water, temperature and food requirements for keeping the fish alive.
Useful if you want a purely ornamental aquarium or you have to skidaddle
somewhere else for a while.
The lawyer, as well as prefilled aquariums start with 'Safe Mode'
enabled.

The 'Aggressive' fish trait has been replaced with 'Territorial', which
is exactly the same but the fish won't lash out unless the aquarium is
populated by five fishes or more. No more angelfish viciously attacking
the guppy and goldfish in prefilled aquariums.

Tweaked a couple values around hunger and fish health loss when starving
or in a bad environment to cause slightly less damage.

Lastly, added screentips to the aquarium component, which is something
I've forgot to do in the PR that brought it.

## Why It's Good For The Game
Aquariums may be a complex feature, but as far as I can tell, I had been
neglecting the possibility of aquariums as simple room decoration for a
while (outside of the beauty-related mechanics), and the constant
maintenance (and perhaps a bit of knowhow) they require makes them awful
at that. Also, the "growth/reproduction" setting really didn't have a
reason to be before, since it didn't offer any tangible benifit to turn
it off, so I had to revamped it.
Also it's been proven by now that keeping aquariums as cargo-orderable
stuff is just bad.

As for the fish trait change, it just sucks to see the angelfish shank
the goldfish with no way to solve it other than removing the
hyper-aggressive killer fish from san diego fella.

## Changelog

:cl:
balance: Aquarium kits can now be printed from cargo, service, science
protolathes as well as the autolathe. They no longer have to be ordered
from cargo.
balance: Revamped the "Growth/Reproduction" setting for aquarium to
"Safe Mode", which also disables the food, temperature and water
requiremenets of aquariums, making it useful for purely decorative
aquariums.
balance: Replaced the "Aggressive" fish trait with "Territorial". No
more angelfish shanking the goldfish and guppy in prefilled aquariums
with less than 5 fishes.
qol: Added screentips to aquariums.
/:cl:
## About The Pull Request
Fixes some eyes to have standartized naming

## Why It's Good For The Game
Bugfix good

## Changelog
:cl:
fix: Printed Moth X-Ray eyes are now correctly named, instead of being
just "robotic eyes"
/:cl:
## About The Pull Request

Closes #88255
It ***was*** the refactor's fault

## Changelog
:cl:
fix: Fixed plasmamen envirosuits being unrepairable
/:cl:
…4.7.1 (#88274)

Bumps
[JamesIves/github-pages-deploy-action](https://github.com/jamesives/github-pages-deploy-action)
from 4.6.9 to 4.7.1.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/jamesives/github-pages-deploy-action/releases">JamesIves/github-pages-deploy-action's
releases</a>.</em></p>
<blockquote>
<h2>v4.7.1</h2>
<!-- raw HTML omitted -->
<h2>What's Changed</h2>
<h3>Features ✨</h3>
<ul>
<li>feat: when <code>target-folder</code> is specified the action will
now create any missing folders for you by <a
href="https://github.com/databasedav"><code>@​databasedav</code></a> in
<a
href="https://redirect.github.com/JamesIves/github-pages-deploy-action/pull/1737">JamesIves/github-pages-deploy-action#1737</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a
href="https://github.com/databasedav"><code>@​databasedav</code></a>
made their first contribution in <a
href="https://redirect.github.com/JamesIves/github-pages-deploy-action/pull/1737">JamesIves/github-pages-deploy-action#1737</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/JamesIves/github-pages-deploy-action/compare/v4.6.6...v4.7.1">https://github.com/JamesIves/github-pages-deploy-action/compare/v4.6.6...v4.7.1</a></p>
<h2>v4.7.0</h2>
<!-- raw HTML omitted -->
<h2>What's Changed</h2>
<h3>Features ✨</h3>
<ul>
<li>feat: added the option to specify an <code>atttempt-limit</code>
input, giving you the option to change how many attempts the action will
make before failing by <a
href="https://github.com/databasedav"><code>@​databasedav</code></a> in
<a
href="https://redirect.github.com/JamesIves/github-pages-deploy-action/pull/1737">JamesIves/github-pages-deploy-action#1737</a></li>
</ul>
<h3>Build 🔧</h3>
<ul>
<li>build(deps): bump codecov/codecov-action from 4.5.0 to 4.6.0 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/JamesIves/github-pages-deploy-action/pull/1710">JamesIves/github-pages-deploy-action#1710</a></li>
<li>chore(deps): update dependencies by <a
href="https://github.com/JamesIves"><code>@​JamesIves</code></a> in <a
href="https://redirect.github.com/JamesIves/github-pages-deploy-action/pull/1732">JamesIves/github-pages-deploy-action#1732</a></li>
<li>build(deps): bump typescript-eslint from 8.13.0 to 8.14.0 in the
typescript group by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/JamesIves/github-pages-deploy-action/pull/1734">JamesIves/github-pages-deploy-action#1734</a></li>
<li>build(deps-dev): bump the eslint group with 2 updates by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/JamesIves/github-pages-deploy-action/pull/1733">JamesIves/github-pages-deploy-action#1733</a></li>
<li>build(deps): bump the misc group across 1 directory with 6 updates
by <a href="https://github.com/dependabot"><code>@​dependabot</code></a>
in <a
href="https://redirect.github.com/JamesIves/github-pages-deploy-action/pull/1743">JamesIves/github-pages-deploy-action#1743</a></li>
<li>build(deps): bump codecov/codecov-action from 4.6.0 to 5.0.7 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/JamesIves/github-pages-deploy-action/pull/1745">JamesIves/github-pages-deploy-action#1745</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a
href="https://github.com/databasedav"><code>@​databasedav</code></a>
made their first contribution in <a
href="https://redirect.github.com/JamesIves/github-pages-deploy-action/pull/1737">JamesIves/github-pages-deploy-action#1737</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/JamesIves/github-pages-deploy-action/compare/v4.6.6...v4.7.0">https://github.com/JamesIves/github-pages-deploy-action/compare/v4.6.6...v4.7.0</a></p>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/dc18a3c6b46d56484cb63f291becd7ed4f0269b9"><code>dc18a3c</code></a>
Deploy Production Code for Commit
9716147417155c726a988252213c1286fdef81b3 🚀</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/9716147417155c726a988252213c1286fdef81b3"><code>9716147</code></a>
Merge branch 'dev' into releases/v4</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/d556f3802aae4560c4e9200bf1e7a74df9502e9f"><code>d556f38</code></a>
Update integration.yml</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/ceec23cfcc9d3942cd0676376e6cb2f52255303c"><code>ceec23c</code></a>
Update integration.yml</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/6418ff1d7a3c35011d8dfaa83e219a80f20f4436"><code>6418ff1</code></a>
build(deps): bump the misc group across 1 directory with 6 updates (<a
href="https://redirect.github.com/jamesives/github-pages-deploy-action/issues/1749">#1749</a>)</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/2f237250475b68e322a3ed22d898faf58a00a554"><code>2f23725</code></a>
Release 4.7.0 📣</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/2d810651154ded6e1d56e8527af662d0195ed63e"><code>2d81065</code></a>
fix: gate mkpath</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/36ee275936a1c16fb4dedae090a06396849f07c0"><code>36ee275</code></a>
Deploy Production Code for Commit
6f368c4843962fd570fdc5cdb460c91e23d9ee87 🚀</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/6f368c4843962fd570fdc5cdb460c91e23d9ee87"><code>6f368c4</code></a>
Merge branch 'dev' into releases/v4</li>
<li><a
href="https://github.com/JamesIves/github-pages-deploy-action/commit/c12b755e602781a272179c9bdc68cfb165817b95"><code>c12b755</code></a>
fix: temporarily remove mkpath option</li>
<li>Additional commits viewable in <a
href="https://github.com/jamesives/github-pages-deploy-action/compare/v4.6.9...v4.7.1">compare
view</a></li>
</ul>
</details>
<br />


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…8270)

## About The Pull Request

Closes #88268

## Changelog
:cl:
fix: Fixed cargo ticket and pet adventure drone loot pools not working
/:cl:
## About The Pull Request
Last night I was experimenting with hooking up different chemicals to a
shower and discovered that blood didn't really do anything other than
have red mist and particles. Your characters clothes were still cleaned.
The mood boost was still happy. So I reworked it a bit.

Blood now:
- Gives a negative mood, disgust, and status effect when showering with
it (unless you are morbid, evil, or undead, then it's considered
positive)
- Has an icon alert for bloody showers
- Covers a mob's clothing with blood when showering (or any objects on
the tile)
- Tossing or spraying a container full of blood now covers objects/mobs
in blood
- The revenant defile spell now affects showers by removing all water
recyclers and reagents that gets replaced with blood

Showers now:
- Require 70% of water to clean and get mood/status effects
- Require 70% of blood to get mood/status effects
- Require 20% of radioactive reagents to stop radiation removal effects

So it's possible to have a clean water shower that is secretly
radioactive. Since radioactive reagents do nothing on `TOUCH`, all this
achieves is preventing the water from washing off the radiation.

I did have to refactor some of the reagent code to support method types
for objects since I was experiencing hazmat issues when I was testing.
Whenever I would inject blood from a syringe into a beaker, it would
cover the beaker in blood on the outside. This would have been extremely
hazardous for viruses. So I needed to make sure we are only applying it
to the methods for `VAPOR|TOUCH`

Also improved the mood typecasting for owner to allow checking of mob
biotypes. (so we can check `UNDEAD` for mood)

## Why It's Good For The Game
Blood effects and interactions are now more consistent. The code for
objects is refactored to support method interactions with reagents.
Evil/Morbid people now get some unique interactions that fit their
theme. Last we get a cool new ability to let revenant's make their
defiled areas something out of a horror movie.

## Changelog
:cl:
add: The revenant defile spell now affects showers by removing all water
recyclers and reagents that gets replaced with blood.
add: Showering in clean water (+70%) results in positive
mood/regen/stamina effects. It will wash off the mob.
add: Showering in dirty water results in negative mood effects and
disgust. It will NOT wash off the mob.
add: Showering with radioactive reagents (+20%) results in the
preventing the shower from washing off the radiation.
add: Showering in blood (+70%) results in severe negative mood effects
and disgust. (unless you are morbid, evil, or undead then it's
considered positive) It will cover the mob in blood.
add: Water effects that interact with a mob from touch or vapor
(showering/spray bottles/etc.) will now heal sleep, unconsciousness,
confusion, drowsiness, jitters, dizziness, and drunkenness.
fix: Fix bloody showers not covering objects in blood.
fix: Tossing or spraying a container full of blood now covers
objects/mobs in blood
fix: Fix wrong status effect for watery tile
image: Add new alert icons for bloody/dirty showers
code: Refactored some expose_obj reagent code to support method types.
code: Improved mood typecasting for owner to allow checking of mob
biotypes.
/:cl:

---------

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

According to Kapu, RscFile() is a hash operation and thus is relatively
slow. Having dozens of them ran every tick by atmos tanks is not ideal.
There's more uncached icons in filters to tackle but the only one
relatively impactful is status display init mask - however our filter
code is mildly fucked to say the least, as icon() is ran ***regardless
of whenever a filter is cached or not*** because we pass them as lists,
not actual filter objects - and filter() seems to call one internally
regardless of what its passed, so every update_filters fetches an icon
for anything with an alpha/displacement filter. This doesn't actually do
much on its own, but is nice to have so that future contributors don't
make the same mistake by copypasting code.

## Changelog
:cl: SmArtKar, Kapu
fix: Atmospheric tanks no longer fetch icons every tick
/:cl:
## About The Pull Request
Fixes printed advanced robotic right leg name, instead of it being
"heavy"

## Why It's Good For The Game
Bugfix good

## Changelog
:cl:
fix: Printed advanced robotic right leg now has correct name, instead of
being "heavy"
/:cl:
## About The Pull Request
So, as you might know, megacells made it that etherials gained charge
really slowly. I changed this to be proportional again, but forgot to
make it that said charge decreases the same, leading to an overcharge
lasting 30+ minutes and the toxin damage killing you before said
overcharge wore off.

Also I realized I screwed up a value on the charge gain from booze when
i took one sip of a telepole and instantly spewed lightning everywhere,
so thats been decreased.

## Why It's Good For The Game

Because slowly dying over 30 minutes cause you drank a single sip of
wine is not fun.

## Changelog

:cl:
fix: Etherials no longer lose overcharge really slowly.
fix: Etherial Wine/Telepole no longer overcharges etherials with one
sip.
/:cl:
mc-oofert and others added 6 commits December 7, 2024 00:16
## About The Pull Request
changeling last resort works if youre a monkey or animal
any reasonably organic animal that is (golems included) so no
constructs, no spirits (shades, etc), no deathmatch/bitrunning body and
also not a headslug

## Why It's Good For The Game

for a "last resort" ability you cant use it if you got monkified which
is something that can happen fucking you over which is not great
or perhaps due to some foul magicks you became a rat or whatever youre
basically fucked because you cant do anything and all you can do is
bumrush people

this fixes both

## Changelog
:cl:
balance: changeling last resort works as a monkey or animal
/:cl:
## About The Pull Request
**1. Code Improvement**
- Moved global pipe crafting recipe list into
`code/__DEFINES/globalvars/list` folder because its a global list & it
should belong there. Reduces size of RPD file
- Moved `datum/pipe_info` into `code/__DEFINES/globalvars` folder
because it's used by both RPD & crafting recipe so its a global var.
Reduces size of RPD file
- Replaced a bunch of `usr` with the proper user variable when available
  - Autodoc for procs & vars
 
**2. Refactor**
- Attack chain for RPD has been refactored to `interact_with_atom()` &
`interact_with_atom_secondary()`


## Changelog
:cl:
refactor: improved attack chain code for rapid pipe dispenser
code: organized lists & global vars for rapid pipe dispenser into their
own respective files & improved a bunch of code
/:cl:
# Conflicts:
#	.github/workflows/generate_documentation.yml
#	code/__DEFINES/mobs.dm
#	code/game/data_huds.dm
#	code/modules/cargo/packs/service.dm
#	code/modules/events/anomaly/anomaly_bioscrambler.dm
#	code/modules/research/designs/mechfabricator_designs.dm
#	code/modules/shuttle/emergency.dm
#	html/changelogs/archive/2024-11.yml
@psychonaut-ci psychonaut-ci bot requested a review from Seefaaa as a code owner December 7, 2024 15:20
@psychonaut-ci psychonaut-ci bot added the mirror Upstream mirror label Dec 7, 2024
@Seefaaa Seefaaa force-pushed the mirror-a63316b4ded branch from 5f7fba5 to 206ce81 Compare December 7, 2024 15:41
@Seefaaa Seefaaa force-pushed the mirror-a63316b4ded branch from 206ce81 to df24ee0 Compare December 7, 2024 15:45
@Seefaaa Seefaaa added this pull request to the merge queue Dec 7, 2024
github-merge-queue bot pushed a commit that referenced this pull request Dec 7, 2024
This is an automated pull request to merge the latest changes from the
upstream repository.

The following files have conflicts:
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[origin](https://github.com/psychonaut-station/PsychonautStation/blob/master/code/modules/shuttle/emergency.dm#L0)
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[upstream](https://github.com/tgstation/tgstation/blob/45c4edc57962406d4a7e11ec76b62884b5ff7900/code/modules/shuttle/emergency.dm#L0)
- [x] html/changelogs/archive/2024-11.yml - 1 -
[diff](https://github.com/psychonaut-station/PsychonautStation/blob/mirror-a63316b4ded/html/changelogs/archive/2024-11.yml#L1080-L1102)
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[origin](https://github.com/psychonaut-station/PsychonautStation/blob/master/html/changelogs/archive/2024-11.yml#L1080)
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[upstream](https://github.com/tgstation/tgstation/blob/45c4edc57962406d4a7e11ec76b62884b5ff7900/html/changelogs/archive/2024-11.yml#L1080)
@github-merge-queue github-merge-queue bot removed this pull request from the merge queue due to failed status checks Dec 7, 2024
@Seefaaa Seefaaa added this pull request to the merge queue Dec 7, 2024
@github-merge-queue github-merge-queue bot removed this pull request from the merge queue due to failed status checks Dec 7, 2024
@Seefaaa Seefaaa added this pull request to the merge queue Dec 7, 2024
@github-merge-queue github-merge-queue bot removed this pull request from the merge queue due to failed status checks Dec 7, 2024
@Seefaaa Seefaaa added this pull request to the merge queue Dec 7, 2024
@github-merge-queue github-merge-queue bot removed this pull request from the merge queue due to failed status checks Dec 7, 2024
@Seefaaa Seefaaa added this pull request to the merge queue Dec 7, 2024
@github-merge-queue github-merge-queue bot removed this pull request from the merge queue due to failed status checks Dec 7, 2024
@exdal exdal added this pull request to the merge queue Dec 8, 2024
@exdal exdal removed this pull request from the merge queue due to a manual request Dec 8, 2024
@exdal exdal merged commit 0066bcb into master Dec 8, 2024
20 of 22 checks passed
@exdal exdal deleted the mirror-a63316b4ded branch December 8, 2024 14:57
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