-
Notifications
You must be signed in to change notification settings - Fork 32
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[MDB IGNORE] [IDB IGNORE] Upstream mirror #422
Merged
Merged
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
## About The Pull Request The arg should be the movable, not the component. ## Why It's Good For The Game Fixing an issue that wasn't actually fixed but worsened. ## Changelog :cl: fix: Actually fixed alt-clicking aquariums. /:cl:
## About The Pull Request Reagent Dartgun was added back when doctors did less chemistry than botanists, hence the role-lock to Chemists and Botanists excluding MDs. Now that doctors usually do more than botanists they should get access to the fun chem gun too. ## Why It's Good For The Game Improves consistency & gives traitor MDs one more fun tool to combine with surgery, which is nice because the others can be a bit esoteric. ## Changelog :cl: balance: medical doctors can buy Reagent Dartgun from traitor uplink /:cl: Co-authored-by: Roryl-c <[email protected]>
…the last attempt. Only SOMETIMES fails at existence. (#88095) ## About The Pull Request A repeat of the first half of tgstation/tgstation#86853 The NT BR-38 Battle Rifle is a semi-automatic railgun...marksman...carbine...rifle...thingy that uses .38 ammunition and is magazine fed from a 15 round magazine. It comes with a scope, and is bulky. ![image](https://github.com/user-attachments/assets/456aba07-ba0a-4ad3-993c-7fc2bc1395d6) Sprites by OrcaCora. ### Some of its features The gun shoots at a higher than normal velocity for .38. This means it hits harder (30 damage compared to the standard 25), and flies faster through the air. The gun, however, suffers from degradation as it is used. It has a 10 shot buffer before suffering degradation. After the 10 shot buffer, it has a 10% chance each shot to increase in degradation stage. From stage 1 to stage 5 (the maximum stage), it begins to lose fire rate and projectile flight speed. To recalibrate the gun, you can do one of two things; A) Use a multitool on the gun. This completely resets the gun, but its pretty slow. B) Insert it into a weapon recharger to recharge its buffer and reduce its degradation stages. ### Some of its downsides The weapon is EMP vulnerable. If it gets EMP'd, it immediately degrades and loses any buffer it has. While EMP'd, there is a 75% chance it doesn't fire when you pull the trigger. This is also true if the gun has hit maximum degradation. Keep your guns in good shape. It can be emagged. While emagged, the gun has increased damage (40 for standard ammunition), but once it hits maximum degradation, it immediately begins to catastrophically fail. It also degrades significantly faster while emagged. There is no way to reverse this effect, and the explosion is extremely lethal. ### Where can I find it? What about ammo? You can purchase the gun from cargo at a significant premium, as well as some additional magazines of some basic ammo types. There is exactly one of these in the armory, and you can print more magazines from the security protolathe. As research progresses, you can print different, specialized ammunition for the rifle. (and also the detective .38 revolver, obviously) ### New .38 ammunition types True Strike bounces accurately between targets, but deals significantly less damage than other ammo types (15 base, 18 in this rifle). It is printed once the station gets Exotic Ammo. ## Why It's Good For The Game This is a followup on my previous PR, where I tested this weapon and gathered a whole bunch of feedback on it. Most people quite liked it. but had some concerns that I feel this addresses. Much of the justifications given there apply here. Obviously ignoring anything to do with the combat shotgun removal. Some stuff obviously has not come back from the original test. Notably, the TRAC changes were probably a little too powerful. As much as I liked a default entirely nonlethal ammunition type, TRAC itself is better left as a late research goal. In addition, I moved the explosion part to an emag effect. It's funny, and lends itself to the original intention of the weapon; a callback to the WT-550 incident. But it isn't a standard part of the guns mechanics.
## About The Pull Request This fixes furious steel by adding a check to see if parent returned FALSE (we already blocked) to catch cases where blocking is temporary ## Why It's Good For The Game Dunno if this had other interactions; this fixes a weird interaction between body throws consuming the orbiting knives without actually stopping the hit.
## About The Pull Request closes tgstation/tgstation#88448 ## Changelog :cl: grungussuss fix: fixed access on birdshot engi mulebot delivery window /: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 closes tgstation/tgstation#88451 - no combat mode: lick lickable stuff, otherwise attack - yes combat mode - attack stuff <!-- 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 more intuitive and consistent <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: grungussuss fix: fixed regal rat attack logic /: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. -->
…ven (#88488) ## About The Pull Request See name, aloe cream now has the bakeable component on it so it doesn't get instantly burned by the oven upon creation, and correctly creates the particles as well ## Why It's Good For The Game Makes some primitive medicine a bit more viable by making it actually primitively easy to make instead of requiring spider-like reflexes ## Changelog :cl: fix: Aloe cream no longer catches fire seconds after finishing baking /:cl:
## About The Pull Request - Removed unused vars `click_mods`, `lean_check` & `same_turf` from the leaning component. Walls & windows the only two atoms that support leaning don't use these vars so its unused code - Leaning component now starts leaning inside its `Initialize()` proc, which means we don't have to call `base_mouse_drop_handler()` manually - Because of point 2 we can now properly lazy load the leaning component via `LoadComponent()` proc instead of keeping track of a boolean var to check if we added the component or not. Just cleaner & lesser code overall ## Changelog :cl: code: improved code for leaning /:cl:
## About The Pull Request One weird thing about loc assignments is that BYOND silently rejects the assignment if moving an atom somewhere would result in cyclic contents. This PR adds a safeguard together with a stacktrace in case this happens, preventing Entered and Exited from getting called The safeguard might cause a few bugs to pop out in the codebase, I could reduce the PR to the stack_trace only, so the PR only adds diagnostics ## Why It's Good For The Game Failing doMove() but still calling Entered and Exited causes unintended behavior (#77067) ## Changelog :cl: code: Fixed rare cases where moving an object somewhere could silently fail, but still run unintended code. Report any weird issues on Github /:cl:
## About The Pull Request ![image](https://github.com/user-attachments/assets/00181a1e-933f-4a0e-9208-c171c58eb307) ## Changelog :cl: fix: Fixes primed stingbangs being invisible sprite: Added new sprites for mega stingbangs /:cl:
## About The Pull Request Adds a sink sound of a faucet turning on with water running. https://github.com/user-attachments/assets/17c85949-8d7c-4d31-ad3f-1ee45cb5c057 Sound is from - https://freesound.org/people/FOSSarts/sounds/740086/ It is licensed as CC0 and needs no attribution. ## Why It's Good For The Game Sinks now make water sounds. ## Changelog :cl: sound: Add water sound to sinks /:cl:
## About The Pull Request Fixes an instance of "it's" (where it should be "its") in the lizard brain description, also removing a comment left as a relic from copying the felinid brain item. Fixes the radio jammer's usage texts to say disruptor, rather than distruptor, which is incorrect. The Raven and Lance emergency shuttle airlocks were misspelled, saying "Emegency..." rather than "Emergency..." ## Why It's Good For The Game Proper spelling is a good thing ## Changelog :cl: spellcheck: The Lance and Raven shuttle airlocks are now properly labelled emergency airlocks, rather than emegency airlocks. spellcheck: The radio jammer now releases disruptor waves, rather than distruptor waves. /:cl:
## About The Pull Request As the title says, makes all antags visible to an admin in the orbit menu. ## Why It's Good For The Game Makes it easier for admins to observe the round and act preventive in case an antagonist goes too far. A nice QOL addition. ![cooltext471483565189453](https://github.com/user-attachments/assets/c0842cd6-5b4f-4abb-980e-1e7f9d404098) ## Changelog :cl: qol: Now all antagonists are visible to an admin in the orbit menu! /:cl:
## About The Pull Request Adds missing wire in Nebulastation port aft solars to allow engis to finish solars setup ## Why It's Good For The Game Power good ## Changelog :cl: LT3 fix: Fixed unconstructed solar panels on Nebulastation port aft solars /:cl:
…8538) ## About The Pull Request Technically applied to normal KAs too? Damage was not reduced on on_range, so if you hit someone with the AOE blast at the end of projectile's lifetime you'd deal full 80 bomb damage ## Changelog :cl: fix: Fixed mech KA AOE dealing full damage in pressurized environments /:cl:
## About The Pull Request ~~Note to maints, need to wait until:~~ - ~~#88462~~ ~~Is merged before adding this.~~ It's merged now. We good to go. Adds some fishtank sounds to cryo cell when it's in use. https://github.com/user-attachments/assets/4b2ec114-f38b-4a56-b2ee-8b1f2b5289cd https://github.com/user-attachments/assets/8b00179c-c4c3-4e4a-8165-94226c2fd5de https://github.com/user-attachments/assets/c59b9eb9-7605-4548-8bca-5d9f716fdecc https://github.com/user-attachments/assets/fd14e6d6-053e-4e17-bca8-c68b18f6c6d6 https://github.com/user-attachments/assets/4f6de5d6-3698-4c94-94a6-9f093c7f2e02 https://github.com/user-attachments/assets/ee238c51-0b84-4757-8b87-202aa89eeb37 https://github.com/user-attachments/assets/270babce-ad54-4dc6-a0f7-748c8c446f0f https://github.com/user-attachments/assets/abde675a-c792-474c-9bfc-099e3d064bb2 https://github.com/user-attachments/assets/9f3f92d0-4acf-4a5d-b32b-4f9cee85c6b3 https://github.com/user-attachments/assets/c43058c1-844d-4698-97b7-24e2322b281f Taken from - https://freesound.org/people/DudeAwesome/sounds/386023/ Converted into OGG and split into 5 second sections License: CC BY 4.0 ## Why It's Good For The Game Human fishtank immersion. ## Changelog :cl: sound: Add fishtank looping sounds to cryo cells when in use. Sound is from https://freesound.org/people/DudeAwesome/sounds/386023/ /:cl: --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request Reuses the kinetic accelerator's right-click radial menu for removing modkits for a radial that allows removing trophies from kinetic crushers. ![image](https://github.com/user-attachments/assets/44d3d8dd-332f-49b1-8e9d-15c1613a962b) Also adds relevant screentips for the crusher in regards to removing trophies with a crowbar and an empty hand. with crowbar: ![image](https://github.com/user-attachments/assets/3dfb352d-7604-4fc5-9a0a-00b5ce0e6807) with empty-hand RMB: ![image](https://github.com/user-attachments/assets/1cbcfd06-261f-478f-9733-310f44a3c188) ## Why It's Good For The Game maybe i don't want to remove all my trophies at once actually ## Changelog :cl: qol: You can now pull singular trophies off kinetic crushers with RMB. qol: Kinetic crushers now have screentips informing people that they can remove trophies via empty hand (RMB) or crowbar (LMB). /:cl: Co-authored-by: Hatterhat <[email protected]>
## About The Pull Request This PR completely overhauls Midnight and Midnight-derived UIs, as well as does some adjustments to the UI layout. ![image](https://github.com/user-attachments/assets/369a812a-9b6c-4d3f-8a5e-ba4fbc9f4d64) ### Major changes: * All UI elements for Midnight/Midnight-derived themes have been redrawn to be cleaner, with consistent palettes and up-to-date sprites * Tiny equip E is gone - Drop action has been moved in its place, freeing some space in the bottom right corner * Four minor menu keys have been bundled with actions, now-vertical floor change element taking their place * Action palette (wide thing in the top left corner) is now hidden when it has zero actions bound to it and the player isn't currently dragging an action button. I've also fixed some minor issues with how hand elements are rendered, and given feedback to resist button (it now lights up when pressed or when the hotkey is held down) <details> <summary>Some screenshots of new UIs</summary> ![image](https://github.com/user-attachments/assets/afc62225-2a21-45c7-8382-d35fe4ec9d6c) ![image](https://github.com/user-attachments/assets/d2ea6f1a-a9f6-4b98-8fc8-663b1e97a38f) ![image](https://github.com/user-attachments/assets/52ffa40d-f982-4ab1-8c81-1225666363ab) Redrawn UIs now have themed clothing slots ![image](https://github.com/user-attachments/assets/a9421e2f-3979-4aec-b2cb-7066d2b997ce) ![image](https://github.com/user-attachments/assets/0bcb5e8e-a626-44ce-b7f3-2a195c128213) ![qrd5eRR](https://github.com/user-attachments/assets/356b7bf8-5f54-4f92-bea6-4a8ac36aa2e7) </details> ## Why It's Good For The Game Our UI icons are very outdated and compressed, with very large palettes and odd transparency quirks, making adding new elements or redesigning current ones quite hard and frustrating. A fresh coat of paint can take user experience a long way. As for moved elements, most people either equip things manually or use the equip hotkey - E button is rather obscure and rarely used, while drop button makes sense to be located near hands. Action palette just takes up screen space most of the time, so there's no reason to not hide it when you don't have any use for it. ## Changelog :cl: qol: Resist button now has visible feedback. qol: Readjusted UI layout. image: Completely redrawn Midnight and Midnight-derived UIs! /:cl:
## About The Pull Request Round and round we go... Airlocks were passing themselves into an item field, also just cleaned up the code ## Changelog :cl: fix: Fixed an airlock unlocking runtime /:cl: --------- Co-authored-by: Ghom <[email protected]>
# Conflicts: # code/game/objects/items/melee/misc.dm # code/game/turfs/open/_open.dm # html/changelogs/archive/2024-12.yml
Seefaaa
approved these changes
Dec 22, 2024
github-merge-queue
bot
removed this pull request from the merge queue due to failed status checks
Dec 22, 2024
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This is an automated pull request to merge the latest changes from the upstream repository.
The following files have conflicts: