Skip to content
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 108 commits into from
Dec 22, 2024
Merged

[MDB IGNORE] [IDB IGNORE] Upstream mirror #422

merged 108 commits into from
Dec 22, 2024

Conversation

psychonaut-ci[bot]
Copy link
Contributor

@psychonaut-ci psychonaut-ci bot commented Dec 20, 2024

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

The following files have conflicts:

Ghommie and others added 30 commits December 13, 2024 21:00
## 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:
tgstation-ci bot and others added 20 commits December 18, 2024 01:06
…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
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
@psychonaut-ci psychonaut-ci bot requested a review from Seefaaa as a code owner December 20, 2024 14:14
@psychonaut-ci psychonaut-ci bot added the mirror Upstream mirror label Dec 20, 2024
@Seefaaa Seefaaa added this pull request to the merge queue Dec 22, 2024
@github-merge-queue github-merge-queue bot removed this pull request from the merge queue due to failed status checks Dec 22, 2024
@Seefaaa Seefaaa added this pull request to the merge queue Dec 22, 2024
Merged via the queue into master with commit 6fc81fb Dec 22, 2024
20 checks passed
@Seefaaa Seefaaa deleted the mirror-21d39c34c2c branch December 22, 2024 09:27
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
mirror Upstream mirror
Projects
None yet
Development

Successfully merging this pull request may close these issues.