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…0 times a life tick or something (tgstation#80842) Heretic's weeping painting causes everyone who sees it to hallucinate everyone else as heretics. So it caused this hallucination every 5 life ticks. Which means every 5 life ticks it would call GFI for every mob in view. And like everyone on the station would get this effect. So everyone on the station is now hallucinating every mob in view is a heretic and it's calling GFI every time. So yeah we should probably cache this.
## About The Pull Request Fixes tgstation#79954 Turns out the cause of cameras breaking was something weird with how Byond determined the CENTER location for screen_locs on secondary popup maps like cameras and the spyglass. This can be remedied by manually using the LEFT,TOP position for the plane relays. However LEFT,TOP breaks the views for clients 1614 and below so I included a jank solution that should allow any client up to this point have the screen displayed correctly ### 515.1609 views working ![dreamseeker_nolb8BLgRb](https://github.com/tgstation/tgstation/assets/46236974/e155c9c3-12c0-4eb5-a4a6-4e3f09dc456d) ### 515.1623 views working ![dreamseeker_I37Z4X04Hf](https://github.com/tgstation/tgstation/assets/46236974/e91b3bd8-ea05-40e7-ab20-6c48810f9879) ## Why It's Good For The Game Cameras working passed 1614 means you can update the server. At some point I suspect Lummox will fix the CENTER position on secondary maps and when that happens it will likely break the current fix. ## Changelog :cl: fix: popup screen locs will work on clients >1614. Security cameras and Spyglass will work /:cl: --------- Co-authored-by: SyncIt21 <[email protected]> Co-authored-by: LemonInTheDark <[email protected]>
## About The Pull Request Namely this. ![image](https://github.com/tgstation/tgstation/assets/51863163/c6171a4e-afd3-4c07-8a96-1952ef76a3df) ## Changelog :cl: Melbert fix: Carps now migrate slightly better, probably. fix: And Poly now talks better, probably. /:cl:
## About The Pull Request Caused by tgstation#80784. Component is using localstate as a global. This should eventually be refactored ## Why It's Good For The Game Fixes tgstation#80854 ## Changelog :cl: fix: Medical records console should be useable again /:cl:
## About The Pull Request THEY PRODUCE IMAGES ANYWAY WE CAN JUST COPY THE MA AHHHHHHHHHHH
… the pilot (tgstation#80844) ## About The Pull Request Moves parent call for mech bullet_act() to after the enclosed and occupant check, so that the rest of the proc has a chance to send the damage to the pilot ## Why It's Good For The Game Bugfix. ## Changelog :cl: fix: Ripley MK-Is and Paddys now correctly make incoming projectiles hit the pilot again. /:cl:
## About The Pull Request Fixes unencoded announcements doing nothing because everything's indented one tab in. ## Changelog :cl: LT3 fix: Unencoded server admin announcements will now actually broadcast /:cl:
…tation#80856) ## About The Pull Request Fixes tgstation#80851 Fixes tgstation#73622 Thanks to iprice for bringing this to attention and Isratosh for assistance on Sybil. This PR removes some (hopefully) redundant if(!SSticker.HasRoundStarted()) checks which prevented roundstart mobs from getting added to the living players list and pre-roundstart observers from being added to the observers list. This affected the ability for midround antagonists with a minimum population requirement to spawn when they should have been able to, pre-roundstart observers could not get polled for ghost roles, and some other silliness regarding antagonists which considered the living station population. Nobody is really sure why this check was here in the first place outside of some sanity check with an unknown purpose. The only thing it would impact at one point was regal rats, but you can't play as regal rats pre-roundstart anymore, and even then they should be counted amongst the living players of the round, no? Since players can spawn in before roundstart only with admin goofiness now, hopefully removing these checks won't break anything. ## Why It's Good For The Game This was preventing pretty much any midround antagonist from being picked to spawn outside of Sleeper Agents in most cases. Also, pre-roundstart observers should have access to midround antags and other observer-related activies. ## Changelog :cl: fix: Dynamic midround rolls will properly consider roundstart players as part of the living population again, allowing antagonists with a minimum population value to spawn when they should be able to. fix: Players who observe before roundstart can be considered for midround ghost roles again. fix: Some antagonists which had elements that scale with living station population now function properly again. /:cl:
## About The Pull Request Human heretic monsters (like the husked ones) can now drink the heretic reagent and heal from it like heretics can, rather than dying. ## Why It's Good For The Game I assume it is unintentional that a reagent for heretics kills heretic allies, especially when they can already do so much like using their knives and even abilities. It's noob bait at best since people will assume that since they are also heretics, they would heal from the same sources as heretics do. ## Changelog :cl: fix: Eldritch reagent (the one that heals heretics) now heal heretic monsters rather than kill them. /:cl:
…n the mag like that doesn't make much sense. (tgstation#80796) ## About The Pull Request So, the misfiring proc (`blow_up`) can trigger even when the shot is aimed at oneself, which is what the proc does. It also tries to loop through every loaded projetile in the magazine when you only need the chambered round, which is the one we're going to fire anyway. It's... just plain dumb and can freeze your game for a fair bit. ## Why It's Good For The Game ![immagine](https://github.com/tgstation/tgstation/assets/42542238/f449e6ac-6fc5-4677-b409-c0e67ad3c137) ## Changelog :cl: fix: Fixed misfiring for firearms like tinkered detective revolvers. /:cl:
## About The Pull Request This fixes an issue caused by a class component and a pseudo hook called useState. The screen works now. It's also terribly overdue for a refactor, which I'm working on after looking at it. As a general rule I think tgui interfaces should keep it under 500 lines. This one is 1203. I want to fix it before I do anything else to it for file diff reasons. ## Why It's Good For The Game Fixes tgstation#80850 ## Changelog :cl: admin: Fixed the bluescreen in the centcom pod launcher. /:cl:
## About The Pull Request I don't know when this happened or why but this makes the PTech vending machine sell regular PDAs now instead of Command ones. ## Why It's Good For The Game PDA replacement should not be giving you all of Command's tablet apps. ## Changelog :cl: fix: The HoP's cartridge vending machine now sells regular PDAs instead of base command ones. /:cl:
I found these 2 foods in the mexican section that requires a bowl to craft the food, but doesn't drop the bowl upon being eaten. This quickly fixes that by making the bowl the trash item like every other instance of this.
## About The Pull Request Okay so turns out, the only thing stopping the exterior sm chamber from being shut down by a grid check are the filters being marked as critical. There's SUPPOSED to be an area based check, but that wasn't being set up properly, so it only protected a single area, no subtypes. Beyond fixing the very rare case that the sm room becomes vulnerable when the filters are removed/replaced, the atmos engine and ai sat foyer are also now protected. AI upload is NOT protected. Also, I don't believe it has any impact now that the area check is working, but I've made sure that the canister filters are also marked as critical- They were already on all but northstar and birdshot. Fixes tgstation#80852 ## Why It's Good For The Game fix bug, throw insect into sm ## Changelog :cl: fix: Certain areas are now properly protected against grid check. Namely the supermatter should consistently be protected. /:cl:
…on#80862) ## About The Pull Request Fixes tgstation#78739, caused by broken logic in `/datum/heretic_knowledge/codex_cicatrix/recipe_snowflake_check`. This is my fix at Monkestation/Monkestation2.0#881 ported upstream. ## Why It's Good For The Game Because it's very inconvenient when the game says you can use X to craft Y, when in reality it doesn't work due to a bug. ## Changelog :cl: fix: Fixed the Codex Cicatrix always requiring a dead body, despite the description saying leather or a hide would work too. /:cl:
## About The Pull Request Fixes Lionhunter Rifle being inaccessible to all paths but Rust and Blade. Fixes certain key lock knowledges being inverted. ## Changelog :cl: Melbert fix: Lionhunter Rifle is now available at the same point as Mawed Crucible, making it available to all paths again. fix: Lock knowledge now goes the correct order. Mark -> Ritual -> Unique item, rather than backwards. /:cl:
…r own module storage window (tgstation#80835) <!-- 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 a check against picking up objects with a `loc` of `/obj/item/robot_model` (which is where inactive borg modules go). Also adds a check against picking up nodrop items. Also reorganizes the relevant proc to be IF > Early Return, rather than IF/ELSE <!-- 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 Fixes tgstation#80074 Probably also fixes tgstation#77156 <!-- 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 it's 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: fix: The various borg apparatuses can no longer pick up other internal borg tools. /: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 several very-long or obtuse typepaths into the fancytype menu. Including, but not limited to: - Jumpsuit, so you can type `spawn Jumpsuit` ![image](https://github.com/tgstation/tgstation/assets/51863163/9a38f788-b724-4e72-8754-471b15afc38d) - Modsuit, so you can type `spawn Modsuit` ![image](https://github.com/tgstation/tgstation/assets/51863163/8a333ca0-991d-4953-b523-f7d47b33c467) - And Medipens, so you can actually see what medipens you are spawning ![image](https://github.com/tgstation/tgstation/assets/51863163/f4a89353-b0ca-4fe6-805b-878c49dcbd9f) ## Changelog :cl: Melbert admin: Several types are now more accessible via the "spawn" verb (and friends), meaning you can type 'Spawn" Modsuit' or 'Spawn "Jumpsuit' in the command bar and it'll just give you a list of modsuits or jumpsuits to pick from. /:cl:
## About The Pull Request No need to create a separate var called `contents_icon_state` when we already have `base_icon_state`. Save some memory from creating an extra var ## Changelog :cl: code: smart fridge content overlay now uses `base_icon_state` instead of a separate var /:cl:
…station#80824) ## About The Pull Request - Fixes tgstation#80806 Was a problem with microwaves in general & not just with the wireless version. ## Changelog :cl: fix: ejecting cells from microwaves via ctrl click now requires player proximity. /:cl:
…80817) `Flaky test create_and_destroy: /obj/item/organ/internal/ears hard deleted 1 times out of a total del count of 495` -> `Flaky hard delete: /obj/item/organ/internal/ears` `Flaky test monkey_business: Invalid timer: Timer: Timer: 2433 ([0x2100859b]), TTR: 328041, wait:2 Flags: TIMER_CLIENT_TIME, TIMER_STOPPABLE, callBack: [0x2105a831], callBack.object: /datum/looping_sound/showering[0x210085b4](/datum/looping_sound/showering), callBack.delegate:/datum/looping_sound/proc/start_sound_loop(), source: code/datums/looping_sounds/_looping_sound.dm:220Prev: NULL, Next: NULL, SPENT(328041), QDELETED, NO CALLBACK world.time: 942.5, head_offset: 600, practical_offset: 686, REALTIMEOFDAY: 328041` -> `Flaky test monkey_business: Invalid timer: /datum/looping_sound/proc/start_sound_loop() on /datum/looping_sound/showering` I will close every flaky test report with these patterns so that they are repopulated with the new deduplicated names.
… Heretics, you now sacrifice Null Rods, with a caveat. (tgstation#80583) ## About The Pull Request Merry Christmas, I bring Chaplain code. This PR reworks how cultists obtain the bloody bastard sword. Instead of sacrificing a Heretic, you gain the bastard sword by sacrificing a Null Rod that has been used by a holy person to spill cultist blood. You can also sacrifice a Null Rod to turn it into a cult blade it if hasn't spilled any blood, as a means of destroying it. - Putting a Null Rod over an Offer rune with - 0 or 1 cultist crits / kills will transform it into ritual dagger. - 2 cultist crits / kills will transform it into longsword. - 3 or more cultist crits / kills will transform it into the bastard sword. This effect does not apply to special null rod types like the Bow or Scythe implant. Heretics retain their innate cult stun resistance, and are still un-convertable. ## Why It's Good For The Game - Allowing the Cult to get multiple of these things is horrible. - This puts a soft-cap on it to 1 under most circumstances. - This makes obtaining the sword less incredibly easy. - Heretics require a lot more time and effort to get equipped to pose a passing chance fighting cultists. As a consequence, it's dead easy to obtain: `I try to convert a guy 10 minutes into the round, they glow green, I stab them to death with my dagger. They can do nothing to defend themself. Free sword.` - Instead, we put it behind the chaplain, who more often than not is protected by security. - Additionally, we put it behind the requirements that the chaplain is *robust*: a chaplain that has been killing cultists actively. - This also serves as a "comeback" mechanic, as if a chaplain has been ripping and tearing through your ranks, but you manage to take them down, you are rewarded with a strong weapon. Honestly I would prefer if we straight up removed the sword (or... maybe nerfed it) but improve, don't remove etc. ## Changelog :cl: Melbert balance: Blood cultists can now convert a Null Rod into a cult weapon on an offer rune. The strength of the weapon it is converted into depends on how many cultists the Chaplain crit / killed with it. At five or more, it will turn into a Bastard Sword. Note, sacrificing someone holding a Null Rod will automatically convert it after they are gibbed. balance: Heretics no longer produce a Bastard Sword upon cult conversion. They are still immune to cult stun and cannot be converted by blood cultists. /:cl:
## About The Pull Request This implements a new popper library which seems to handle poppers much faster. Updates documentation and adds prior documentation to on dropdown hover effects. ![image](https://github.com/tgstation/tgstation/assets/42397676/b06729f4-1bad-4b9a-a6b4-a7fe4d2b16cd) This is a fairly complex issue, if you want to read about it: <details> <summary>More info</summary> When I first rebuilt dropdowns and poppers, I tried using this library. However, doing so had a visual bug which the original dropdown was using a hack for: ```tsx // HACK: We don't want to create a wrapper, as it could break the layout // of consumers, so we use findDOMNode. // This is usually bad as refs are usually better, but refs did // not work in this case, as they weren't propagating correctly. // A previous attempt was made as a render prop that passed an ID, // but this made consuming use too unwieldly. // Because this component is written in TypeScript, we will know // immediately if this internal variable is removed. // // eslint-disable-next-line react/no-find-dom-node const domNode = findDOMNode(this) as Element; if (!domNode) { return; } ``` I thought I could skirt it by keeping the portal rendered but the content inside conditionally rendered, but doing so created mass lag as each popper was still rendering invisible elements. This is probably not an issue for modern browsers, but tgui does not like this. The alternative is still hacky but the performance is much better. I tested this on a custom UI with 30 dropdowns and the scrolling/fps is much, much smoother. </details> ## Why It's Good For The Game Fixes tgstation#80878 ## Changelog :cl: fix: Dropdowns should be more performant /:cl:
## About The Pull Request Ensures `/obj/projectile/moon_parade` is actually handing living mobs when hitting things. ![image](https://github.com/tgstation/tgstation/assets/51863163/4a0a1c33-8fc0-43ae-9d3d-29f5334a61d6) ![image](https://github.com/tgstation/tgstation/assets/51863163/463ad14a-d460-4f28-a08b-f591a019aacd) ## Changelog :cl: Melbert fix: Lunar Parade has the potential to break less. /:cl:
## About The Pull Request See tgstation#80673 I took a nap and got an idea how to make it better, so here we are Less snowflake code, very robust, very good Technically runs way more checks so it is slower but eh I believe it's worth it in this case Fully tested, it works as it should ## Changelog :cl: code: The check that prevents your stuff from dropping when you have robotic parts is now more robust /:cl:
…k lighting on that tile for the rest of the round (tgstation#80876) ## About The Pull Request See title ## Why It's Good For The Game 1. Its a bit odd that the rods are still there and on top of the new tile you placed, considering you were build on top of them. 2. Because building didn't use place on top, the lighting on the tile would be broken and made entirely black for the rest of the round. Slightly annoying when you're constructing something on top of it! ## Changelog :cl: qol: The heat-proof catwalk made by heat-proof rods will go away when a tile is placed on it, rather than sticking around and needing to be removed manually fix: The lighting will not irreparably break on tiles where plating was placed on lava-proof catwalks code: Some single letter variables and the structure of the code around placing tiles on lava-proof catwalks has been improved /:cl:
…gstation#80877) ## About The Pull Request Actually moves the rotation part of the code under the check for if the component is supposed to rotate things ## Why It's Good For The Game Despite setting the variable for rotating stuff to no, the component would still rotate stuff, this is bad ## Changelog :cl: fix: The deployable component will now actually stop rotating things when the variable to not do that is set /:cl:
## About The Pull Request This pull request fixes two things. First, it moves the behavior for setting your account id from right click (shared with withdrawing credits) over to Alt-Right click instead. Second, this pull request fixes contextual screen tips for the Id card, explaining how to set a bank account on a new card as a result. ## Why It's Good For The Game This fixes tgstation#68351. Additionally he early return on add_context was blocking all screen tips from appearing. It improves the readability of ID cards by having the screen tips back, while also correctly splitting two very distinct behaviors into separate hotkeys that weren't available at the time we moved blank ID cards into having blank savings accounts. ## Changelog :cl: qol: ID cards now set their accounts with Alt-Right click. fix: ID cards now once again have contextual screen tips showing what buttons do what actions. /:cl:
…produce their intended reagents (tgstation#80874) ## About The Pull Request Crafting recipes now have an arg that decides if crafting results will retain their starting reagents, or have ingredient reagents transferred into them. So, previously, crafting a specialty drink (lizard wine, candycorn liquor) from the crafting menu would immediately empty the new bottle's reagents and replace it with the ethanol used in the recipe. Now, recipes can be prevented from modifying their result's reagents by setting unique_reagents to TRUE (False by default. I don't know what recipes really use this functionality but I wanted to preserve it for everything but the drink recipes it interferes with.) Bonus: This changelog entry I found from 3 years ago, apparently fixing this same issue. ![image](https://github.com/tgstation/tgstation/assets/28870487/55d8f9d7-e3d7-41db-ace3-78156ffa3778) ## Why It's Good For The Game Closes tgstation#80870. Makes some more reagents accessible again. ## Changelog :cl: Rhials fix: Specialty drinks crafted in the crafting menu will now create the intended reagents, instead of containing the reagents used to craft it. /:cl:
…btypes of that container, actually work again (tgstation#80882) ## About The Pull Request During I think a semi-recent chem refactor, the variable that lets reactions accept subtypes of their required container was made non-functional. This is due to a little logic error in the check for reagent containers, as it checked for the exact path of container regardless of what the variable said. ## Why It's Good For The Game If a variable says it should do something, it should actually do that thing instead of just nothing ## Changelog :cl: fix: The "required_container_accepts_subtypes" variable on chemical reactions now actually works again /:cl:
## About The Pull Request Makes some minor changes to Tramstation's power/disposals/distro, fixing a few issues. - Tram APCs now have consistent airlock access, and are visible at all 3 stations. This should reduce the frequent 'tram broken' with no apparent visible issue - Power/disposals adjusted to not be running through walls in central station level - East station APC will no longer be destroyed when the tram crashes ## Changelog :cl: LT3 fix: Tramstation east APC will no longer be destroyed when the tram crashes qol: Tramstation central power and disposals moved out of the wall /:cl:
## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/42397676/0058532e-0cbe-4ad6-8449-7d0407fa3c86) [https://reactjs.org/link/switch-to-createroot](https://reactjs.org/link/switch-to-createroot) ## Why It's Good For The Game Fixes tgstation#80432 ## Changelog N/A --------- Co-authored-by: Mothblocks <[email protected]>
…tation#80918) This will make ci more than 30 seconds faster to start the game for unit tests thanks to [ID:2906744](https://www.byond.com/forum/post/2906744) --------- Co-authored-by: Zephyr <[email protected]>
Изменена одна клетка на решётку.
prettier
Prettier
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A10