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[MIRROR] Techweb nodes DEFINED & bug fix #4137

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Jun 30, 2024
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Mirrored on Nova: NovaSector/NovaSector#3319
Original PR: tgstation/tgstation#84177

About The Pull Request

  1. Techweb strings are now defined in code/__DEFINES/research/techweb_nodes.dm many thanks to ShizCalev
  2. All places that used those strings have been updated with the definitions as well.
  3. code/modules/research/ordnance/scipaper_partner.dm had some old boosted ids, they have been updated as well along
    with their values.

Why It's Good For The Game

fixes #84153

  • I found this through a runtime, but basically the boosted nodes missed unit test checks. Having them defined should in future ensure that any changes to them alert the maintainers. This will help in furthur modularizing the code.

  • As for the nodes themselves, I have put the exact nodes as much as possible so they dont differ much from previous gameplay and how they worked. Researched nodes that used to give points to those experiments, will continue to do so, but albeit at a slower rate. This is because the research point generation rate overall now has been increased.

Changelog

🆑 ShizCalev, SpaceLove
refactor: Techweb strings are defined now so to maintain modularity
balance: Research papers will have less overall point generation.
/:cl:

* Techweb nodes DEFINED & bug fix (#84177)

## About The Pull Request

1. Techweb strings are now defined in
`code/__DEFINES/research/techweb_nodes.dm` many thanks to @ShizCalev
2. All places that used those strings have been updated with the
definitions as well.
3. `code/modules/research/ordnance/scipaper_partner.dm` had some old
boosted ids, they have been updated as well along
with their values.

## Why It's Good For The Game

fixes #84153 

- I found this through a runtime, but basically the boosted nodes missed
unit test checks. Having them defined should in future ensure that any
changes to them alert the maintainers. This will help in furthur
modularizing the code.

- As for the nodes themselves, I have put the exact nodes as much as
possible so they dont differ much from previous gameplay and how they
worked. Researched nodes that used to give points to those experiments,
will continue to do so, but albeit at a slower rate. This is because the
research point generation rate overall now has been increased.

## Changelog
:cl: ShizCalev, SpaceLove
refactor: Techweb strings are defined now so to maintain modularity
balance: Research papers will have less overall point generation.
/:cl:

---------

Co-authored-by: ShizCalev <[email protected]>

* Techweb nodes DEFINED & bug fix

* wew

* forgot this one?

---------

Co-authored-by: SpaceLoveSs13 <[email protected]>
Co-authored-by: ShizCalev <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
Co-authored-by: Fluffles <[email protected]>
@Iajret Iajret merged commit 86de20b into master Jun 30, 2024
28 checks passed
@Iajret Iajret deleted the upstream-mirror-3319 branch June 30, 2024 13:27
AnywayFarus added a commit that referenced this pull request Jun 30, 2024
Iajret pushed a commit that referenced this pull request Jul 31, 2024
…E] (#4137)

* Fix some wonky anchored_tabletop_offset rendering (#85372)

## About The Pull Request

While working out railing layering rank, I noticed this issue:

![image](https://github.com/user-attachments/assets/d6a21016-23c1-48f7-821f-fdb38a351232)
This seems to be because we allow objects to have their `pixel_y` be
offset when anchored on top of a table, which causes it to peek into the
next tile up, thus layering us on top of it.
Making it use `pixel_z` instead such that it's only visually offset
fixes this:

![image](https://github.com/user-attachments/assets/21051291-424a-422c-ad9c-aa71cb58c5ee)

Additionally, while we're touching the `check_on_table()` proc, we make
it remove the `pixel_z` offset whenever it gets unanchored instead of
only whenever it gets unanchored _on a table_.

Ideally we would also make such vertically offset objects remove their
offset when the table they're on gets destroyed, but that's not the
point of this pr.
## Why It's Good For The Game

Tends to be better to not look like you're standing on something you're
not.
It's a bit annoying when you destroy the table under a vertically offset
object and now can't remove that offset until you put it on a table
again.
## Changelog
:cl:
fix: You no longer render on top of tall enough objects that get
vertically offset when anchored to a table when standing on the tile
directly to the north of them. Examples are soda and booze dispensers.
fix: Removing the vertical offset some objects get when anchored to a
table can be done by unanchoring it at any point, rather than only on a
table.
/:cl:

* Fix some wonky anchored_tabletop_offset rendering

---------

Co-authored-by: _0Steven <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
FeenieRU pushed a commit that referenced this pull request Jul 31, 2024
* [MIRROR] Fix some wonky anchored_tabletop_offset rendering [MDB IGNORE] (#4137)

* Fix some wonky anchored_tabletop_offset rendering (#85372)

## About The Pull Request

While working out railing layering rank, I noticed this issue:

![image](https://github.com/user-attachments/assets/d6a21016-23c1-48f7-821f-fdb38a351232)
This seems to be because we allow objects to have their `pixel_y` be
offset when anchored on top of a table, which causes it to peek into the
next tile up, thus layering us on top of it.
Making it use `pixel_z` instead such that it's only visually offset
fixes this:

![image](https://github.com/user-attachments/assets/21051291-424a-422c-ad9c-aa71cb58c5ee)

Additionally, while we're touching the `check_on_table()` proc, we make
it remove the `pixel_z` offset whenever it gets unanchored instead of
only whenever it gets unanchored _on a table_.

Ideally we would also make such vertically offset objects remove their
offset when the table they're on gets destroyed, but that's not the
point of this pr.
## Why It's Good For The Game

Tends to be better to not look like you're standing on something you're
not.
It's a bit annoying when you destroy the table under a vertically offset
object and now can't remove that offset until you put it on a table
again.
## Changelog
:cl:
fix: You no longer render on top of tall enough objects that get
vertically offset when anchored to a table when standing on the tile
directly to the north of them. Examples are soda and booze dispensers.
fix: Removing the vertical offset some objects get when anchored to a
table can be done by unanchoring it at any point, rather than only on a
table.
/:cl:

* Fix some wonky anchored_tabletop_offset rendering

---------

Co-authored-by: _0Steven <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>

* [MIRROR] Fix some wonky anchored_tabletop_offset rendering

---------

Co-authored-by: NovaBot <[email protected]>
Co-authored-by: _0Steven <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
Co-authored-by: StealsThePRs <[email protected]>
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3 participants