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[мануал миррор] Куча пропущенных пров с тг #4958
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* Circuit UI scale no longer suffers from FPEs and doesnt get covered by component menu (#85653) ## About The Pull Request Added rounding to 1 number after point to prevent FPEs and made the scale bar shrink when component menu gets open as to prevent it from getting covered by the menu, which made it impossible to see or increase current scale ## Changelog :cl: fix: Circuit UI scale no longer has weird rounding fix: Circuit UI no longer gets covered by components menu /:cl: * Automatic changelog for PR #85653 [ci skip] * Fixed Charlie MOD installer not installing MODsuits unless you have a backpack to drop (#85671) ## About The Pull Request Closes #85669 ## Changelog :cl: fix: Fixed Charlie MOD installer not installing MODsuit unless you have a backpack to drop /:cl: * Automatic changelog for PR #85671 [ci skip] * Fix tadpole scooping (#85691) ## About The Pull Request Fixes swapped arguments to a do_after, allowing tadpoles to be scooped from puddles ## Why It's Good For The Game bug bad ## Changelog :cl: fix: tadpoles can actually be scooped from ponds /:cl: * Automatic changelog for PR #85691 [ci skip] * Post release notes in DMAPI PR body (#85723) - Change committer to tgstation-server-ci[bot] Also denaturing DMAPI slightly so I can test. * Automatic changelog compile [ci skip] * Removes an unused var from SSpersistence (#85696) ## About The Pull Request I think I may have forgotten to remove it from the final version of the persistent piggy banks PR (museum cafeteria yadda yadda) ## Why It's Good For The Game Unused var. ## Changelog N/A --------- Co-authored-by: SmArtKar <[email protected]> Co-authored-by: orange man <[email protected]> Co-authored-by: FlufflesTheDog <[email protected]> Co-authored-by: Jordan Dominion <[email protected]> Co-authored-by: Changelogs <[email protected]> Co-authored-by: Ghom <[email protected]>
* Fixes Donk Co. & Waffle Corp Trademark Issues (#85686) ## About The Pull Request All references to "Waffle Co" and "Waffle Company" have been scrubbed and replaced with appropriate branding. "The Waffle Corporation" may be shortened to "Waffle Corporation", "Waffle Corp" or "Waffle Corp." only. All references to "Donk Corp." and "Donk Corporation" have been scrubbed and replaced with appropriate branding. "Donk Company" may be shortened to "Donk", "Donk Co" or "Donk Co." only. ## Why It's Good For The Game Keeps these names consistant and lore accurate. ## Changelog :cl: spellcheck: fixed many incorrect spellings of Waffle Corp and Donk Co. /:cl: --------- Co-authored-by: BlueMemesauce <[email protected]> * Automatic changelog for PR #85686 [ci skip] * You no longer kill yourself in cockroach form if you attempt to unposess it (#85647) ## About The Pull Request Closes #85626 ## Changelog :cl: fix: You no longer kill yourself in cockroach form if you attempt to unposess it /:cl: * Automatic changelog for PR #85647 [ci skip] * Ore ore ore ore ore... sounds. (#85738) ## About The Pull Request Closes tgstation/tgstation#85615 #### Applied to: - all ore subtypes, except bluespace polycrystals - Sandstone blocks ### Video: https://github.com/user-attachments/assets/7fdd322a-4f57-4df7-bd72-e6400382b58b ## Why It's Good For The Game immersion. ## Changelog :cl: grungussuss sound: ore and sandstone blocks have their own sound /:cl: * ambience sound fixes (#85645) ## About The Pull Request ambigen1 and ambigen12 had a lot of white noise to it so we tried to reduce it. (kayozz did all the work) <details> <summary>Comparisons</summary> <br> https://github.com/user-attachments/assets/f87c9989-6ac0-40e7-88c5-11e726a2dd61 https://github.com/user-attachments/assets/ba431df9-9604-43db-9145-1115b95894bb https://github.com/user-attachments/assets/83c74ac5-271e-4002-90ad-ae4c96873efc https://github.com/user-attachments/assets/28c864e5-3b51-4ddc-a5f1-70311653828f </details> ## Why It's Good For The Game I heard it once and haven't been able to unhear it ever since, it's really jarring to hear that white noise in the sound ## Changelog :cl: grungussuss and kayozz sound: white noise from some ambience sounds has been pruned /:cl: * Automatic changelog for PR #85738 [ci skip] * Automatic changelog for PR #85645 [ci skip] * Laser pointers no longer make felinids phase through diagonal gaps (#85755) ## About The Pull Request Someone forgot the dir argument, making it possible to phase through diagonal gaps. ## Why It's Good For The Game One less bug. I like my gbp ## Changelog :cl: fix: Felinids no longer phase through diagonal gaps upon seeing a laser /:cl: * Automatic changelog for PR #85755 [ci skip] * Automatic TGS DMAPI Update (#85751) This pull request updates the TGS DMAPI to the latest version. Please note any changes that may be breaking or unimplemented in your codebase by checking what changes are in the definitions file: code/__DEFINES/tgs.dm before merging. Full changelog can be found [here](https://raw.githubusercontent.com/tgstation/tgstation-server/gh-pages/changelog.yml). - Added consumer APIs for overriding HTTP GET implementation. (tgstation/tgstation-server#1853 @Cyberboss) - Fixed Discord documentation links. (tgstation/tgstation-server#1853 @Cyberboss) - Use IETF RFC 2119 wording in documentation. (tgstation/tgstation-server#1853 @Cyberboss) - Populate some documentation comments for previously undocumented public entities. (tgstation/tgstation-server#1853 @Cyberboss) #tgs-dmapi-release Co-authored-by: tgstation-server-ci[bot] <161980869+tgstation-server-ci[bot]@users.noreply.github.com> * Fake aurora caelus event no longer permanently paints space green (#85777) ## About The Pull Request Closes #84651 Also made sure that if there somehow are multiple kitchen areas chefs don't yell steamed hams line multiple times ## Changelog :cl: fix: Fake aurora caelus event no longer permanently paints space green /:cl: * Fixed monk staffs not displaying a wielded sprite (#85767) ## About The Pull Request Closes #85764 ## Changelog :cl: fix: Fixed monk staffs not displaying a wielded sprite /:cl: * Resprited assemblies (#85763) ## About The Pull Request Refreshes absolutely ancient assembly sprites in 3/4 format ![image](https://github.com/user-attachments/assets/433b25d2-b1be-423e-9423-d71067ee54b5) Top to bottom, left to right: voice analyzer, health scanner, condenser, igniter, proximity detector (now inspired by IRL motion detectors), remote signaller, timer and infrared beam emitter. Timers now also show time left with their blinking lights, additional lights will blink for every 10 seconds remaining on the timer ## Why It's Good For The Game Current ones are absolutely ancient and rather abstract, I am honestly not even sure what half of them were supposed to represent. ## Changelog :cl: image: Resprited all main assemblies /:cl: * Wawastation Science distro fix and a missing cable mended (#85762) ## About The Pull Request Adds a missing distro pipe in science maint needed to Science to have atmos distro Adds a missing cable in the Electrical Relay connected to Service Maint that acts as a redundency ## Why It's Good For The Game Noticed Ordenence burn chamber wasnt cycling due to no distro.. then found all of science had no distro.. oh no. Tracked missing pipe in maint. Also spotted a missing cable above service maint due to the catwalk bug. ## Changelog :cl: fix: Wawastation Science is connected to distro,Floor Electrical Relay cable fixed /:cl: * Prevents people from being shoved into closets/crates/bins through directional glass (#85760) ## About The Pull Request forceMove made it possible for someone to get shoved into a closet/crate/disposals bin through a piece of directional glass that was located on said objects tile, resulting in a very cheesy way to GBJ people. ## Changelog :cl: fix: You can no longer shove people into closets through directional glass /:cl: * Some crime and citations fixes (#85733) ## About The Pull Request 1. Silicons now able to invalidate crimes, because... they have armory access too. 2. After citation being paid off there will be no more broken 0 in sec records 3. After citation being paid off it will be invalidated automticaly 4. Crime authors can invalidate crimes, issued by them. 5. In case of invalidation, crime now shows who voided it 6. Also fixing bug with editing crime description <details> <summary>Screenshots</summary> ![image](https://github.com/user-attachments/assets/d6635dd2-87a8-47d6-a7eb-269c08fbdcf5) ![image](https://github.com/user-attachments/assets/8d739e57-24a5-4d58-8a87-47344a04b46c) ![image](https://github.com/user-attachments/assets/c000caff-76c7-484d-bf8f-57a2946e93c4) </details> ## Why It's Good For The Game Thats few fixes and QoLs features. If someone want to argue about: 1. Synths: man they was able to issue crimes which is more impactfull + now voiding is recorded 2. Authors: they had ability to edit name and description, why can't delete? 3. Voiders: how offen do you use invalidate button? How many of those uses you wanna hide from sec? ## Changelog :cl: fix: Strange zeros in paid off citations on sec records fix: Now invalidating citations works fix: You can change crimes description fix: Synths have 'armory access' for sec records logic qol: Paying off citation now automaticaly voiding it qol: Crime issuer can void the crime without armory access qol: In case of invalidation crime shows who voided it /:cl: * Fixed shuttle loan paperwork being unstampable (#85721) ## About The Pull Request Closes #85717 ## Changelog :cl: fix: Fixed shuttle loan paperwork being unstampable /:cl: * Fixed bileworms not having a deaggro range (#85719) ## About The Pull Request Closes #69244 Bileworms use standard 9 tiles of vision but also have the ignore_sight flag, which prevents can_see check from running. Check, which is the only place where deaggro range check exists. Vision range may need bumping up based on player feedback if they seem to be deaggroing too easily due to slow movement speed now that they actually do so ## Changelog :cl: fix: Fixed bileworms not having a deaggro range /:cl: * Buff to MODsuit deployment time (#85705) ## About The Pull Request Before it took 12 seconds to fully deploy (2 seconds per part) so it's just an awkward standing around moment while you wait for your MOD to activate in front of the airlock. - Increased speed of MODsuit deploy time by 2 times - Increased speed of infiltrator MODsuit deploy time by 4 times ## Why It's Good For The Game One of the reasons why so many players are deterred from MODsuits is how long the deployment or undeployment takes. This change should increase the desire for players to use MODsuits and will raise their value, giving more incentive to produce more, which roboticists barely ever do. The infiltrator MODsuit is supposed to be a sneaky sleek and quick (infiltrating) device, allowing you to quickly disguise your identity and then quickly become inconspicuous. This change allows it to execute that purpose better. ## Changelog :cl: grungussuss balance: MODsuits now deploy 2 times faster balance: The infiltrator MODsuit now deploys 4 times faster /:cl: * Automatic changelog for PR #85777 [ci skip] * Fixes a hard del with island_brawl spawners (#85684) ## About The Pull Request ![yN86RRrD0h](https://github.com/user-attachments/assets/2aaa23c8-1fcb-4a40-ad54-c71306a2f430) Tin, just aims to fix this hard del by releasing the refs when the spawners get qdeleted. ## Why It's Good For The Game Fixes a hard del---also, there were some issues with this domain not clearing itself properly under certain cases and this may resolve that. ## Changelog Nothing player facing * Automatic changelog for PR #85767 [ci skip] * Automatic changelog for PR #85763 [ci skip] * Automatic changelog for PR #85762 [ci skip] * Fixes DNA sampler attack chain heck (#85662) <!-- 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 #85656 ## 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: fix: Fixed DNA samplers not being able to interact with non-scannable objects /: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. --> * Automatic changelog for PR #85760 [ci skip] * Fixed chanterelles runtiming upon being hollowed out with a spoon and not spawning a hat (#85663) ## About The Pull Request Closes #85659 Not, in fact, attack chain heck. Just seed getting deleted too soon. ## Changelog :cl: fix: Fixed chanterelles runtiming upon being hollowed out with a spoon and not spawning a hat /:cl: * Automatic changelog for PR #85733 [ci skip] * Automatic changelog for PR #85721 [ci skip] * Automatic changelog for PR #85719 [ci skip] * [NO GBP] (Not so) hotfix for ninja cloaking (#85673) ## About The Pull Request Closes #85639 dumb me forgetting to test a specific module weeks ago and it getting past review ## Changelog :cl: fix: Ninjas can cloak again /:cl: * Automatic changelog for PR #85705 [ci skip] * Retextured Durand's shield, fixed power drain and UI (#85718) ## About The Pull Request ![dreamseeker_phiCk3bcfG](https://github.com/user-attachments/assets/5e2dfb36-cb8b-4954-8c04-5b452dfb0a2f) Closes #84419 Durand drained ten times the default cell capacity per tick due to power changes, and UI for some reason multiplied the cell charge by a thousand, confusing the players. Also minor cleanup. ## Why It's Good For The Game Super dated sprite that doesn't really fit the modern durand ## Changelog :cl: image: Durand shield got a glowup fix: Durand shield no longer instantly drains its battery fix: Mech UI no longer lies about the amount of power your mech has left /:cl: * Automatic changelog for PR #85662 [ci skip] * Adds arms/legs coverage to armored gloves/shoes, adds a unit test to check for former (#85667) ## About The Pull Request Turns out HANDS and FEET coverage doesn't actually apply armor to the body, at all, making it entirely useless. Despite this, a lot of clothing still does it! So I added ARMS and LEGS flags to gloves/shoes that do it respectively and wrote a unit test for it that will yell out a list of all items missing coverage while having non acid/bio/fire armor (three snowflake types) as discusses with melbert on discord ## Why It's Good For The Game ...features working as intended? ## Changelog :cl: balance: Multiple gloves/shoes that had armor values but failed to apply them got fixed /:cl: * Automatic changelog for PR #85663 [ci skip] * Automatic changelog for PR #85673 [ci skip] * Fix a spot of shitcode (#85683) ## About The Pull Request OD errors on invalid values for `color` in a color filter def, BYOND just fails silently and gives a white color matrix. I'm guessing this was going for identity matrix == white, but `/matrix` is not a color matrix. OD also errors on invalid values for `easing` in `animate`, which this also fixes an instance of ## Why It's Good For The Game Fix shitcode --------- Co-authored-by: ike709 <[email protected]> * Automatic changelog for PR #85718 [ci skip] * Automatic changelog for PR #85667 [ci skip] * Fixes a bug that made it so radios inside objects would blare out their comms to everyone around them (#85676) ## About The Pull Request Currently things like bounty cubes that are not supposed to be broadcasting comms, are doing so for the department their nested radio is set to. This happens because when an encryption key is put into a radio that is off and that radio has its channels recalculated, all of the default channels on the encryption key (in the case of bounty cubes, supply) are set to being on and the radio 'forgets' that its supposed to be off until it is turned back on, then turned off again. Obviously we cannot do this to a radio inside of an object in game, as we have no way of accessing it, so I am adding a check for if the radio is off at the end of recalculatechannels() and if it is off, it will turn it on, then back off so it can remember ## Why It's Good For The Game fixes a rather minor bug which gives anyone free [insert comms channel here] for any object with a radio inside that is given an encryption key, my example being a bounty cube with a radio and an encryption key for cargo. This could also be solved by going through every single instance of a nested radio and taking away their keys and instead doing set_frequency(FREQ_<DEPARTMENT>) However, this would nip the bug in the bud when otherwise the way its been being written should be working. ## Changelog :cl: fix: fixed nested radios with encryption keys giving free comms /:cl: --------- Co-authored-by: Odairu <[email protected]> * Automatic changelog for PR #85676 [ci skip] * Fixes a typo and bad punctuation in blackout drunk trauma message (#85661) ## About The Pull Request When looking through the code I noticed the blackout drunk message in the split_personality.dm file had a typo (liscense -> license) and bad punctuation + I think the sentences were structured a bit weirdly so I rearranged them. The meaning should be intact but it's grammatically correct and reads easier. ## Why It's Good For The Game spelling and grammar errors are bad and we should get rid of them ## Changelog :cl: spellcheck: fixed spelling and punctuation in the blackout drunk split personality message /:cl: * nerfs the HP of bushes (#85682) ## About The Pull Request - Lowered the HP of the "flora" type from 150 (same as reinforced window) to 100 - Trees are still 150 HP - Gave flora an x4 modifier to burn damage (takes 4 times the burn damage) ## Why It's Good For The Game Every time you do a project as an engineer on a map with bushes, each bush takes 10 welding tool hits to destroy, overall bushes have way too much HP and shouldn't be this difficult to destroy. ## Changelog :cl: grungussuss balance: bushes and other flora have had their HP reduced from 150 to 100. Trees still have 150 HP balance: flora now has an X4 modifier to damage from burn sources /:cl: * Automatic changelog for PR #85682 [ci skip] * Makes cyborg endoskeleton a roundstart research again (#85695) ## About The Pull Request Cyborg endoskeletons no longer require a research node to be made, making them possible to create at roundstart. ## Why It's Good For The Game I feel like placing these behind a node doesn't really do anything that's worth having it there. There's very little to do at roundstart other than making cyborgs or clean/medibots at roundstart, so most of the beginning of a shift turns into "trying to get R&D to research the thing you need to do arguably the most important part of your job". I haven't been able to find a single benefit for doing this. Arguably, it's like this to prevent people from "wasting resources on cyborgs that never get built", but I can't say I've ever been on a round with more than 30-40 people where I didn't build at least two borgs. What actually ends up happening is one roboticist makes everything but the endoskeleton while the other tries to get access to the R&D computer to research cybernetics so they can finish making a cyborg. It was also argued that augmentation is more often requested at roundstart than borging, which I have seen maybe twice in the last three years. ## Changelog :cl: Vekter balance: Removes the research requirement from cyborg endoskeletons, meaning they can be built at roundstart again. /:cl: * Automatic changelog for PR #85695 [ci skip] * fixes wolf ai getting stuck (#85654) ## About The Pull Request wolf AI tend to get stuck processing this behavior infinitely ## Why It's Good For The Game fixes wolf ai getting stuck sometimes ## Changelog :cl: fix: wolf AI will no longer get stuck /:cl: * Automatic changelog for PR #85654 [ci skip] * Bubblegum can no longer bloodcrawl to other Z levels (#85655) ## About The Pull Request Closes #85638 Closes #64063 Now has a Z level check ## Why It's Good For The Game While funny as hell (fuck around and find out, miner) I do not think that this is a very good idea to leave it in, considering current attitude regarding easy ways to bring megafauna onboard the station. Plus using Jacob's Ladder as an escape route is a pretty creative use for a gimmicky item ## Changelog :cl: fix: Bubblegum can no longer bloodcrawl to other Z levels /:cl: * Wellcheers fix (#85634) ## About The Pull Request Fixes the way Wellcheers soda checks sanity for its sanity-based effects, removing "holes" of sanity values in which it would do nothing at all. Old code checks sanity values in ranges 0-25, 50-75, 100-125, new code checks sanity _levels_ instead so that it's exhaustive ## Why It's Good For The Game Makes wellcheers have the intended effect, fixes tgstation/tgstation#85617 ## Changelog :cl: fix: Wellcheers no longer does nothing half the time /:cl: Co-authored-by: Roryl-c <[email protected]> * Automatic changelog for PR #85655 [ci skip] * Automatic changelog for PR #85634 [ci skip] * Ash drakes no longer get stuck in flight if their target changes Z levels or is destroyed and doesn't spawn lavaland turfs after the lava arena attack ends (#85700) ## About The Pull Request Closes #79210 Closes #56244 Cleaned up the code and added some much-needed sanity checks. Not sure how exactly the latter issue happened but the checks should ensure that it doesnt occur again. Also made the drake not terraform turfs into lavaland ones after the lava disappears because if it ever went to station it ended up permanently changing space turfs which is not good, and there's no reason for terraforming on lavaland already. ## Changelog :cl: fix: Ash drakes no longer get stuck in flight if their target changes Z levels or is destroyed and doesn't spawn lavaland turfs after the lava arena attack ends /:cl: * Adds gardening tools to Wawastation permabrig (#85633) ## About The Pull Request Adds some rakes, plant analyzer, a watering can, and a spade to Wawastation's permabrig garden. ![wawastationgarden](https://github.com/user-attachments/assets/f25de62f-fdc3-4208-ac72-12a479e341c5) ## Why It's Good For The Game Feature parity with other maps and permabrig prisoners can actually garden without worrying about weeds and if their plants are OK or not. ## Changelog :cl: Treach fix: Wawastation's permabrig garden now has gardening tools /:cl: * Circuit health analyzer/state components now work on targets inside lockers (#85649) <!-- 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 Makes circuit health analyzer/scanner components check distance to target turf instead of target itself similarly to (most) other components. (There are exceptions, presumably due to balancing? concerns, but this feels like it should not have been one) This doesn't feel intentional so I marked it as a fix, given that BCIs stopping being able to scan their occupant is rather nonsensical ## Why It's Good For The Game Currently BCIs with health analyzer components stop working if the owner goes into a locker which is pretty stupid. Most components also only check for turf distance, and while this could theoretically be used to pinpoint someone's hiding spot there are far better ways to do so with circuits ## 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: fix: Circuit health analyzer/state components now work on targets inside lockers /: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. --> * Automatic changelog for PR #85700 [ci skip] * Automatic changelog for PR #85649 [ci skip] * Add a janitorial 'borg plunger (#85475) ## About The Pull Request I got annoyed at not being able to plung vents when there's a clog. This PR corrects that. I copied all of the cyborg mop attributes to make this. This is my first PR on this server, but I did test it on a local server, and it indeed, plungs. ## Why It's Good For The Game More content for janitorial cyborg. They really should have a plunger, to be honest. It just makes sense to me. ## Changelog :cl: add: Added a cyborg plunger for janitorial modules /:cl: * Slimes no longer can feed when they're inside of objects or attacking a target that became invalid after they chose their dinner (#85467) ## About The Pull Request Closes #85466 ## Changelog :cl: fix: Slimes no longer can feed when they're inside of objects or attacking a target that became invalid after they chose their dinner /:cl: * Fix TGUI notepad with various small fixes (#85472) ## About The Pull Request Back from my hiatus and playing ss13 again! A few fixes for this component I wrote back in 2022. Hopefully the commit messages are self-explanatory. There's one fix to TextArea that needs extra scrutiny. I removed the `blur()` call as it prevents newline input (unless holding shift). @jlsnow301 Could you check this one-liner change? ## Why It's Good For The Game Fixes incorrect prop usage, uses new props on TextArea, uses `login.IDName` instead of `clientName` and so on. The most important fix would be restoring state change on text input as that's quite important for other bits to work. ## Changelog :cl: fix: Various fixes to TGUI notepad /:cl: * Automatic changelog for PR #85475 [ci skip] * Automatic changelog for PR #85467 [ci skip] * Automatic changelog for PR #85472 [ci skip] * Fixes some missing body_parts_covered flags --------- Co-authored-by: Da Cool Boss <[email protected]> Co-authored-by: BlueMemesauce <[email protected]> Co-authored-by: orange man <[email protected]> Co-authored-by: SmArtKar <[email protected]> Co-authored-by: grungussuss <[email protected]> Co-authored-by: Waterpig <[email protected]> Co-authored-by: tgstation-server-ci[bot] <161980869+tgstation-server-ci[bot]@users.noreply.github.com> Co-authored-by: Dmeto <[email protected]> Co-authored-by: Archemagus <[email protected]> Co-authored-by: Amy <[email protected]> Co-authored-by: ike709 <[email protected]> Co-authored-by: Odairu <[email protected]> Co-authored-by: Odairu <[email protected]> Co-authored-by: Treach <[email protected]> Co-authored-by: Vekter <[email protected]> Co-authored-by: Ben10Omintrix <[email protected]> Co-authored-by: Runi-c <[email protected]> Co-authored-by: Roryl-c <[email protected]> Co-authored-by: nesquik <[email protected]> Co-authored-by: Matt <[email protected]>
## About The Pull Request Relative positions are calculated incorrectly in widescreen mode without this. To demonstrate, call ``` screen_loc_to_offset("EAST-4,SOUTH", null) = [-128,32] ``` When passed to offset_to_screen_loc, this will be clamped to (32,32) ``` offset_to_screen_loc(-128, 32, view = our_view) = "1,1" ``` And returned as 1,1 - moving the action button incorrectly. By including our_view in the call to `screen_loc_to_offset`, this entire problem is avoided. ## Why It's Good For The Game If someone sets a floating action button to be relative to EAST, SOUTH, or CENTER, they run into this bug. As far as I can tell, nothing currently does this and therefore it isn't meaningful, but I've run into this twice now downstream. ## Changelog :cl: fix: Fixed action buttons relative to EAST,SOUTH, or CENTER being improperly moved during view_audit_buttons() /:cl:
## About The Pull Request Add syndicate branded lipstick for stealth operations, super-secret formula allows you to do similar energy gun damage with just a kiss, leaving a distinctive laser-like mark. ## Why It's Good For The Game The traitor arsenal is replenished with a new method of killing, elegant and without suspicion. Just send an air `*kiss`! You might ask what makes syndie kiss different from mime gun, besides similar characteristics to egun: - Causes burn damage - It's the emote `*kiss` after lipstick application that does the damage, not the lipstick itself - It has standard kissing cooldown - Kisses always fly to the head, good for the investigation - Can fly through windows and lattice - Unlimited number of lipstick uses - Could be wiped out, unlike mime gun - Can be reapplied after wiping off In addition to adding lipstick, also: - Fix wallhit sound, accidentally hit a wall and no sound came out of it, and not just with a kiss - Kiss log no longer contains on hitting the kisser name, but there is a log about sending a kiss ## Changelog ![image_2024-07-25_20-02-34](https://github.com/user-attachments/assets/f74be8d5-8d9b-46a8-a2e7-019644d9f880) ![image_2024-07-25_20-02-53](https://github.com/user-attachments/assets/8f8d97dd-caf0-49a6-873d-b80d0acfc217) ![image_2024-07-25_20-27-48](https://github.com/user-attachments/assets/74ccea72-7f31-4771-8e8e-56a23109ccec) ![image](https://github.com/user-attachments/assets/2d4d52fe-067e-460a-91a7-a2a9cfa93cd3) :cl: add: add syndicate branded lipstick to uplink (6 TC), after applying lipstick *kiss deals damage equal to energy gun fix: fix wallhit sound for projectile /:cl: # Conflicts: # code/modules/projectiles/projectile.dm
## About The Pull Request Sooooooo this one's a mess. First off, layering issues. Pipes, cables, and disposals currently render over catwalks! ![image](https://github.com/user-attachments/assets/bfb6fc15-878c-4686-aace-57f0b9c6923a) That's not great. Looking into it, it seems we've moved the `CATWALK_LAYER` below the `ABOVE_OPEN_TURF_LAYER`, where the catwalk layer is used for closed catwalks. https://github.com/tgstation/tgstation/blob/33e983ced1ac27143c4b87d8761277eea35a6d2a/code/__DEFINES/layers.dm#L148-L150 Which, well, we've *also* made it so all `undertile` stuff gets rendered at `ABOVE_OPEN_TURF_LAYER` when below a tile. So! Naively! We swap those around! Easy peasy lemon squeezy. ```dm #define ABOVE_OPEN_TURF_LAYER (12 + TOPDOWN_LAYER) #define CATWALK_LAYER (13 + TOPDOWN_LAYER) ``` And hey! Well! ![image](https://github.com/user-attachments/assets/42d7a8f3-5c17-4039-a76b-dbd789432156) It's progress! But as we can see in the bottom right catwalk tile, something's not rendering right when they're below the tile... Well, time to take a closer look at our `undertile` element... aaaaaand would you look at that: https://github.com/tgstation/tgstation/blob/74f9a4314138afcb04af3cfb452ff167105f022c/code/datums/elements/undertile.dm#L45-L48 We're setting EVERYTHING to the `FLOOR_PLANE` at `ABOVE_OPEN_TURF_LAYER`, even the stuff that was already on `FLOOR_PLANE` with its own layer like disposals or cables. Meaning, layering fuckery ensues, we can't see shit. So? We just make it only do that when we're not already on the floor plane. ```dm if(PLANE_TO_TRUE(source.plane) != FLOOR_PLANE) SET_PLANE_IMPLICIT(source, FLOOR_PLANE) source.layer = ABOVE_OPEN_TURF_LAYER ``` This solves it! ![image](https://github.com/user-attachments/assets/f930bd66-87eb-433e-8bf5-09706316ace4) Progress! ![image](https://github.com/user-attachments/assets/f2f246a2-8524-4186-9ac3-07ac7dcf4288) ...Kind of. The _layering_ is solved, but unscrewing and rescrewing them seems to cause pipe caps to manifest out of nowhere! This _sucks_ for debugging, y'know? Anyhow, this is based on two different things: an order of operations issue and catwalks just not being accounted for. First off! Order of operations. On `Initialize(...)`, the base `/obj/machinery/atmospherics` registers a proc that updates pipe caps on `COMSIG_OBJ_HIDE`: https://github.com/tgstation/tgstation/blob/33e983ced1ac27143c4b87d8761277eea35a6d2a/code/modules/atmospherics/machinery/atmosmachinery.dm#L114-L115 Meanwhile, `/obj/machinery/atmospherics/pipe`, adds the `undertile` element on its `Initialize(...)`... AFTER calling the parent. https://github.com/tgstation/tgstation/blob/33e983ced1ac27143c4b87d8761277eea35a6d2a/code/modules/atmospherics/machinery/pipes/pipes.dm#L31-L35 ...Which then registers its own proc on `COMSIG_OBJ_HIDE`... https://github.com/tgstation/tgstation/blob/74f9a4314138afcb04af3cfb452ff167105f022c/code/datums/elements/undertile.dm#L26 This meant that, well, the proc that generates the caps was being called *before* undertile had a chance to chance to remove the `TRAIT_UNDERFLOOR` trait... which pipe caps use to work out when to generate. https://github.com/tgstation/tgstation/blob/33e983ced1ac27143c4b87d8761277eea35a6d2a/code/modules/atmospherics/machinery/atmosmachinery.dm#L650-L652 So, we swap this around by moving both to a `setup_hiding()` proc which allows the pipe to register its behaviours before calling the parent and it register its, without needing to register it before calling the parent `Initialize(...)`. Cause that's ugly. Now we're generating pipe caps on catwalks! But! That brings us perfectly to the next bit. Cause those pipe caps, even if shown when the tile is open, look *ugly*. Why, when we open a catwalk, are we having our pipes suddenly extend onto the neighbouring tiles and catwalks and going down into them from the top? Arguably, these should behave like they're below tiles, because they logically are even if not technically so. Well, actually, we already have a similar situation with bare plating. It's not applying `TRAIT_UNDERFLOOR`, but also the pipe caps shouldn't be behaving like they're above a tile, because that'd be ugly- and that's what it does! https://github.com/tgstation/tgstation/blob/33e983ced1ac27143c4b87d8761277eea35a6d2a/code/modules/atmospherics/machinery/atmosmachinery.dm#L654-L655 So, we just apply a second check there, `iscatwalkturf(...)` ```dm var/turf/node_turf = get_turf(node) if(isplatingturf(node_turf) || iscatwalkturf(node_turf)) continue ``` And? Well! ![image](https://github.com/user-attachments/assets/f297136e-f62e-452b-b711-2f3b69462859) ![image](https://github.com/user-attachments/assets/a3f2df8b-3e22-4474-af32-7e858382f63f) ![image](https://github.com/user-attachments/assets/347a2c3b-8302-47b8-a376-41228fbe537a) There we go! There's no weird layering, there's no pipe caps where there shouldn't be, pipes behave like those on catwalks are actually under a tile. It looks _clean_. ... Well, for however clean we can get it to be without making sprites for the opened catwalks but without the integrated plating so we can make an overlay and have the pipes/cables/disposals not spontaneously go over the edges of the catwalk when opened. Or making the under sprites only have the attachment points in the corners, so it looks like the pipes/cables/disposals are going over plating instead of what looks like a raised edge. ## Why It's Good For The Game Fixes #84789. Fixes #82622. Screwing open a catwalk suddenly generating pipecaps on neighbouring closed catwalks and tiles with pipes under them looks weird. ## Changelog :cl: fix: Fixed pipes/cables/disposals rendering above closed catwalks. fix: Fixed catwalks covering pipes generating illogical pipe caps when screwed. fix: Opened catwalks are no longer assumed to be above-floor for the sake of generating pipe caps. /:cl:
## About The Pull Request If our appearance is fully dependant on hunger state, there's no reason to do ANY work if the state hasn't changed, also don't churn underlays for no reason. ## Why It's Good For The Game This has relatively high cost and it's an easy win
… specific role (#85228) ## About The Pull Request Makes it so the default programs in the head PDAs actually works so all 5 do not need to be rewritten for each and every head of staff PDA ## Why It's Good For The Game there were an unnecessary 5 lines of code per head (minus the captain), this reduces it to just the special additions they get ## Proof of Testing ![image](https://github.com/user-attachments/assets/64da42f1-d4b3-4e9e-82f5-ee7a3f01f463) ## Changelog :cl: code: made it look a little cleaner for head PDAs /: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 Now there are fax machines that receive and send messages on behalf of the special networks of NT and syndicate Also added centcom stamps to centcom (funny, they weren’t there) ![image](https://github.com/user-attachments/assets/e4330793-c87b-4d99-9a86-da795969335b) <!-- 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 Faxes sent from the CC will have the correct sender name. Also, there will be no unnecessary faxes in the fax panel <!-- 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: code: сhanges for a fax located on the CC qol: added centcom stamps to centcom /: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 In #77887 I have introduced a food buff system with placeholder buffs to not bloat that PR with balance-related things to allow people to add their own effects and discuss the particular effects in separate PRs. The goal is to have: - Some default buffs for all food. Currently there's only Haste that scales with food complexity. - Some interesting buffs tied to food categories or specific dishes This PR is a first part of this change. - Adding an indicator to Cooking UI that food does something special - Added **Spaghetti Carbonara** dish that gives Italian speech. ![image](https://github.com/user-attachments/assets/2035a97a-6048-4636-bd49-d1ea3390a50e) - Added **Jupiter Cup Cake** that gives shock immunity instead of it being randomly given by high-complexity dishes. ![image](https://github.com/user-attachments/assets/3260339d-0167-4840-9b76-10371959e16c) - Made **Omelette Du Fromage** give French speech. - Made **Mime Tart** give Mute trait - Made **Clown Cake** give Waddle Walk trait - Made **Stuffed Legion** give Ashstorm Immune trait ## Why It's Good For The Game Foodening PR was incomplete, this PR is a step towards the completion. ## TODO - [X] Pick a certain dish to give the French speech - [X] Pick a certain pasta to give the Italian speech - [X] Pick a certain dish for the shock immunity buff - [x] Add an indicator to the cooking UI that a dish has a special effect - [x] Add more food effects per suggestions ## Changelog :cl: qol: Dishes with a special food effect are marked in the Cooking UI add: New Spaghetti Carbonara dish that makes people Italian temporarily add: Omelette Du Fromage makes people French temporarily add: Shock Immunity is no longer a random level 4-5 food buff, but a buff given by a new Jupiter-Cup-Cake add: Mime Tart gives Mute trait add: Clown Cake gives Waddle Walk trait add: Stuffed Legion gives Ashstorm Immune trait /:cl:
## About The Pull Request Basically what the title says. Abductors cannot be converted by bloodbrother/revs/cult. They will NOT show up as having a mindshield, however. ## Why It's Good For The Game Abductors are, by design, incredibly strong. You are not meant to be able to win against them, and this is reflected policy-wise by the fact that they're a restricted antagonist. However, this is still a problem when conversion antags get involved. If an abductor becomes a cultist or a revolutionary, then suddenly every other player who isn't also converted has to deal with an abductor without the normal restrictions. It's not fun to play against and in general just shouldn't happen. ## Changelog :cl: balance: Abductors (the antag, not the species) can no longer be converted by any antagonist. /:cl:
## About The Pull Request Gives janitor ERT no slips instead of a clamp ## Why It's Good For The Game Quite silly for the top of the top janitors from NT losing in a slip battle with the regular station janny. I'm pretty sure no slip modules weren't a thing when the ERT modsuits were made ## 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: qol: Nanotrasen has fitted the Janitorial Emergency Response Team with equipment better suited for the job. /:cl:
## About The Pull Request Allows small internals and a few other cargo related items for the Cargo Gorka suit slot. Extra items are dest_tagger, and boxcutter. ## Why It's Good For The Game Literally every other suit I’ve seen allows emergency/plasmaman internals, also the Gorka only supports 3 items which is really low compared to hazard vests or jackets. Not adding radios or flashlight as they are covered with the hazard vest which techs can buy, makes Gorka more suited to use in department work rather than maints. Alternatively could make the Gorka a jacket subtype similar to Qm's. ## Changelog :cl: qol: Cargo Gorka suit slot now allows emergency/plasmaman internals. /:cl:
…e (#85619) ## About The Pull Request This change allows AI Sillicon players to use the BRM - 6 months ago this PR did a refactor tgstation/tgstation#81358 - Whilst it added the ability for Cyborgs to interact with it - Nothing was added for AI. This PR just corrects that and changes nothing else. ![image](https://github.com/user-attachments/assets/b5b8aa51-d5c1-4c41-8bac-32a925b6d862) **The addition of the below matching attack_robot with identical functions depending on left or right click** `/obj/machinery/brm/attack_ai(mob/user)` `/obj/machinery/brm/attack_ai_secondary(mob/user, list/modifiers)` ## Why It's Good For The Game On many low pop scenarios with AI players, It allows them to begin generating basic resources (Iron and Glass) for the station. Gives AI players another task they can do to assist the crew and adds to the value of an AI even in low pop. I believe the original PR from six months ago meant to include AI but it was an oversight, this PR corrects that oversight. ## Changelog :cl: fix: AI Players can now operate the BRM (Boulder Retrival Matrix) /:cl:
## About The Pull Request `1` is never going to select the first tab as `1 === 'material'` is always false. To test this PR, spawn the `/obj/machinery/mineral/ore_redemption` atom. Upon opening the interface the first tab is now selected. ## Why It's Good For The Game Less bugs! ## Changelog :cl: fix: The first tab is now selected with ore redemption machines when opened for the first time /:cl:
…atically do so upon being removed if a circuit has a linked printer (#85648) ## About The Pull Request Added support for remote material insertion type whitelists and utilized it to allow circuit printers to recycle components. Removing a component from UI while the circuit has a linked printer will automatically recycle it. Also fixed a rogue space appearing when recycling a single item ## Why It's Good For The Game You literally cannot do anything with components you remove/do not need anymore so usually they end up littering circuit lab's floors. This should make developing circuits slightly less annoying. ## Changelog :cl: qol: Circuit components can now be recycles in circuit printers, and automatically do so upon being removed if a circuit has a linked printer spellcheck: Recycling a single item no longer outputs a line with a rogue space infront of it /:cl:
## About The Pull Request I've retaken up the crusade to make species specific features modular, with the end goal of being able to essentially ship of thesis a person without causing any strangeness (eg, currently if you take an abductor and replace every body part and organ with a human one including the brain they still don't need to breath.) To make that a reality we will need to develop a few more robust tools but here are some easy fixes for right now. Changes are: lizard: TRAIT_TACKLING_TAILED_DEFENDER -> moved to Lizard Brain monkey: TRAIT_GUN_NATURAL -> moved to Primate Brain Ethereal: TRAIT_NO_UNDERWEAR -> moved to chest TRAIT_FIXED_HAIRCOLOR -> removed (had no implementation) TRAIT_TENACIOUS (illustrious) -> Not functional, fixed by making it an element that the brain applies Moth: TRAIT_TACKLING_WINGED_ATTACKER -> moved to chest TRAIT_ANTENNAE -> moved to head ## Why It's Good For The Game Makes sense. More fun for mad scientist types/limbscambler ## Changelog :cl: itseasytosee fix: illustrious ethereals now properly get the tenacious trait code: more species features have been moved to their individual body parts. /:cl: # Conflicts: # code/modules/mob/living/carbon/human/species_types/ethereal.dm
## About The Pull Request As the title says ## Why It's Good For The Game Shouldn't be able to activate these whilst unconscious, or stall activation to activate at a convenient time whilst unconsious. ## Changelog :cl: fix: Fixed activating specific BCI actions whilst unconsious /:cl: --------- Co-authored-by: Watermelon914 <[email protected]>
…350) ## About The Pull Request This gives deluxe hydroponics trays to the lavaland seed vault mob spawn area, which are just trays with t4 parts. ## Why It's Good For The Game Gives better trays to the seed vault, which will let them hydroponic just a little harder. ## Changelog :cl: Bisar qol: The preserved terrarium vault now has tier 4 hydroponics trays, making volume based tray chemistry take less time. /:cl:
…UI (#85744) ## About The Pull Request Closes #85740 BYOND doesn't support this sort of type picking, these are the 3 last admin verbs to use it ## Changelog :cl: fix: Fixed nuke toggle, smite and machine upgrade admin verbs using incorrect sorting admin: Updated nuke toggle, smite and machine upgrade admin verbs to use TGUI /:cl:
## About The Pull Request Closes #85741 ## Changelog :cl: fix: Fixed fish analyzers not being able to scan fish /:cl:
## About The Pull Request When a cyborg gets gibbed, its MMI pops out and is still able to talk. Funny thing about chasms, they gib you, which leaves you still able to talk despite the fact that you should be dead, so this nulls out the cyborgs MMI if they fall into a chasm, leaving the player properly dead albeit round removed ## Why It's Good For The Game It fixes a bug that almost never happens ## Changelog :cl: fix: borgs no longer drop MMIs when chasmed /:cl: --------- Co-authored-by: Odairu <[email protected]>
## About The Pull Request Deja Vu perk now blacklists all centcom areas, not just the ship itself. It also now teleports you to where you were before the teleport, instead of teleporting you to the same spot every time. Closes #85737 ## Why It's Good For The Game In its current implementation it makes you borderline immortal as it stores your health, but also makes it impossible to escape the station as you will be teleported to where you first arrived on the station, stealing your greentext. This way its gives the player a more balanced, but riskier experience ## Changelog :cl: balance: Deja Vu perk now teleports you to where you were before the last teleport, instead of where you arrived on the station fix: Deja Vu can no longer be used to return to the wizard ship /:cl:
## About The Pull Request ![image](https://github.com/user-attachments/assets/79ee3e22-61aa-4851-bebb-45bdffa96d07) New goliath cloak sprites using, well, new goliath tentacle color palette. Fancy! ## Why It's Good For The Game Current sprites are rather crunchy and not very visually appealing for such a neat item. ## Changelog :cl: image: Updated goliath cloak sprites /:cl:
…ter. Available in any mining loot chests (and portals) (#85820) <!-- 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 Punching Mitts, which grant the wearer Hunter Boxing. Hunter Boxing works similar to boxing, but rather than just targeting those who are boxing ready, it also allows you to apply your boxing skills to various wildlife and creatures that deserve to be wiped off the face of the earth in a violent manner. While the gloves function as a lethal pair of boxing gloves, you still cannot apply the new effects to normal humans. Even against other boxers, the gloves operate as normal save that you are dealing Brute damage instead of Stamina. This is NOT Evil Boxing. Against wildlife, you gain an extra amount of damage and a much faster punch speed. You also rebuke the targets that you crit, rather than staggering/knockout. You also do three times the damage against wildlife when you crit. You also..yell out your attacks. Loudly. You can get these gloves from tendril chests and from demonic portals. I replaced the Nuka Cola from the portals with these gloves. You're welcome. Megafauna can now be targeted by martial arts. This is really isn't a major concern, since even if our martial artist had, say, Gloves of the North Star, the highest damaging martial arts most people could access, Sleeping Carp, does pathetically small amounts of damage to megafauna. And you're in melee. And colossi eat you. This shouldn't be a problem. ![image](https://github.com/user-attachments/assets/53f74568-0a87-4d27-a413-b0ee73e6ebcf) ## Why It's Good For The Game I just really, really, REALLY wanted to punch the absolute SHIT out of Bubblegum while screaming the whole time, and by god I should be allowed to do that because that's awesome as fuck. Adds a very practical but very rare method of applying your athletics to some very self-contained content. I was tempted to have this increase/become stronger with mining skill instead of athletics, but I actually thought it would be funny if miners were taking the time to work out before heading down to throttle drakes. ## 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: add: Punching mitts! Punch wildlife to death and scream the whole time. ADVENTURE! balance: Megafauna can be affected by martial arts. /: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. --> --------- Co-authored-by: ATH1909 <[email protected]> Co-authored-by: Jacquerel <[email protected]>
## About The Pull Request Fixes (Or so I'd guess) part of the #59312 and #81480 issues. I'll do kebabs and sandwiches in their own atomized PRs as they actually need some codework ## Why It's Good For The Game Long before time had a name custom pies and cake were created by the First Chef Master by using the four Weapons of Chefing: The Knife of Quakes, the Microwave of Lightning, the Freezer of Ice, and the Oven of Fire. Weapons so powerful no one can handle all of their power at once. When he passed away his two sons swore to protect them, but the oldest was consumed by darkness and destroyed the custom recipes forever with a rework. A battle between brothers broke out and the oldest was struck down and banished to the Underworld with the power of this PR. ![image](https://github.com/user-attachments/assets/7f3c377d-d80f-4ba4-8cc3-523b4d576d98) ![image](https://github.com/user-attachments/assets/d3030053-9a05-4bf1-971f-396c09fd1005) ## Changelog :cl: fix: custom pies and cakes are craftable again /:cl: --------- Co-authored-by: Ghom <[email protected]>
Still may need some testing and fixing here and there, a lot of this was picked out from the Wallening PRs. Should include as much of it as possible.
## About The Pull Request Grabs tgstation/tgstation#85935 and tgstation/tgstation#85900, which slipped by and _seem_ to not depend on wallening. Cleans up a couple duplicated things from weird merges And attempts a fix to the taur body hard deletes, by avoiding trying to drop limbs in nullspace (like in the character editor) ## Proof of Testing <details> <summary>Screenshots/Videos</summary> ![image](https://github.com/user-attachments/assets/ac2d0801-89a3-4050-8312-982cdb5bf39b) </details> ## Changelog Nothing player facing
commit itself
…4296) Update snowglobe.dmm
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NovaSector/NovaSector#4233
Драфт. Первый из шести(?) пропущенных батчей. Буду по прядку их сюда пихать.
NovaSector/NovaSector#4261 - второй
NovaSector/NovaSector#4264 - третий
NovaSector/NovaSector#4294 - четвёртый
NovaSector/NovaSector#4289 - пятый
NovaSector/NovaSector#4300 - шестой
Чейнджлоги включены в коммиты.
Ещё NovaSector/NovaSector#4295 и NovaSector/NovaSector#4296 которые затерялись в мерж коммитах.
🆑 Hardly
fix: Fixed Snowglobe Station not having secret documents
tweak: Added items to Snowglobe station's safe located inside the vault
/:cl: