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Tg january 1 update #330

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merged 448 commits into from
Jan 11, 2025
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About The Pull Request

TGUI featured episode

FlufflesTheDog and others added 30 commits December 27, 2024 18:45
## About The Pull Request
Welding overlays were being put on the welding tool's
update_overlays_on_z, rather than the target's. This fixes that.
## Why It's Good For The Game
Fix bug
## Changelog
:cl:
fix: welding sparks no longer break on transitioning to a different
floor
/:cl:
## About The Pull Request
No exciting new features added, I only broke up this massive file into a
folder.
## Why It's Good For The Game
Call me react brained but seeing UI files with >500 lines of code just
strikes me as wall of text / sensory overload
## Changelog

N/A
## About The Pull Request
- Fixes tgstation#88606

## Changelog
:cl:
fix: Changing gather mode on storage items won't drop it's stored items
/:cl:
… speed, a neutral tackling outcome actually lets you get up, as intended (tgstation#88630)

## About The Pull Request

What it says on the tin. Also cleans up some tackling code

## Why It's Good For The Game

Only in my delirium did I actually realize how I fucked up.  Thanks flu.

## Changelog
:cl:
fix: Tackling resulting in a neutral outcome does not force you to the
floor.
fix: Getting up is now properly influenced by spinal implants.
/:cl:
## About The Pull Request

Making rice dough through the crafting menu would make it inherit all
the reagents of it's ingredients... which were the ingredients to make
rice dough. This means that when you baked the dough in an oven, it
would react the reagents and make a new rice dough, while removing all
the reagents in the newly made reispan. This made it inedible, and thus
impossible to make edible reispan.
## Why It's Good For The Game

Infinite inedible bread is probably bad 👍
## Changelog
🆑
fix: fixes crafting menu-made rice dough being unusable for bread
/🆑
## About The Pull Request

Changes `examiante` to `examine` in the give alert description.
## Why It's Good For The Game

`examiante` ain't a word and, uh, `examinate` I don't think actually
fits here either.
## Changelog
:cl:
spellcheck: Give alert 'examiante' > 'examine'.
/:cl:
tgstation#88744)

## About The Pull Request

iirc, string + string is const folded at compile-time, while "whatever
[string]" is not.

## Why It's Good For The Game

extra performance for practically no cost? why not

## Changelog
:cl:
code: Very slightly improved the performance of code related to adding
and removing traits.
/:cl:
## About The Pull Request

Fixes lead acid battery being overlooked in the split between cell and
megacell. It still remains a very good battery fitting of being rare
maintenance loot, but it's no longer equivalent to several bluespace
cells combined.

It is a cell with a maximum charge of 600kJ, more than a bluespace cell,
but a lower charge rate and no charge indicator.

It spawns with 250kJ to 350kJ in starting charge, between super and
hyper.

## Why It's Good For The Game

Fixes tgstation#88573

## Changelog

:cl: LT3
fix: Fixed lead acid cell having extremely high max charge
/:cl:
…ted objects (tgstation#88745)

## About The Pull Request

Closes tgstation#88644
Insanity

## Changelog
:cl:
fix: Fixed chair, echair, wheelchair and vehicle overlays on painted
objects
/:cl:
## About The Pull Request

Closes tgstation#88655

## Changelog
:cl:
fix: Fixed podperson hair not updating
/:cl:
## About The Pull Request
- Fixes tgstation#88727

Now when an atom shatters if that turf is blocked by a dense object
(e.g. wall, closed airlock, window etc) such that no air can pass
through it then we drop stuff on the thrown object's location and not on
the hit target location.

In laymen's terms if you throw a plate on the wall, window, closed
airlock etc then the shattered contents drop on the plate's last
location & not on the wall itself

## Changelog
:cl:
fix: Fixes shattering element dropping stuff on blocked turfs
/:cl:
…gstation#88754)

## About The Pull Request
closes tgstation#88743 . the issue is while they'd ignore ur command since its
impossible, the emote would still appear, which i now realize was a
mistake

## Why It's Good For The Game
fixes being able to tell animals to commit atrocious acts

## Changelog
:cl:
fix: radial pet commanding emotes will now not appear if the command is
impossible to execute
/:cl:
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 compatibility with SpacemanDMM's `redefined_proc` lint. (tgstation#2058
Cyberboss)
#tgs-dmapi-release

Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: LemonInTheDark <[email protected]>
…gstation#88636)

## About The Pull Request

you can adjust diagonal walls to not diagonal walls with a wrench


https://github.com/user-attachments/assets/0a708b7d-195b-41ad-b7f4-cf9f8142e730



## Why It's Good For The Game

when youre building the shuttle you literally always forget to put tiles
under diagonal titanium walls so you just have plating there
this is fixed by letting players not make it diagonal

## Changelog
:cl:
qol: you can adjust diagonal walls to be not diagonal walls with a
wrench
/:cl:
## About The Pull Request
- added a signal - `COMSIG_ATOM_DENSITY_CHANGED`, is sent when
set_density is called and doesn't early return
- changed all manual assignments of .density to use `set_density` so the
signal is sent
- airlocks get the leanable component, if the airlock opens while you
are leaning on it - you will fall
- computers get the leanable component
## Why It's Good For The Game
can lean on more stuff, roleplay! Immersion!
*John Tider leans on the airlock*
## Changelog
:cl: grungussuss
add: computers and airlocks are now leanable
refactor: changed how density/collision of some objects is changed,
report any oddities!
/:cl:

---------

Co-authored-by: SyncIt21 <[email protected]>
tgstation-ci bot and others added 24 commits January 8, 2025 21:45
## About The Pull Request

Spessmen now need to blink! If you have non-robotic eyes, you'll
automatically blink every once in a while. Lizards have asynchronous
blinking, and whenever they blink one of their eyes (chosen at random)
will blink slightly sooner.


https://github.com/user-attachments/assets/e62020ef-d2f8-4634-9399-a27244326cfe

You can also blink manually, as emotes now fire the animations.


https://github.com/user-attachments/assets/80d6304f-f3c2-424a-a5aa-96a4aee7acdc

Adds a new eye-related quirk, Fluoride Stare! It will spawn you without
eyelids, preventing random or manual blinking and forcing you to wet
your eyes with some saline solution (of which you get a bottle, and a
dropper to apply it) every minute or so.
Additionally, eyes now display their color on their organ sprite,
instead of always showing up as blue.

(Don't tell roleplayers, but Fully Immerse smite now blinds you when you
blink, for true full immersion)

## Why It's Good For The Game

Spessmen blinking is just soulful, and brings some life into the game.
As for the quirk, its just a funny bit/reference that people can use
to... torture themselves?

## Changelog
:cl:
add: Spessmen now blink.
add: Added a new Fluoride Stare quirk, keep those eyeballs wet, lest
they crack!
image: Eyes now display their color on their organ sprite, instead of
always being displayed as blue.
/:cl:
…88954)

## About The Pull Request

OD thresholds are scaled by purity when ingested. The current scaling
penalises high purity, which appears to have been a mistake, see tgstation#64028.
This PR changes the scaling to favour higher purities and penalise lower
ones.

## Why It's Good For The Game

Properly synthesised chems, will match or exceed the listed OD
threshold. Fixes tgstation#64028.

## Changelog

:cl:
balance: Overdose thresholds now positively scale with high purity
/:cl:
## About The Pull Request

OpenDream was recently bumped to .NET 9, which is not on our runner
image. I added an action which installs the required .NET version for
DMCompiler to function.

## Why It's Good

Adding this action is not only good as a quick hack fix, but also for
posterity.
I also considered the impact this has on our runner execution time, but
my hope is that it should not matter if we have .NET installed already.
… chat text. (tgstation#88947)

## About The Pull Request

Deconverting a revolutionary now throws a balloon alert alongside the
chat text.

## Why It's Good For The Game

Important information we want to communicate to players needs to be on
the actual game screen; otherwise it's going to get missed during
heavy-chat situations.

## Changelog

:cl:
qol: Deconverting a revolutionary now throws a balloon alert alongside
the chat text.
/:cl:
## About The Pull Request

A bunch of places in code were recently updated to use a helper proc for
validating teleportation.
Unfortunately a lot of them also got the return value inverted, and
would only let you teleport to illegal locations. Most notably this
effected the hand teleporter, but also several other items.

Fixes tgstation#88966 

what is a "dull universal force" supposed to be anyway
…h organs) on evolution. (tgstation#88861)

## About The Pull Request

When a xenomorph evolves, any organs transplanted into it (that aren't
the default type for that slot) get transferred to the new caste it
evolves into. Additionally, If a xenomorph is missing an organ in a slot
it should have one in, the caste it evolves into will also have the
organ for that slot missing.

Brains also always get transferred, regardless of whether they are xeno
brains, so as to preserve skillchips and traumas.

## Why It's Good For The Game

Improves the mechanical consistency of surgically altered xenos.

## Changelog

:cl:
qol: Xenomorphs that have had their organs removed, or replaced with
organs they shouldn't normally have, keep those organs (or lack thereof)
when evolving.
fix: Xenomorphs that somehow get skillchips or brain traumas will keep
them when evolving.
/:cl:
## About The Pull Request
This adds a hair clipper sound to the razor item used to adjust mobs
beards and hairstyles.



https://github.com/user-attachments/assets/dba18247-415d-42b5-9e4b-a5c73d670088

Source: https://freesound.org/people/VIPERSTRONG/sounds/655747/
License: CC0

## Why It's Good For The Game
Buzz buzz buzz

## Changelog
:cl:
sound: Add hair clipper sound to hair razor item
/:cl:
@carpotoxin carpotoxin requested a review from kannthus as a code owner January 10, 2025 18:23
@Paxilmaniac Paxilmaniac merged commit 81e02be into DopplerShift13:master Jan 11, 2025
22 checks passed
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