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[MDB IGNORE] [IDB IGNORE] We made Maint in June #504
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* Update cargodiselost.dmm * Update cargodiselost.dmm
…ble way [MDB IGNORE] (Skyrat-SS13#23685) * [no gbp] Jump jets activate a linked jetpack in a more sensible way (#78296) ## About The Pull Request fikou pointed out that the code I wrote not only wasn't reliable on destroy but also was overengineered but only _after_ he merged it 😠 now we just ask the jetpack module if it is on rather than using a weird trait ## Changelog not player facing * [no gbp] Jump jets activate a linked jetpack in a more sensible way --------- Co-authored-by: Jacquerel <[email protected]>
… filter [MDB IGNORE] (Skyrat-SS13#23687) * Sanitizes another source of users bypassing the sanitization filter (#78313) * Sanitizes another source of users bypassing the sanitization filter --------- Co-authored-by: Zephyr <[email protected]>
…ll embeds too [MDB IGNORE] (Skyrat-SS13#23702) * buffs embed pulling with hemostats, allows wirecutters to pull embeds too (#78256) ## About The Pull Request - Wirecutters or tools with wirecutter behaviors are now valid for plucking embeds. - Pluck speed no longer **starts** at 2.5 seconds, which is a pretty dang long time, especially if you have bad embed RNG. I'll do the math and run some more tests in the morning. - Wirecutters have a speed malus in regards to plucking embeds. I should probably make it worse to account for, like, jaws of life or something. - Plucking embeds with wirecutters now hurts! It hurts way less than ripping it out with your hands, but it still hurts! For comparison's sake, bare-handed throwing star removal compared to possible tools. ![image](https://github.com/tgstation/tgstation/assets/31829017/96730fa5-77b8-4f31-83ba-48d36e4e419b) ## Why It's Good For The Game Embeds kinda suck to deal with. This is intentional - I get that. However, hemostat pulling is kind of... kind of bad. Awful, really. 2.5 seconds is a lot of time. I know it's not supposed to be the best option, but if you've got a tool, I'd at least like to think it'd be slightly less bad than shoving your fingers into your wound? ## Changelog :cl: balance: Pulling embedded items e.g. shrapnel with hemostats is now a lot faster, and scales appropriately with toolspeed. balance: You can now pull embedded items with wirecutters, at a speed penalty. /:cl: --------- Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com> * buffs embed pulling with hemostats, allows wirecutters to pull embeds too --------- Co-authored-by: Hatterhat <[email protected]> Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
…titool both ways [MDB IGNORE] (Skyrat-SS13#23700) * Vents & Injectors now link properly with air sensors via multitool both ways (#78238) ## About The Pull Request If you first log a unary vent/injector in an multitool and then link it with an air sensor(i.e. you invoke the air sensors multitool_act) everything works correctly. But if you first log a air sensor in an multitool and then link it with an unary vent/injector (i.e. you invoke the vents/injectors multitool_act), the vent gets set up incorrectly i.e., its output pressure, operating mode is not set and it does not function. This PR fixes that ## Changelog :cl: fix: Unary vents & Injectors now link properly with air sensors via multitool both ways /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Vents & Injectors now link properly with air sensors via multitool both ways --------- Co-authored-by: SyncIt21 <[email protected]> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
…the buttons around. [MDB IGNORE] (Skyrat-SS13#23699) * [BIRDSHOT] Fixes the shutters on the guest suite, and swaps the buttons around. (#78327) ## About The Pull Request One of the shutters was set with the id for the door, so i fixed that. I also swapped the buttons around so they're ordered the same as the door and shutter ## Why It's Good For The Game FIxes #78234 ## Changelog DATA_:cl: fix: Fixed a shutter not working on Birdshot's Guest Suite. /:cl: * [BIRDSHOT] Fixes the shutters on the guest suite, and swaps the buttons around. --------- Co-authored-by: DATAxPUNGED <[email protected]>
* Fixes infinite power exploit. (#78321) Fixes an exploit that allows tesla coils to duplicate >7GeV supermatter zaps. Does this by dividing the new zap value by the power multiplier instead of blindly halving it. ## About The Pull Request Tesla coils no longer exponentially duplicate >7GeV supermatter zap power. ## Why It's Good For The Game Prevents this from happening: ![DA66945A-8135-472F-BA9B-EA387A831469](https://github.com/tgstation/tgstation/assets/58013024/1dadc9a5-8790-4a84-8d42-0ad9f176eb9f) ## Changelog :cl: fix: Fixes tesla coils duplicating the power of >7GeV supermatter zaps. /:cl: * Fixes infinite power exploit. --------- Co-authored-by: Pickle-Coding <[email protected]>
…RE] (Skyrat-SS13#23695) * Space Ruin - Small fixes for Anomaly Research Ruin (#78320) ## About The Pull Request Came across the ruin the other day and realized the windows were stacked in a couple places, this just removes the duplicate and also makes the windows have the proper underplating. <details> <Summary>The bads </Summary> ![image](https://github.com/tgstation/tgstation/assets/22140677/a407cd1d-c742-4909-981a-6a5fa0599838) ![image](https://github.com/tgstation/tgstation/assets/22140677/e8b9453e-da35-4973-b0e1-3e09a4fe59f6) ![image](https://github.com/tgstation/tgstation/assets/22140677/6da36f98-99c6-4f40-b147-f24cb419a8f3) </details> ## Why It's Good For The Game Mapping cleanliness ## Changelog :cl: fix: Space ruin Anomaly Research - Fixes stacked windows and underplating /:cl: * Space Ruin - Small fixes for Anomaly Research Ruin --------- Co-authored-by: Zergspower <[email protected]>
…ditions and achievement [MDB IGNORE] (Skyrat-SS13#23690) * Fixing fish hook exploits, bait not being consumed, race conditions and achievement (#78302) ## About The Pull Request The bait wasn't being consumed properly because it was badly coded. Whoopsies. The achievement would be unlocked upon gaining legendary rank ONLY IF you won the minigame. My bad. Upon win (and loss), the fishing minigame would often be prematurely closed before ui act could run due to internal calls to do that. A classic example of race condition. Last but not least, the fishing hook exploit that would allow items to be in multiple places, including nullspace, and cause a load of issues. ## Why It's Good For The Game This PR should fix all of them. Closes #78210, closes #78204, closes #78187, closes #77265, closes #77265, closes #73014. ## Changelog :cl: fix: Fixed a race condition that made fishing yield no reward way too often. fix: The legendary fisher achievement is awarded even if you don't win the minigame. fix: Fixed a fish hook exploit. fix: Baits are now properly consumed by caught fish and (alive) mobs. /:cl: * Fixing fish hook exploits, bait not being consumed, race conditions and achievement --------- Co-authored-by: Ghom <[email protected]>
* Removes Sleep Printing Library (#78324) ## About The Pull Request #76286, which spawned it, is dead. Don't need to hang onto it anymore per moth's instructions * Removes Sleep Printing Library --------- Co-authored-by: LemonInTheDark <[email protected]>
… brain trauma. [MDB IGNORE] (Skyrat-SS13#23693) * Lowpop stations will be freed from the burden of spontaneous brain trauma. (#78317) ## About The Pull Request Adds a minimum player count of 13 to the spontaneous brain trauma event so it doesn't screw over players on lowpop when there aren't many people that can help. ## Why It's Good For The Game With a minimum player count, this will make playing on lowpop a bit smoother as people aren't getting bombarded by traumas when there may not be any people with sufficient access to required tools for treatment. ## Changelog :cl: balance: The spontaneous brain trauma event will no longer occur if there are fewer than 13 players. /:cl: * Lowpop stations will be freed from the burden of spontaneous brain trauma. --------- Co-authored-by: AtomTheProphet <[email protected]>
… an airlock [MDB IGNORE] (Skyrat-SS13#23698) * [BIRDSHOT] Deletes a weird status display that was on top of an airlock (#78328) ## Why It's Good For The Game I don't think this issue is on the issue tracker ## Changelog DATA_:cl: fix: Removed an AI display that was in front of an airlock in Birdshot /:cl: * [BIRDSHOT] Deletes a weird status display that was on top of an airlock --------- Co-authored-by: DATAxPUNGED <[email protected]> Co-authored-by: lessthanthree <[email protected]>
…IGNORE] (Skyrat-SS13#23697) * birdshot access helper fixes and small service nitpick (#78299) ## About The Pull Request changes the access helper located across from gateway to the proper access helper (was originally service maints, is now command maints) and deletes a duplicate science access helper in starboard aft maints. the more opinionated part of this PR is (what i believe to be) an oversight on the map makers part, the bar backroom/kitchen coldroom airlock is only blocked by a single barricade, making it dead simple easy for a chef to just grab their roundstart cleaver, tear down the barricade, and buy both armor and sunglasses (of course the bartender could stop them, but that depends on if the bartender even notices), so i added the welded and bolted access helpers to the airlock to help keep them out (at least at immediate roundstart, we don't need chefs trying to steal the bartenders stuff immediately into the round). i'm willing to drop this part of the PR or edit it to use proper ID access instead, i just simply do not believe its a good idea for chefs to be able to buy out flash protection and pretty decent armor for barely any work on their part roundstart. ## Why It's Good For The Game might as well make the airlock helpers mirror their intention, i don't personally think its egregious to think that the command hallway would all use command helpers for their accesses, removing duplicate helpers is also good. the luxury of armor and sunglasses are extended to the bartender as a courtesy for having to put up with assistants, much in the same way chefs receive CQC, and as such neither should be able to claim the others stake for legitimately 0 work involved, while this doesn't outright make it that much harder to break in, it does prevent it from being as easy as smashing a wood panel and then walking in. ## Changelog :cl: fix: adds the bolted and welded helper to the bar backroom/kitchen coldroom airlock on birdshot, as to prevent chefs from being able to access armor and sunglasses roundstart with barely any work involved /:cl: * birdshot access helper fixes and small service nitpick --------- Co-authored-by: Donglesplonge <[email protected]>
…ORE] (Skyrat-SS13#23704) * makes the bank machine not print 0 credit holochips (#78331) ## About The Pull Request syphoned credits must be above 0 to print a holocihp now ## Why It's Good For The Game bug bad ## Changelog :cl: fix: the bank machine cannot print holochips worth 0 credits now /:cl: * makes the bank machine not print 0 credit holochips --------- Co-authored-by: jimmyl <[email protected]>
…at-SS13#23706) * Fixes returning items to vending machines (#78289) ## About The Pull Request - Fixes #77719 - Fixes #68848 The problem was items that are subtypes of other items creates problems for e.g. the medical winter coat & the paramedic winter coats Type path for medical winter coat ![Screenshot (295)](https://github.com/tgstation/tgstation/assets/110812394/87661390-b9ae-4c89-9284-832017151af9) Type path for paramedic winter coat ![Screenshot (296)](https://github.com/tgstation/tgstation/assets/110812394/c9fb3bf7-27c2-44b3-b5ff-3d814c7d3391) The problem? paramedic winter coat is a subtype of `/obj/item/clothing/suit/hooded/wintercoat/medical` but medical winter coat type is `/obj/item/clothing/suit/hooded/wintercoat/medical` so when returning these subtypes back to the vendor the `ispath()` check https://github.com/tgstation/tgstation/blob/7c0064c04cc4d4804aac9bb92e4dea638579e723/code/modules/vending/_vending.dm#L1041 Gets confused and it ends up returning the paramedic winter coat to the medical wintercoat section cause it thought it was a subtype. The solution is check if the returned products typepath absolutly matches the products category typepath and not do a relative check. The same problem applied to foods bought from a food vending machine. Also removed the unused var `input_display_header` cause it did nothing. - Fixes #76314 You now cannot return items to a vending machine if it has items in it's contents so no returning vending trays with food on them or duffle bags with items inside it or whatever. ## Changelog :cl: fix: returning items to vendors works correctly fix: you can't return items that has stuff in it for e.g. a serving tray with food in it /:cl: * Fixes returning items to vending machines --------- Co-authored-by: SyncIt21 <[email protected]>
…add inedible plant seeds to the seed extractor [MDB IGNORE] (Skyrat-SS13#23707) * Fixes a fruit wine runtime and fixes runtime when trying to add inedible plant seeds to the seed extractor (#78319) Fixes tgstation/tgstation#78315 Fixes tgstation/tgstation#69282 (same issue) Fixes Skyrat-SS13#23586 (same issue) ## About The Pull Request @ Jacquerel end me please. This fixes the linked issue and the other issue that was mentioned in the comments. They are unrelated, but this is a two for one. First bug is caused by fruit wine trying to blend `filling_color`, which is actually unset for the majority of plants. As such it will runtime when trying to make wine from just about every plant in the game. It could be a nice project for someone to set those for all the plants so they have more accurate colors when smashed or made into fruit wine... But for now the bug is fixed by just having it use the reagent's `color` for the blending when the `filling_color` var is unset. --- ~~As for the other issue mentioned in the comments of #78315, this is because it turns out the code in hydroponics.dm treats `/obj/item/grown` and `/obj/item/food/grown` the same, so we need to make sure that their constructors match (even if we aren't using the args).~~ ~~It's an issue born ultimately of bad OOP design. Both should be basetype of obj/item/grown really but the way that food code works it has to be this way.~~ As per @ Jacquerel 's request I am going to remove this portion of the fix. I've fixed the runtime that occurs when adding the seeds to the extractor but as for the fix for the mutation traits I will leave that in their capable hands. ## Why It's Good For The Game ## Changelog :cl: fix: fixes a bug that would cause grown inedible plant seeds (like tower cap) to vanish from existence upon being added to the seed extractor fix: fixes a issue that would cause fruit wine to bug out when trying to blend its reagent color /:cl: * Fixes a fruit wine runtime and fixes runtime when trying to add inedible plant seeds to the seed extractor --------- Co-authored-by: Bloop <[email protected]>
…23710) * Removes watcher overwatch ability (#78292) ## About The Pull Request Removes the "overwatch" ability from Watchers, allowing them to use their "look away" ability at any health threshold instead (but only if it's been fighting you for at least 5 seconds or if you attack it). Drops the cooldown on the gaze a little bit to compensate. Also fixes some weird behaviour I noticed while testing: - It won't cancel its own ability by trying to back away from you. - It will look at you when it shoots you. ## Why It's Good For The Game I was cooking too hard with this one. - Two abilities overcomplicates what are supposed to be a pretty simple mob you fight in packs. - It wasn't obvious what you were actually supposed to do when targetted. - Doing it wrong could be very punishing in groups. - Doing it _right_ was still kind of unexciting. This is an ability to give to an elite, not a random trash mob. ## Changelog :cl: balance: Watchers will no longer put you at gunpoint. /:cl: * Removes watcher overwatch ability --------- Co-authored-by: Jacquerel <[email protected]>
* Readds (some) Knockdown Vomits (#78301) ## About The Pull Request ALL stunning vomits were nerfed to have just a motionless stun in #70245 (14438a2), and while it didn't really affect game balance beyond just making you not fall on the floor... I really didn't like it since it was all-or-nothing. Fortunately with #78191 (a706064), we are able to add more expression to how a vomit should go down using the new bitflag system, so I decided to rewrite it back in for a special number of cases. I only did it for two cases, but anyone is free to change anything they think they deserve it via changing the vomit flags that are passed into the proc. Those cases are: * Places where you vomit after spinning too hard. You lost balance and threw up. That makes more sense to me than just being suddenly and completely motionless without any sign of loss of inertia. * Organ heal rejections. You literally vomit out an organ. How are you still standing up? Beyond making no sense in anatomy, you should really feel the _oomph_ from literally puking out an organ. ## Why It's Good For The Game This is a bit of flavor that really ensaddened me when I realized it was removed because it really does miss out on the real and true impact. While I do agree with some merits of the aforementioned balance PR that removed it, I do not think that it works at all for a blanket case. Now that we are able to add this expression, we should, because it's cool. Also cleaned up some comments I forgot to update from the last time. ## Changelog :cl: balance: You will be knocked down again on certain vomits. Don't worry, you'll deserve it when it happens. /:cl: * Readds (some) Knockdown Vomits --------- Co-authored-by: san7890 <[email protected]>
Restores missing spiritual quirk
* [NO GBP] Fixes Holopads (#78425) ## About The Pull Request Turns out my PR broke holopads a little bit. Thankfully the fix was pretty easy. Fixes #77730. ## Why It's Good For The Game Bug fixes good. ## Changelog :cl: fix: The caller in a holopad call should now be able to hear people on the other end. /:cl: * [NO GBP] Fixes Holopads --------- Co-authored-by: GPeckman <[email protected]>
…clothing (Skyrat-SS13#23694) * [Modular] Adds garment bags to the blueshield and NTC lockers * minor grammar correction * srry about the maptainer ping * :) * :)))
…3#23528) * millstone wrench, screwdriver, and building + stone stuff * Update modular_skyrat/modules/primitive_cooking_additions/code/millstone.dm Co-authored-by: Bloop <[email protected]> * Update modular_skyrat/modules/primitive_cooking_additions/code/millstone.dm Co-authored-by: Bloop <[email protected]> --------- Co-authored-by: Bloop <[email protected]>
…re they hit the 100 hours limit for it (Skyrat-SS13#23834)
…-SS13#23835) * Replaces "Bread" smite with "Objectify" (#78445) Instead of turning people into bread, the bread smite can now turn people into any object (including bread). * Replaces "Bread" smite with "Objectify" --------- Co-authored-by: Jacquerel <[email protected]>
…eding [MDB IGNORE] (Skyrat-SS13#23824) * Augments/Prosthetic limbs now spark when shot instead of bleeding * Updating modular (why is this entire proc copy pasted...) * Update projectile.dm * Updating modular (why was this entire proc copy pasted...) * Merge branch 'upstream-merge-78248' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-78248 --------- Co-authored-by: nikothedude <[email protected]> Co-authored-by: Giz <[email protected]>
* resprite t-ray scanner (#78473) ## About The Pull Request I've planned to merge this sprite as a part of my engi tools resprite PR, but forgot to include t-ray into it, my bad! I did a few tweaks to my original sprite to make it look a bit better. Here it goes. ![chunkyboi](https://github.com/tgstation/tgstation/assets/137328283/2fbf972e-ba1b-4c8c-a47a-95516892d3b5) ## Why It's Good For The Game I guess, making game a bit more consistant in its art style is a good thing. Also i personally LOVE this chunky boi. ## Changelog :cl: image: resprites t-ray scanner. /:cl: * resprite t-ray scanner --------- Co-authored-by: Interception&? <[email protected]>
RogueStationAI
requested review from
ORCACommander and
Kittayecat
as code owners
September 21, 2023 13:15
ORCACommander
changed the title
[MDB INGORE] [ICDB IGNORE] We made Maint in June
[MDB INGORE] [IDB IGNORE] We made Maint in June
Sep 21, 2023
ORCACommander
changed the title
[MDB INGORE] [IDB IGNORE] We made Maint in June
[MDB IGNORE] [IDB IGNORE] We made Maint in June
Sep 21, 2023
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