forked from Skyrat-SS13/Skyrat-tg
-
Notifications
You must be signed in to change notification settings - Fork 6
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[IDB IGNORE] [MDB IGNORE] Sleigh the Maint #513
Merged
Merged
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
…MDB IGNORE] (Skyrat-SS13#25709) * Fixes nukeop and elite nukeop TGC cards not having sprites (#80417) ## About The Pull Request Closes #80406 This was accidentally caused by #72517 and the holograms still trying to read from the file ## Why It's Good For The Game Holograms are meant to show the card ## Changelog :cl: fix: Made Syndicate Stormtrooper and Nuclear Operative TGC card holograms visible again /:cl: * Fixes nukeop and elite nukeop TGC cards not having sprites --------- Co-authored-by: StaringGasMask <[email protected]>
* qm uses cargo tech icons (#80411) ## About The Pull Request qm now has the "x-in-training" intern title instead of "intern quartermaster", similar to the other heads of staff qm's hud and id card icons are now the cargo tech's icon (but blue), following the other heads of staff which have blue versions of their dept (blue wrench, blue cross, blue... sec badge?? blue exclamation) ## Why It's Good For The Game makes the qm more visually consistent with the other heads, makes it clearer that the qm is the head of the cargo department the current icon is kinda hard to decipher too? you can tell the cargo tech's is a crate, but the qm's is just like a weird head dude (which the hop already has, making those ids hard to distinguish since theyre both blue)? or a stamp? ## Changelog :cl: fix: qm's intern id is now "quartermaster-in-training" image: qm's id and hud icons now use the cargo tech icons (but blue) to be consistent with the other heads of staff /:cl: * qm uses cargo tech icons * Removes the icon from modular as well * Revert "Removes the icon from modular as well" This reverts commit ac6a674. * Updates the modular icons with the new version --------- Co-authored-by: Fikou <[email protected]> Co-authored-by: Giz <[email protected]>
…Skyrat-SS13#25721) get biblical Co-authored-by: Hatterhat <[email protected]>
…kyrat-SS13#25703) * Resprites SpacePol Uniforms (And accessories) (#80317) * Resprites SpacePol Uniforms (And accessories) * Digi refit by Orion --------- Co-authored-by: OrionTheFox <[email protected]> Co-authored-by: Giz <[email protected]>
…cks" (Skyrat-SS13#25729) Revert "[TM-ONLY] Early mirror of fixing TGUI images not allowing clicks (Skyrat-SS13#25725)" This reverts commit 7e7301b.
* Updates eslint + sorts imports * Update yarn.lock * Merge conflicts * Run prettier on everything * Update CharacterPreferenceWindow.tsx * ts to tsx, run prettier on these neglected files --------- Co-authored-by: Jeremiah <[email protected]> Co-authored-by: Giz <[email protected]>
* Fixes image onclick [No gbp] (#80441) ## About The Pull Request Noticed by @ stylemistake: onClick event was not being passed into image component ## Why It's Good For The Game Bug fixes ## Changelog :cl: fix: Emojipedia should copy the text on click properly, now /:cl: * Fixes image onclick [No gbp] --------- Co-authored-by: Jeremiah <[email protected]>
…NORE] (Skyrat-SS13#25737) * Admin server announcement uses new announcement span (#80403) ## About The Pull Request The current admin announce is just notice span text, which is easily missed mixed in with all the other white noise of the chat box. Currently admins have to fill it with linebreaks or manually add their own spans to increase visibility. This updates the admin announcement proc to use the new alert box divs, similar to other announcements, making it more visible. ## Why It's Good For The Game Admin server-wide announcements are generally things you want the players to notice ![image](https://github.com/tgstation/tgstation/assets/83487515/460bacbb-3a7f-4855-9e16-24b1533f61bd) ## Changelog :cl: LT3 admin: Server wide admin announcements now use an alert box like other announcements /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * Admin server announcement uses new announcement span --------- Co-authored-by: lessthanthree <[email protected]> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
…kyrat-SS13#25733) * Disallows siphoning credits outside of station (#80394) ## About The Pull Request Imagine a funny little antagonist going to deep space with one of these. You'll never find them, and even if it were to have a gps signal by the time you were out to the location they could (And most like will) be long gone, or in a different ruin entirely. * Disallows siphoning credits outside of station --------- Co-authored-by: Waterpig <[email protected]>
…MDB IGNORE] (Skyrat-SS13#25740) * Icebox escape pods now properly target the Icemoon surface (#80452) ## About The Pull Request This fixes Icebox escape pods only landing in certain ruins when launched early. `/area/icemoon/surface/outdoors` only shows up in a few select ruins. The new area value used to decide a landing point, `/area/icemoon/surface/outdoors/unexplored/rivers/no_monsters`, covers the majority of the Icemoon surface. ## Why It's Good For The Game Closes #78735. Escape pods might not very useful on Icebox, but this makes using them less hazardous. You're guaranteed to at least land somewhere safe and away from the station. ## Changelog :cl: Rhials fix: Icebox escape pods will now land randomly on the surface, instead of only in certain ruins. /:cl: * Icebox escape pods now properly target the Icemoon surface --------- Co-authored-by: Rhials <[email protected]>
…E] (Skyrat-SS13#25736) * Alien nests and some other stuf can be hit again. (#80418) ## About The Pull Request Another small issue fixed. Thanks Melbert for telling us what's wrong with it. EDIT: other objects were rendered unhittable by that flags refactor PR. ## Why It's Good For The Game Fixes #80311. I made the xmas tree indestructible because the comment to the `NO_DECONSTRUCTION` flag didn't make a load of sense since that doesn't stop it from getting destroyed anyway. ## Changelog :cl: MrMelbert, Ghommie fix: Alien nests, and some other stuff, can be physically attacked again. balance: x-mas trees (the ones with presents), are indestructibles. Truly protected by a yuletide spirit. /:cl: * Alien nests and some other stuf can be hit again. --------- Co-authored-by: Ghom <[email protected]>
* Fixes circuit variable UI (#80410) ## About The Pull Request Circuit UI bluescreens when inputting a global var. I was curious stepping into this, the recent trend would suggest my recent UI changes did it, but why would it lose an import statement? I looked through the history, and this file's just [never had one](tgstation/tgstation@a4be13a#diff-4250b9fec9c0c9ff00917c2e75c6ebd937a364531b9b743b15edd9dfe177be28). It's been calling an undefined tag for two years. Fascinating. ## Why It's Good For The Game Fixes #80387 ## Changelog :cl: fix: Fixed a bluescreen while inputting a global variable in the circuit UI. /:cl: * Fixes circuit variable UI --------- Co-authored-by: Jeremiah <[email protected]>
…-SS13#25741) * actually log total vote votes correctly (#80438) yeah i goofed * actually log total vote votes correctly --------- Co-authored-by: Zephyr <[email protected]>
…S13#25559) * ticks new emote file * makes a lewdmoan emote yesyes * change physique to gender * fixes everything else because im dumb * Update modular_skyrat/modules/modular_items/lewd_items/code/emote.dm (Remove miming check) Co-authored-by: Bloop <[email protected]> * allows the lewdmoan to vary in pitch Co-authored-by: Bloop <[email protected]> * uses get_sound() instead of play_lewd_sound Co-authored-by: Bloop <[email protected]> * uhhh makes a var of get_sound, for lewdness * creates lewdness in /datum/emote/living/lewd * slightly makes the emote louder, because yes * FIXES THE DUMB MOTHERFUCKING ERROR * i forgot dont bully me pls * Update modular_skyrat/modules/modular_items/lewd_items/code/emote.dm Co-authored-by: Bloop <[email protected]> * Update modular_skyrat/master_files/code/datums/emotes.dm Co-authored-by: Bloop <[email protected]> * Update modular_skyrat/modules/modular_items/lewd_items/code/emote.dm Co-authored-by: Bloop <[email protected]> * test test does this make it invisible for non-erpers? * Update code/datums/emotes.dm Co-authored-by: Bloop <[email protected]> * Update code/datums/emotes.dm Co-authored-by: Bloop <[email protected]> * added pref_to_check in the visible and audible msg procs * Update modular_skyrat/modules/modular_items/lewd_items/code/emote.dm Co-authored-by: Bloop <[email protected]> * Update modular_skyrat/modules/modular_items/lewd_items/code/emote.dm Co-authored-by: Bloop <[email protected]> * Update code/datums/emotes.dm Co-authored-by: Bloop <[email protected]> * Update code/modules/mob/mob.dm Co-authored-by: Bloop <[email protected]> * Update code/modules/mob/mob.dm Co-authored-by: Bloop <[email protected]> * Update modular_skyrat/modules/modular_items/lewd_items/code/emote.dm Co-authored-by: Bloop <[email protected]> * Update modular_skyrat/modules/modular_items/lewd_items/code/emote.dm Co-authored-by: Bloop <[email protected]> * Apply suggestions from code review * Update modular_skyrat/modules/modular_items/lewd_items/code/emote.dm Co-authored-by: Bloop <[email protected]> * adds pref checks to silicon messages too * changes user.client to M.client * adds pref_to_check to drake override * Update code/datums/emotes.dm * Apply suggestions from code review * Apply suggestions from code review * Update modular_skyrat/modules/modular_items/lewd_items/code/emote.dm --------- Co-authored-by: Bloop <[email protected]>
…l Issues) Adjustment (Skyrat-SS13#25439) * initial d * holy shit i forgot * i got so much cheese in my pocket, they thought I was a fucking calzone * opp was sneak-dissing on the 'gram, turned his city into pompeii * Just fixing some diffs (line breaks should match tg) * Fixes these edit comments --------- Co-authored-by: Giz <[email protected]>
…3#25854) * General maintenance for chem heater (#80495) ## About The Pull Request 1. Converted UI to typescript 2. Removed all tutorial code(and the icon files it used) Also removes the reward that came with it. Both were not a big deal to begin with so you know no one will miss it, In the name of code clean up and reducing dmi file sizes it serves us better removing them It did not compile in the new UI ![Screenshot (368)](https://github.com/tgstation/tgstation/assets/110812394/cff143c8-5239-45e0-932d-df6447ab359b) And the text to display is way too clunky to be readable code wise (no indentation just big raw blobs of unorganized text) https://github.com/tgstation/tgstation/blob/9983b883f7c0b52697f0c9f3fe5b483cba25d4ff/code/modules/reagents/chemistry/machinery/chem_heater.dm#L334-L339 And the steps manually set chem temps and volumes without calling the appropriate procs basically its a mess so best to throw it all away. 3. Fixed the debug chem heater only absorbing 100 units of buffer from the beaker even though it has a capacity of 2000. This is because it used a constant of 100 for calculating how much volume to absorb https://github.com/tgstation/tgstation/blob/9983b883f7c0b52697f0c9f3fe5b483cba25d4ff/code/modules/reagents/chemistry/machinery/chem_heater.dm#L449 Even though the debug chem heater has a capacity over 1000 https://github.com/tgstation/tgstation/blob/9983b883f7c0b52697f0c9f3fe5b483cba25d4ff/code/modules/reagents/chemistry/machinery/chem_heater.dm#L495-L497 Now the absorbing mechanism is based on the `maximum_volume` of the holder and not on a fixed constant 4. Fixed the chem heater showing the wrong overlay when its panel is opened and then closed while a beaker is inside It would use the same icon for both open & closed state https://github.com/tgstation/tgstation/blob/9983b883f7c0b52697f0c9f3fe5b483cba25d4ff/code/modules/reagents/chemistry/machinery/chem_heater.dm#L164 But it should actually use this state https://github.com/tgstation/tgstation/blob/9983b883f7c0b52697f0c9f3fe5b483cba25d4ff/code/modules/reagents/chemistry/machinery/chem_heater.dm#L59 That's fixed now too. 5. Removed unused procs, variables and a whole lot of tracking which UI's are opened/closed. All this is not necessary because the `SStgui` subsystem tracks them for you so it was a lot of code bloat. autodocs vars, procs and the regular stuff 6. Added more examines & tooltips for chem heater ## Changelog :cl: fix: debug chem heater now withdraws more than 100 units from its inserted beaker. fix: chem heater has correct overlay when its panel is closed with a screwdriver while a beaker is inside. qol: added more examines and tooltips for the chem heater. code: converted chem heater UI to typescript. removed unused procs, vars, ui tracking code. Added auto doc for everything. refactor: removed chem heater tutorial help button & its related reward, chem heater code has been optimized as a whole. /:cl: * General maintenance for chem heater --------- Co-authored-by: SyncIt21 <[email protected]>
* The Coupon Master PDA app (#80240) ## About The Pull Request This PR adds a new PDA program to the supply category, which allows users to redeems coupons for various cargo packs (mostly goodies), like the ones also found at the bottom of cig packs. How it works is fairly simple: - Once installed, the modular computer subsystem will periodically, at a 3-5 minutes interval, generate a coupon code datum associated to a plain text code, which is sent out to everyone with the program installed. - The user can then open the program and insert the text into an input box to redeem the coupon code, which is then associated with their bank account. - He will then have to find a photocopier, and tap it with the PDA to print the coupon. Only one coupon can be printed. Photocopier fees apply, so it'd cost 5 creds to the average assistant to print the coupon. - He can then insert the coupon in a cargo console and order/reuest the associated pack (same deal as cig coupons). - Some coupon codes however, especially those with juicer discounts, will expire after a while if not printed. Albeit mostly innocuous, the program provides negative Detomatix resistance, slowly fills the computer file storage with trash files with each redeemed coupon, and halves the download speed of new apps. Not really the cleanest ware out there. This PR also extends coupons to several non-goody packs, since they have been privately buyable for over the last couple years now. Some packs get discounts less frequently however, with those in the uncommon category being roughly 1 in a 12 chance and the rare being 1 in 50. Here's a screenshot of the UI (outdated, I've reduced the height from 500 to 400 and the notice box tip to specify the right click): ![Coupon Master](https://github.com/tgstation/tgstation/assets/42542238/1d242d09-0f62-4e2e-8a6e-014daa3f6a55) Fun fact: Right now, the odds of a 75% discount coming from the Coupon Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while that of a 50% for the same pack, from a cig pack coupon are 0.0042%. ## Why It's Good For The Game These last couple days I've been wanting to test myself at making simple UIs, as well as contributing to the modular computers feature, which has started to become pretty neat ever since PDAs were reworked into a subtype of it. Beside, coupons are a very small feature limited to the bottom of cigarette packs (also possibly cursed) in the current state of affairs. Cargo is filled with packs that are niche or fluff. Modular computers also has those little things that, while interesting, do not contribute a whole lot. Maybe this is one of them, but I guess free* coupons are always a big W. ## Changelog :cl: add: Added the 'Coupon Master' program for the PDA. Install it to receive periodical, redeemable coupons for several cargo packs. Requires NTnet connection and the messenger enabled to work. add: Coupons are no longer only limited to goodies, but may also apply discount to some other packs as well. /:cl: <sup>*minus the photocopier fee</sup> --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com> * The Coupon Master PDA app --------- Co-authored-by: Ghom <[email protected]> Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* icecats(?) can now respawn * yea
add crusher to miner borg (must be in melee range) Please enter the commit message for your changes. Lines starting
* Liners fix. * Cryopods fix. * Instances fix. What's next.. * Wavefield Science Interdyne * Fixes errors with only symbols i found. * Area Instance fix. * Adapted for Icebox. Gentle gentle. * Made a bridge a bit smaller to provide better access to land around. * Tiny grid fixes. And mushrooms. * Better bar, some lightwork, closed mountainside completely cause saw colossus walking bridge at roundstart. * NIFs, Holopad, libscan, grid. * Lib tools, dorms and some kitchen rrs. --------- Co-authored-by: Astra Farera E'luna Awiarera <[email protected]>
* Add cybernetic lizard tongue and lizard voicebox * Cleaning up naming and flavortext for lizard cybertongues * Remove erroneous can_speak_language override * Add forked cybernetic tongue to cyber organs techweb node --------- Co-authored-by: Gandalf <[email protected]>
* more hair * fex --------- Co-authored-by: Gandalf <[email protected]>
* Wizard items resprite (#80542) ## About The Pull Request Resprites wizard weapons ![Wizard Weapons](https://github.com/tgstation/tgstation/assets/99420088/2b4fc565-04df-4175-ae31-8f0124678aa9) ![StavesResprite](https://github.com/tgstation/tgstation/assets/99420088/41cce9e4-b04d-4842-bf34-71f89ffb6f84) ## Why It's Good For The Game Wizard weapons look old and boring ## Changelog :cl: MelokGleb and KREKS image: modified wizard weapon textures /:cl: * Wizard items resprite * screenbs --------- Co-authored-by: MelokGleb <[email protected]> Co-authored-by: jjpark-kb <[email protected]> Co-authored-by: Gandalf <[email protected]>
* yes * tyes
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
No description provided.