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[MDB IGNORE][IDB IGNORE] Hold the Maint Back #514
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…[MDB IGNORE] (Skyrat-SS13#26140) * No runtimes when passing down an empty list to set_access() (#80925) ## About The Pull Request Emptying the access list of an ID is a totally legit thing to do, so let's stop throwing errors because vibebots have no access at all. ## Why It's Good For The Game Fewer runtimes. ## Changelog Nothing changes. * No runtimes when passing down an empty list to set_access() --------- Co-authored-by: Ghom <[email protected]>
…RE] (Skyrat-SS13#26138) * Optimizes Reftracking (Bigly) (Plus harddel fixes) (#80443) ## About The Pull Request ### Reftracking BS Alllright so reftracking is slow, really really slow. That's a problem for me, both because I want it to be fast so I can more efficiently torture players by running it on live, but also because it impedes both local and CI runs. So I've set out to micro optimize the DoSearchVar proc, one of the hottest in the game. I've done this in a few different ways. #### The simple shit Removing redundant proc args Yeeting assoc arg setting (extra cost) Moving if statements around to prioritize the more common case Ignoring empty lists. #### The not simple shit Throwing our snowflake list checking into the sun (Background, byond has some special lists that cannot be accessed like an assoc list, trying to will lead to runtimes) The way we handle this involves inspecting their ref string, and it eats a LOT of time. Faster then to mark all the lists we know are special by var name, and then use try/catch to detect and silence anything that sneaks through (this is on the order of like 1/3 per run, kinda curious what they are tbh) Thanks to MSO for the idea for this btw. Removes the vars and logic that tied ref searching to clients. It's not how this code is used, and it slows everything else down for really no reason Added support for handing in a known "hanging reference" count, and then searching for that. This lets us early exit the ref search if we find everything we were looking for, which is REALLY powerful, and why I asked for refcount() in the first place. ### Harddel Fixes [Fixes some harddels w gulag stuff born of the 515 one way ref issues](tgstation/tgstation@046d7da) [Ensures proximity cameras clean their ref to their proximity datum if it's deleted](tgstation/tgstation@ff607e9) [Deleting a pipe connected via the gas_machine_connector datum to a machine should also delete that machine (harddel fix)](tgstation/tgstation@9eecca2) ## Why It's Good For The Game All this combined speeds up refsearching massively, on the order of hundreds of seconds, and makes it far less time consuming for both CI and running on live. I'll be bullying some servers semi soon, want to see what I can cut out. * Optimizes Reftracking (Bigly) (Plus harddel fixes) --------- Co-authored-by: LemonInTheDark <[email protected]>
… [MDB IGNORE] (Skyrat-SS13#26137) * fixes an incorrect direction on the plumbing splitter sprite (#80953) ## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/70376633/8b412b2d-eb4e-4fb3-bc4f-48ce1b7b85af) the previous one used to face the wrong direction ## Why It's Good For The Game uhhh correct direction = good? ## Changelog :cl: image: the plumbing chemical splitter no longer has a wrongly rotated direction /:cl: * fixes an incorrect direction on the plumbing splitter sprite --------- Co-authored-by: jimmyl <[email protected]>
…rong verbs over radio [MDB IGNORE] (Skyrat-SS13#26136) * Minor say code refactor, fixes signers sometimes using the wrong verbs over radio (#80092) ## About The Pull Request Alternative title: "Baby's third pr: surprise say code refactor" While testing sign language I worked out that if the first message sent after toggling sign language involves speaking directly into a radio, it proceeds to use the wrong verb. After several hours of digging through say and telecomms code, I worked out the cause: the `verb_say` on humans is primarily updated to match tongue data during the verb _selection_ method `say_mod()` in `human_say.dm`, and as a consequence this meant the verb wasn't updated to the correct one until far after it had been copied to a virtualspeaker, leading to the incorrect verb being used for the radio message. This pr fixes this by refactoring this verb updating behaviour to be in a new method `update_verbs()`, which we then call _before_ attempting to call `radio()` to avoid wrongful copying and thus fixing the bug. There's theoretically also cases where the previous behaviour would use the wrong verb if one lost or gained a tongue between radio messages, or the wrong verb from those picked from a list for some simple/basic animals, but those are significantly less common. To note, I gave the new `update_verbs()` method the same arguments as the `say_mod()` method it got split out of, but having gone through all instances of it being used for this I don't feel it actually *needs* those arguments. So I'm unsure whether it should keep them or not. Opened as a draft for now for sanity's sake, and also cause, y'know, it touches say code. ## Why It's Good For The Game It was _really_ annoying. ## Changelog :cl: fix: Signers no longer use the wrong verb when speaking directly into a radio for the first message after toggling sign language. refactor: Moved the updating of verb variables into a new method which is called earlier in living's say, which should avoid this happening for other things which updated their verbs the same way. /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Minor say code refactor, fixes signers sometimes using the wrong verbs over radio --------- Co-authored-by: _0Steven <[email protected]> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
… IGNORE] (Skyrat-SS13#26131) * Remove unused `output` var from `sql_message_system.dm` (#80951) ## About The Pull Request Fixes this ![Screenshot (382)](https://github.com/tgstation/tgstation/assets/110812394/39f8ae38-0632-4429-9d46-3355d16b9e86) ## Changelog N/A * Remove unused `output` var from `sql_message_system.dm` --------- Co-authored-by: SyncIt21 <[email protected]>
* Refactors pod launcher UI (#80887) ## About The Pull Request While debugging #80857, it became immediately apparent why it was never converted over to TypeScript: It's massive. 1203 lines in one file, making it our largest UI! I stated in the aforementioned PR my general guideline: 500 lines before something needs to be separated. This does so. ## Why It's Good For The Game - Separates a titanic UI component for easier maintainability - Typescript conversion ## Changelog N/A nothing player facing * Refactors pod launcher UI --------- Co-authored-by: Jeremiah <[email protected]>
… dense turf, obj/machinery hits mob, item without "thrower" hits mob, mob gets hit by non-carbon mob. [MDB IGNORE] (Skyrat-SS13#26129) * Adds logregisters and messages for situations like: mob hits dense turf, obj/machinery hits mob, item without "thrower" hits mob, mob gets hit by non-carbon mob. (#80909) ## About The Pull Request Adds few (3) log registers and (2) visible messages for interactions like; mob hits solid turf (wall for instance), mob gets hit by obj/machinery and log register for mob gets hit by item without "living thrower" Edit: adds additional logregister and chat message when mob hit by non carbon mob ## Why It's Good For The Game Fixes #76085 And on top of that, PR is supposed to make situations where players are being hurt or moved by objects without direct interactions with the second player (if he does exist) a bit more trackable for player and log divers. ## Changelog :cl: qol: Players are now able to see in chat when they are being hit by obj/machinery, got crushed into dense turf or get hit by thrown non carbon mob. admin: Scenarios like mob hits dense turf, obj/machinery hits mob, item without "living thrower" hitting mob, mob gets hit by thrown non carbon mob now appear in logs. /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Adds logregisters and messages for situations like: mob hits dense turf, obj/machinery hits mob, item without "thrower" hits mob, mob gets hit by non-carbon mob. --------- Co-authored-by: Voudez <[email protected]> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
…E] (Skyrat-SS13#26130) * fix bileworm ai going insane after eating someone (#80954) ## About The Pull Request bileworms will no longer infintely try to eat what they already ate ## Why It's Good For The Game fixes #80948 ## Changelog :cl: fix: fix bileworm ai going insane after eating someone /:cl: * fix bileworm ai going insane after eating someone --------- Co-authored-by: Ben10Omintrix <[email protected]>
…torm [MDB IGNORE] (Skyrat-SS13#26132) * [NO-GBP] Fixes radshelter not radprotecting against nebula storm (#80957) :cl: fix: Radiation shelters (wherever they are) will protect against nebula storms /:cl: Oversight when I originally added the nebula. Didn't realize these were a thing * [NO-GBP] Fixes radshelter not radprotecting against nebula storm --------- Co-authored-by: Time-Green <[email protected]>
… head [MDB IGNORE] (Skyrat-SS13#26133) * Fixes assorted head harddels, removes specific organ vars in head (#80950) Fixes #80926, fixes #80372 The tongue, eyes, ears and brain vars were also being updated and cleared elsewhere, runtiming whenever a regular head got dismembered and then emptied, which would eventually cause a harddel due to improper clean-up I've fixed the errant proc and just removed those vars because I don't like having duplicate references for no reason (they should always already be in contents) Not player facing * Fixes assorted head harddels, removes specific organ vars in head --------- Co-authored-by: Time-Green <[email protected]>
…E] (Skyrat-SS13#26141) * lock heretics can gain relentless heartbeat again (#80962) ## About The Pull Request Allows the relentless heartbeat spell to be unlocked after purchasing burglars fineness. ## Why It's Good For The Game It lets me have a chance at winning when my targets are more robust than I am. Also fixes tgstation/tgstation#80961 ## Changelog :cl: fix: Lock heretics may once again access 'the relentless heartbeat' after purchasing 'burglars fineness'. /:cl: * lock heretics can gain relentless heartbeat again --------- Co-authored-by: the-orange-cow <[email protected]>
…6146) * Ice cream vat uses a radial menu (#80965) ## About The Pull Request Removes the ice cream vat's html window for ice cream, reagents, and cones and replaces it with a radial menu and the ability to simply examine the machine to see its contents. Soup and Salads currently allow you to see whats inside without the need for science/bar goggles, so following that theme I thought it would make more sense for it to also be the case here (and for feature parity with previous behavior). #### Controls Left-click chooses ice cream flavor or ice cream cone Right-click swaps between which one you will be choosing from Left click with a beaker will put it inside to use for custom ingredients Right click with a beaker will transfer its reagents to the machine (any that is used for making ice cream) Dispensing custom ice cream takes from the beaker inside of the beaker Video demonstration https://github.com/tgstation/tgstation/assets/53777086/9ebdcb13-b29f-4b3c-9d5f-54be1f6da888 Custom Ice cream https://github.com/tgstation/tgstation/assets/53777086/687af270-14e4-4851-bf1f-3c4da4aeb21f ## Why It's Good For The Game The ice cream machine is genuinely confusing because of it's UI and personally it was unironically the last kitchen tool I learned because I just didn't think it was worth it. This makes it feel way better to use. It also helps me with https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA which I've been trying to chisel away at. ## Changelog :cl: refactor: Ice cream vats now use a radial menu instead of an HTML one. /:cl: * Ice cream vat uses a radial menu --------- Co-authored-by: John Willard <[email protected]>
* Implant pad TGUI (#80978) ## About The Pull Request I was messing a little bit with TGUI stuff and ended up turning the implant pad TGUI, so why not. On top of the new UI, I replaced the messages to chat with nice and consistent balloon alerts which will hopefully make it not seem like an ancient piece of shit. Video demonstration https://github.com/tgstation/tgstation/assets/53777086/a1ebe0d4-005b-4e29-a623-2c1b352cd017 I also removed ``INTERACT_MACHINE_SET_MACHINE`` from the prisoner console, because it was accidentally left in when the console was moved to TGUI ## Why It's Good For The Game I'm still going down the list of things that need to be TGUI, and I ended up doing this cause I just felt like it while messing with some other stuff. Rest of the list is visible here: https://hackmd.io/@ sClqlHM0T4yZfn-qa5KnAg/S152Tl2hh ## Changelog :cl: refactor: Implant pads now use TGUI /:cl: * Implant pad TGUI --------- Co-authored-by: John Willard <[email protected]>
…nties) [MDB IGNORE] (Skyrat-SS13#26150) * Fishing hook and reel line tweaks (also qol for the fish bounties) (#80599) ## About The Pull Request This PR includes a series of small changes and additions to hooks and reel lines, as well as the aforementioned bounties. My objective here is to make the (base) hook and reel line feel more useful. Ditto with a few other things. Here's the list of changes: - Almost all fishing rods come with a hook and reel line pre-installed. The rod from the fishing toolbox comes with separate hook and reel line. - Without a hook, you cannot fish. Without a reel line, the cast range is reduced (from 5 to 3). - Fishing with a reel line installed provides a mild boon to completion speed by default. - The sinewy reel line (craftable from lavaland mobs) can now be used to fish on lava / liquid plasma, but it's a bit stiff and gives a mild malus to completion speed. - Unlike other hooks, the rescue and jawed hooks now allow you to cast a line and reel in living mobs too, not only items. They even get a status alert they can click to un-snag themselves, or move away far enough to achieve the same effect. - Master fishing rod buffed. It now comes with a flexible reel line and weighted hook pre-installed, and can be cast further than other rods. - On top of that, the jawed hook will slow down living mobs snagged by it and is a bit harder to remove. - when casting a line, it will now show the icon of the current hook as projectile, not a generic one. - Reeling now correctly checks movement resistance and anchorage. - Reeling an object (or a mob) now plays a sound. Ditto for installing/removing slotted items. - A few balloon alert feedbacks. - Minor code improvements. - The jawed hook should look a smidge sharper. - reel lines are now small items. ## Why It's Good For The Game The base hook and reel line didn't do anything begin with, and you would do just fine without them. In the end it's just a bit unintuitive for them not to be a requirement. Beside that, it makes sense for the rescue hook to be able to snag mobs, so they may as well be used to drag people out of lava or liquid plasma. As for the jawed hook, it always felt to me a bit underwhelming and a bit of a filler I had cooked up on the moment. It really could have some 'tactical' utility in virtue of being one of those niche black market items. ## Changelog :cl: add: Most fishing rods come with a hook and line preinstalled. Fishing toolboxes come with separate reel and lines as usual. balance: Fishing hooks are now required to fish. balance: Without a reel line, the range of fishing rods is reduced by two tiles. Conversely, having one installed gives a mild buff to the minigame completion speed. balance: The craftable sinewy reel line can now be used to fish on lava or liquid plasma, but it's a bit harder to use. balance: The rare-to-find-in-maintenance master fishing rod now comes with a flexible line and weighted hook preinstalled, and has better range than other rods. balance: Fishing reel lines are now small enough to fit pockets. add: The rescue and jawed hook can now snag and reel in mobs, not only items. The jawed hook also slows down when applied, a la beartrap. qol: Fish bounties now accept filled (stasis) fish cases. qol: Several balloon alerts for fishing rod interactions. fix: Reeling in items (and mobs) now respects movement resistance and anchorage. fix: Fixed the fishing rod equipment UI being too small to fit its components. sound: Reeling in something now plays a sound. /:cl: * Fishing hook and reel line tweaks (also qol for the fish bounties) --------- Co-authored-by: Ghom <[email protected]>
…t-SS13#26151) * Un-codersprited fishes and the aquarium. (#80960) ## About The Pull Request I cannot make features and the such this month, so I may as well take some time to improve AnturK's abysmal codersprites. Some came out decent, some pretty good. Hopefully you can guess that's a catfish now. This PR includes a small bit of code changes concerning the aquarium and one of its props, both pretty bad-looking. I had to modify a dozen lines of code so that the aquarium stuff is aesthetically layered correctly (splitting it in multiple icon states), while also replacing the 'rock floor' prop with 'sand' because it looked pretty bad and hard to read. The lanternfish, goldfish and pufferfish still need to be resprited. I'll get to it in a later PR. ## Why It's Good For The Game So, I've recently checked out the sprites for fish on Goonstation, and remembered how bad ours are. I drew inspiration from the "googlier" eyes some of their fishes have, though nothing was copied. Hower, I'm still crediting Goonstation for reminding me how awful our codersprites are. Here's the after and before (angel fish missing from the latter 'cuz I was distracted): ![new_ones](https://github.com/tgstation/tgstation/assets/42542238/cfdecc12-494e-42d3-b1ba-fc0ea510dea4) ![old_ones](https://github.com/tgstation/tgstation/assets/42542238/caf11544-5c5e-43b5-b017-9bc51d10d950) In-game screenshot coming later, I need to update/downgrade my byond venrion because 1624 and 1625 are busted. ## Changelog :cl: image: Resprited several fishes, and the aquarium. /:cl: * Un-codersprited fishes and the aquarium. --------- Co-authored-by: Ghom <[email protected]>
* New Ore Silo UI (#80975) ![UI](https://github.com/tgstation/tgstation/assets/137328283/8a6f3645-32db-4700-8884-985cf7b3dd40) ## About The Pull Request Made a new UI for Ore Silo, tweaked `MaterialAccessBar` component a bit to properly display pop-ups over “wrapped” elements and actually wrap. ## Why It's Good For The Game Ore Silo is one of the last machines that use browser on TG, we're almost there! Also, it helps @ JohnFulpWillard to bring https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA HackMD document to a closure. ## Changelog :cl: refactor: Refactored Ore Silo Ui. /:cl: * New Ore Silo UI --------- Co-authored-by: Interception&? <[email protected]>
…3#26154) * Fix bugs regarding immobile shells. (#80976) ## About The Pull Request In `shell.dm`: When immobile shells were unsecured it would just directly set `attached_circuit.on` to whatever the shell anchor state was, which bypassed sending the signal `set_on()` sends. By instead using `attached_circuit.set_on()` this state change should actually propagate to the inner modules, rather than say letting an inner module with a clock run regardless of the shell's anchor state. Similarly, adding a circuit to an unsecured immobile shell would try to set `attached_circuit.on` to the shell anchor state, but in addition to not propagating to inner modules this simply did not work because the `attached_circuit.set_shell(parent_atom)` called later would set it to be on anyway. We resolve this by just, moving the state change until *after* set_shell. Finally removes the `attached_circuit.on = TRUE` from the `remove_circuit()` proc, because `attached_circuit.remove_current_shell()` immediately sets this to false again anyway. More related but separate bits probably tomorrow. ## Why It's Good For The Game Makes immobile shells actually work only when anchored, and resolved some related jank. ## Changelog :cl: fix: Immobile shells no longer work regardless of anchor state if you put the circuit in while it's unanchored. fix: Immobile shells properly propagate their on/off state after wrenching to inner modules. /:cl: * Fix bugs regarding immobile shells. --------- Co-authored-by: _0Steven <[email protected]>
* [GBP NO UPDATE] Hub time timezone fix (#81053) ## About The Pull Request While browsing the hub I noticed Psychonaut Station the Turkish TG always had "Time:" with a value of many hours. I thought they had long rounds until I joined the server and noticed the actual time was 3 hours behind Turns out time2text() has a timezone arg which defaults to server timezone I have set it to UTC+0 so it is always consistent since world.time is UTC ## Changelog :cl: fix: The hub time should be accurate for servers with different timezones /:cl: * [GBP NO UPDATE] Hub time timezone fix --------- Co-authored-by: 13spacemen <[email protected]>
Fixes formatting of vending_names_paths (#81071) Exactly as it says on the tin. Better code Nothing player facing Co-authored-by: Bloop <[email protected]>
* One line cat breeding fix. (#81121) ## About The Pull Request Alternative title: "Resolve Jerry Tramstation's impotence." While cats had all the other requirements for breeding, the ai subtree for it returns early as no `BB_BABIES_PARTNER_TYPES` had been set for the cat ai and thus it would never actually try to breed. This pr just adds a `BB_BABIES_PARTNER_TYPES` value to `code/modules/mob/living/basic/pets/cat/cat_ai.dm`, so they can actually have kittens again. ## Why It's Good For The Game Fixes cat breeding bug. And c'mooooon, look at theeeeem: ![image](https://github.com/tgstation/tgstation/assets/42909981/1c046dae-7541-4b7c-a1eb-c2fe92ef94d4) ## Changelog :cl: fix: Jerry Tramstation can get laid again! (Fixed cat breeding.) /:cl: * One line cat breeding fix. --------- Co-authored-by: _0Steven <[email protected]>
* Fixes typos in pyre religious rites. (#81126) ## About The Pull Request Fixes two small errors in the lines spoken by mob when performing the fireproof clothing rite. "a thousand time and more" is now "a thousand times and more" And the first line has a space added for consistency with the other lines. ## Why It's Good For The Game Gotta fix those player facing typos. ## Changelog :cl: spellcheck: typos fixed in the fireproof clothing religious rite /:cl: * Fixes typos in pyre religious rites. --------- Co-authored-by: Da Cool Boss <[email protected]>
…rat-SS13#26268) * [NO GBP] Fixes autolathe power usage for printing items (#81116) ## About The Pull Request - Fixes #81115 Right we have to start the sum from `0` my bad. Also uses material define constant when inserting sheets instead of constant `100` ## Changelog :cl: fix: auto lathes don't hog local apc supply when printing items /:cl: * [NO GBP] Fixes autolathe power usage for printing items --------- Co-authored-by: SyncIt21 <[email protected]>
* Fixes flashers on tramstation/birdshot (#81104) ## About The Pull Request didnt have a id set, i set a id ## Why It's Good For The Game Pressing the flasher should do something ## Changelog :cl: fix: The buttons for flashers on birdshot/tramstation now work /:cl: * Fixes flashers on tramstation/birdshot --------- Co-authored-by: rageguy505 <[email protected]>
…S13#26270) * Stop blobs from spamming the apc power down noise. (#81125) ## About The Pull Request It was mentioned to me that APCs were spamming the power down noise when broken, so I looked into it. After further questioning and testing, this turned out to be a blob-specific issue. Blobs present on the same tile as an APC were continuously calling the `set_broken()` proc: ```dm /obj/machinery/power/apc/blob_act(obj/structure/blob/B) set_broken() ``` ```dm /obj/machinery/power/apc/proc/set_broken() if(malfai && operating) malfai.malf_picker.processing_time = clamp(malfai.malf_picker.processing_time - 10,0,1000) operating = FALSE atom_break() if(occupier) malfvacate(TRUE) update() ``` Which was causing `update()` to be continuously called on the APC, which was in turn spamming the power down noise: ```dm /obj/machinery/power/apc/proc/update() if(operating && !shorted && !failure_timer) (...) else (...) playsound(src.loc, 'sound/machines/terminal_off.ogg', 50, FALSE) area.power_change() ``` So we fixed this by just adding an if statement to check if it's broken or not before breaking it: ```dm /obj/machinery/power/apc/blob_act(obj/structure/blob/B) if(machine_stat & BROKEN) return set_broken() ``` ## Why It's Good For The Game Fixes noise spam bug. Ough my ears. ## Changelog :cl: fix: Blobs sitting on APCs no longer break them when already broken, and so no longer spam the power down noise. /:cl: * Stop blobs from spamming the apc power down noise. --------- Co-authored-by: _0Steven <[email protected]>
* Fixes the Wizarditis Timestop joke (#81136) ## About The Pull Request I made it so Wizarditis Timestop just freezes yourself but forgot timestop makes you immune to timestop. So now I added some vars to timestop both to fix this and also for admins to mess around with. ## Changelog :cl: Melbert fix: Wizarditis Timestop now has the desired effect. admin: Admins can now VV Timestop to make the caster not immune to their own Timestop. If they really wanted. /:cl: * Fixes the Wizarditis Timestop joke --------- Co-authored-by: MrMelbert <[email protected]>
* A few food fixes (#81128) ## About The Pull Request Some bug smashing, as well as adding decent values to martian drinks. This is also my first few ever PRs, so if something goes wrong, yell at me ## Why It's Good For The Game This should hopefully make it so that martian drinks appear more at bars. Also, you can now eat a pesto pizza whole. Yey. ## Changelog :cl: fix martian drinks give various moodboosts that aren't just "nice" now fix: pesto pizza (cooked) is no longer raw, and cilbir is meat instead of fruit /:cl: * A few food fixes --------- Co-authored-by: Krypandenej <[email protected]>
…kyrat-SS13#26277) * Adds better buildtool errors when using byond 514 or older (#81129) Every time someone asks what -DCBT means i lose sleep so here's a slightly invasive solution. Build will now check if the dm version is at least 515.1597 (first version with -D switch), at the cost of having to run dry dm.exe run. * Adds better buildtool errors when using byond 514 or older --------- Co-authored-by: AnturK <[email protected]>
* [no gbp] fixes ai controller runtime (#81134) ## About The Pull Request fixes the flaky error that would happen in cleanbot controllers. i discovered thru the profiler that a proc i was using to stop tracking unreachable targets and caching them to a blacklist in selectbehavior had a bit of a high real time cost, so if the mob got deleted midway through for any reason would cause a runtime error. ive moved this proc off selectbehavior and im instead letting the move loop cache this target into the blacklist if it reaches the max pathing attempts ## Why It's Good For The Game fixes a runtime that sometimes happens in ai controllers ## Changelog :cl: fix: fixes a runtime that sometimes happens in ai controllers /:cl: * [no gbp] fixes ai controller runtime --------- Co-authored-by: Ben10Omintrix <[email protected]>
* Sets reagent holder minimum volume to 0.01 (#81131) ## About The Pull Request - Fixes #81096 Basically if the reagent volume inside an reagent holder falls below `CHEMICAL_VOLUME_ROUNDING`(or 0.01) only then is it garbage collected. Helps with small transfer rates like the plumbing iv drip This means volumes like 0.01 of a reagent can now exist inside your beaker, previously this was 0.05 ## Changelog :cl: fix: sets minimum volume of reagent allowed to exist inside anything to 0.01 therefore allowing plumbing iv drip small transfer rates to occur without reagents disappearing. /:cl: * Sets reagent holder minimum volume to 0.01 --------- Co-authored-by: SyncIt21 <[email protected]>
Fixes Tramstation external atmos ports (#81110) ## About The Pull Request - Fixes the disconnected external air in/out pipes in Tramstation atmos - Fixes a floating lightswitch in janitor's closet - Fixes floating sign in engineering SMES room ![image](https://github.com/tgstation/tgstation/assets/83487515/e98e3a0e-13fb-49cf-96aa-66d7ba6fe886) ## Changelog :cl: LT3 fix: Tramstation external atmos ports are now properly connected /:cl: Co-authored-by: lessthanthree <[email protected]>
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