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Pubby Update #548
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Pubby Update #548
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…29598) Update skirts_dresses.dm
…kyrat-SS13#29592) * Plexagon Crew Manifest is accessible and free to everyone. * Update pda.dm * a single line of changes --------- Co-authored-by: SmArtKar <[email protected]> Co-authored-by: projectkepler-RU <[email protected]>
…so repathed satchels. (Skyrat-SS13#29599) This
…S13#29620) Fixes tram crossing signal malfunctioning [NO GBP] (#86344) ## About The Pull Request Fixes an early return and idle state when the signals don't bother processing if they're broken/misconfigured/tram missing. ## Changelog :cl: LT3 fix: Fixed malfunctioning tram crossing signals sometimes staying green /:cl: Co-authored-by: lessthanthree <[email protected]>
Bumps Icon Cutter to v4.0.0 (#86131) ## About The Pull Request Exposes the rewind byond var, one guy had a problem with this and I had flashbacks to manually setting repeat info on airlock animations and decided to do the right thing. Adds support for multiple target input folders by space separating them. This should hopefully make integrating the cutter easier for downsteams and servers with weird fucked up icon stuff. This is a major release because I am being anal about SemVer and TECHNICALLY I'm removing an unused (and unchanged) public version constant Also the input change is maybe sorta breaking so might as well For more detail please see https://github.com/spacestation13/hypnagogic/releases/tag/v4.0.0 Co-authored-by: LemonInTheDark <[email protected]>
…line of sight is broken (Skyrat-SS13#29629) Voidwalker 'Unsettle' doesn't immediately go on cooldown if line of sight is broken (#86111) ## About The Pull Request This was an oversight. If someone breaks line of sight (which you need to maintain for 8 seconds) it immediately goes back on cooldown, which is kinda ass ## Why It's Good For The Game I saw the voidwalker I was playing against was Livrah so I checked the stream afterwards. Not that I can understand a word but the Unsettle going on cooldown seemed frustrating, and is not something I intended Also this is me we're so cute toghether ❤️ ![image](https://github.com/user-attachments/assets/5f079bbb-a693-4a0e-ab97-9979bc19c150) ## Changelog :cl: qol: Unsettle (Voidwalker) doesn't go on cooldown if line of sight is broken /:cl: Co-authored-by: Time-Green <[email protected]>
…you drop a second hat/suit you are holding in your hand (Skyrat-SS13#29627) Cardborg costume no longer gets its appearance deleted when you drop a second hat/suit you are holding in your hand (#86037) ## About The Pull Request Closes #35748 Refactored how the costume works by moving most logic onto the suit and instead tracking the helmet via signals. A bit more complex, but bug-free ## Changelog :cl: fix: Cardborg costume no longer gets its appearance deleted when you drop a second hat/suit you are holding in your hand /:cl: --------- Co-authored-by: SmArtKar <[email protected]> Co-authored-by: Ghom <[email protected]>
Let ghosts use the jump emote (#86168) Co-authored-by: oranges <[email protected]>
Rum can be synthetized again (#86130) ## About The Pull Request I removed the flag accidentally at some point when adding aged rum. EDIT: They say it wasn't me. ## Why It's Good For The Game Fixes #86129 ## Changelog :cl: fix: Rum can be synthetized again. /:cl: Co-authored-by: Ghom <[email protected]>
Shield "las" typos fixed (#86251) ## About The Pull Request Changes a few typos in the energy shield items from "las" to "as". ## Why It's Good For The Game Typos are bad actually. ## Changelog :cl: spellcheck: fixed a few typos with energy shield descriptions. /:cl: Co-authored-by: Astrogem2 <[email protected]>
…SS13#29621) Fixes ballistic weapons not making any firing sound (#86250) ## About The Pull Request Fixes NovaSector/NovaSector#4337 tgstation/tgstation#85470 added some checks in `/obj/item/gun/ballistic/shoot_live_shot()` that were causing runtimes in probably most of the ballistic gun types. To see for yourself just take out a revolver and shoot it a few times, then check the runtimes log. The runtime was preventing the parent `/obj/item/gun/ballistic/shoot_live_shot()` from being called, which is where the firing sound gets played. Fix is just acknowledging that `chambered` can be null at this point in the call chain and adding a quick check in there for good measure. Also fixes the runtime here, though that one didn't cause any functional bugs apart from polluting the log since it occurs at the end of the proc. ![KZXgDrEAnV](https://github.com/user-attachments/assets/f22dcc6a-fffd-4d10-abdd-e5d98856939b) Also adds a missing multiline list comma that I noticed cough. ## Why It's Good For The Game Guns go boom again. ## Changelog :cl: fix: due to a clerical error, all ballistic guns were shipping with built-in silencers. this has been resolved-they will now make noise once again when fired. /:cl: Co-authored-by: Bloop <[email protected]>
…essage (Skyrat-SS13#29631) Fixes anomaly suicides and a grammar mishap in the suicide message (#86272) ## About The Pull Request This fixes anomaly suicides (which is among my favorite suicides, right next to airtank and volumetric pump). The issue was a runtime occurring because the anomaly-level suicide act would expect a living mob to be passed, when `suicide_act()` passes a mind instead. This also includes a grammar fix. Now removing an extraneous "the" in the anomaly suicide message. ![image](https://github.com/user-attachments/assets/de36e073-e50c-4779-a1c3-ec7f528f685d) ## Why It's Good For The Game Closes #86062. The Curse of Thanos has been broken... ## Changelog :cl: Rhials spellcheck: Anomaly suicides now use proper grammar. fix: Anomaly suicides work again. /:cl: Co-authored-by: Rhials <[email protected]>
…kyrat-SS13#29619) Fix screwing radio headset in combat mode don't do anything (#86082) ## About The Pull Request Fix that screwing radio headset in combat mode don't give you encryption key and also don't do anything. ## Changelog :cl: fix: fixed that screwdriwing radio headset in combat mode don't do anything. /:cl: Co-authored-by: Xackii <[email protected]>
…ow use tooltips for their radials (Skyrat-SS13#29617) Pride mirror yeets you into space once again. Mirrors also now use tooltips for their radials (#86079) ## About The Pull Request Pride mirrors haven't been dropping people into chasms for the past 10 months and nobody noticed. Now they drop you if you actually changed something about yourself instead of doing so even if you just opened and closed the menu. Additionally, menus now use tooltips for their radials as they lack sprites for those. ## Why It's Good For The Game Pride mirror is a free species swap right now without requiring a jacob's ladder/jaunter/whatever funny shenanigans you can think of. Dumping people for just opening the menu is a bit dumb, and tooltips allow you to use magic mirrors without having to look into the bottom left corner of your screen all the time. ## Changelog :cl: qol: Mirrors now have text tooltips for their radial menus fix: Fixed pride mirrors not dumping you into space after use /:cl: Co-authored-by: SmArtKar <[email protected]>
Fix spy rewards runtiming (#86088) ## About The Pull Request We lost an `isgun` check with the contraband PR so this runtimes (`replace_pin` asserts it is a passed a gun) ## Changelog :cl: Melbert fix: Some spy items should spawn less broken /:cl: Co-authored-by: MrMelbert <[email protected]>
Heretic sacrifice theme (#86124) ## About The Pull Request https://imgur.com/a/bJkpusB ## Why It's Good For The Game It sounds cool ## Changelog :cl: grungussuss sound: being sacrificed by a heretic is now spookier /:cl: Co-authored-by: grungussuss <[email protected]>
…t-SS13#29607) All jaunts now kick you out if you are KO'd mid-jaunt (#86339) ## About The Pull Request Basically, this is tgstation/tgstation#83241 extended to all jaunts, like bloodcrawl and such ## Why It's Good For The Game Kinda sucks getting RR'd if you die for some stupid reason mid-bloodcrawl (i.e accidentally suffocating while jaunting) ## Changelog :cl: fix: You will now be ejected from any jaunt (i.e bloodcrawl or shadow walk) if you lose consciousness somehow during the jaunt. /:cl: Co-authored-by: Lucy <[email protected]>
…sfire warning. (Skyrat-SS13#29651) Reformats rebar crossbow description, removes nonexistent misfire warning. (#86474) Reworked description of rebarxbow, and rebarxbow/syndie. Removed incorrect missfire label on rebarxbow regular variant. ## About The Pull Request The description for the rebar crossbow is too long-winded, so I made it succinct. Fixes a few typos too, and removes a warning about misfire for regular crossbows that has no business for being there. What this PR does **not** fix are the recent changes in gun code lowering the reserve ammo count for all crossbows by one, thanks to some off-by-one shenanigans that crossbows formerly exploited. I chose to not include a fix for it in this PR, as it could be considered a balance change. ## Why It's Good For The Game Good grammar good, Bad grammar bad. Long text bad, shorter text good. ## Changelog :cl: spellcheck: Changed description of Rebar crossbow. fix: Rebar crossbow description will no longer lie about it's missfire potential. /:cl: Co-authored-by: BeansKidney <[email protected]>
…honoring the age-old tradition of drinking on the job (Skyrat-SS13#29639) (prev grey bull only) Soda and bee cans fit on tool belts - honoring the age-old tradition of drinking on the job (#86099) ## About The Pull Request The grey bull can fits on storage belts. There's so little value to be had from using it to store other reagents that it's not worth it, but grey bull on a belt lets people do more micro in backpacks. Yes, I could do it without this, yes, it'd be easier if I didn't have to juggle to have my kidney stone juice. Really small change, really neat, not game breaking or anything, plenty of people would be happy *if you count assistant players as people ## Why It's Good For The Game Look, it fits! ![361471076-c53bbf46-cc30-411b-bd12-1c0ad1ea87f3](https://github.com/user-attachments/assets/6d2bb404-6889-44b4-b105-6500589db454) ## Changelog :cl: qol: All cans (soda cans etc) fit on utility belts now. Drink on the job! /:cl: Co-authored-by: KazooBard <[email protected]>
Adds new sprites for hellfire lasers (#86074) ## About The Pull Request Resprited hellfire lasers to be slightly fancier and easier to distinguish from normal ones ![image](https://github.com/user-attachments/assets/87cc01ae-47a7-4362-87fa-8588120cd5fc) ![image](https://github.com/user-attachments/assets/9ead5029-d523-4e50-bb19-527ea9159276) Closes #86072 ## Why It's Good For The Game Currently they're just x2 scaled up normal lasers which results in them being larger than a human. ## Changelog :cl: image: Added new sprites for hellfire lasers /:cl: Co-authored-by: SmArtKar <[email protected]>
Gravity generator sound overhaul (#86080) ## About The Pull Request <details> <summary>Video comparisons</summary> https://github.com/user-attachments/assets/0dc6d936-6c43-4696-9488-ced2a6f63cd2 https://github.com/user-attachments/assets/17072a5f-3254-40a1-bfaa-216b7613ece5 <details> <summary>OUTDATED</summary> https://github.com/user-attachments/assets/6ec5393c-63cf-4d05-9b53-a6a925090c96 </details> </details> <br> </details> Took me a long time ## Why It's Good For The Game Previous sound was very grating on the ears so we made a more light one. ## Changelog :cl: grungussuss and kayozz sound: gravity generator has a new sound /:cl: Co-authored-by: grungussuss <[email protected]>
Fix in game pr announce. (#86505) This php file will auto-update once this pr is merged. Co-authored-by: Kyle Spier-Swenson <[email protected]>
Fix the task bar icon for the client (#86504) This got renamed in a icons folder rework some time ago but this reference isn't enforced at compile time like it should be. (also likely a byond bug) so when the file was renamed this never came up as a reference to it. :cl: fix: Fixed the taskbar/menu bar icon showing the virgin orange byond icon instead of the chad blue ss13 icon. /:cl: Co-authored-by: Kyle Spier-Swenson <[email protected]>
…t. (Skyrat-SS13#29663) Removes a signal and a list from the movetype handler element. (#86119) ## About The Pull Request We can already stop the floating anim by adding the no floating trait, COMSIG_PAUSE_FLOATING_ANIM and the relative paused_floating_anim_atoms list are redundant as we can just use the `TRAIT_CALLBACK_REMOVE` macro and timers. ## Why It's Good For The Game Less crap in the way of a one big bespoke element that manages the movetypes of every living mob in the game. ## Changelog N/A Co-authored-by: Ghom <[email protected]>
ORCACommander
merged commit Sep 10, 2024
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Sea-of-Lost-Souls:master
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add: New room off ord maints
add: View of space from hall by med and sci lobbies
fix: Brig Armory gun spawns
fix: Shutter button in chem
/:cl: