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[MDB IGNORE] [IDB IGNORE] Upstream mirror #421
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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request https://github.com/user-attachments/assets/8700ba46-b505-4f8b-8977-c20472c72ceb https://github.com/user-attachments/assets/954b5f3b-7fe4-4ade-9e67-e3ac9bad6550 A collaborative work between sadboysuss/grungussuss and Sothanforax adds a hiss emote to humans and gives sounds to: - [X] Lizard - [X] Ethereal - [X] Human - [X] Monkey - [X] Felinid ~~[ ] Moff get real~~ <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game ![image_2024-12-06_141858923](https://github.com/user-attachments/assets/0d80d34d-1366-4bc4-a84a-12eac0ff8ce6) <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: grungussuss and Sothanforax add: hiss emote sound: hissssssing sounds /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Sothanforax <[email protected]>
…tuff (#88288) Adds a mail sorting unit! The unit accepts mail, stores it and sorts it per department. It can also search for individual envelopes, change it's output tile and be VERY loud. At the meantime, this PR also adds two flatpack subtypes - flatpacker subtype and mail sorter subtype. The first one is intended to be used by mappers to have a flatpacker be accessible roundstart, and the second one is now sold at cargo wardrobes to make the mail sorter also available roundstart.
## About The Pull Request We don't check if the loop is actually queued as we attempt to remove, fire and queue it, which makes our loop potentially run in parallel with a higher priority loop, which (for some reason specifically on during engiborg tests and specifically on wawa) was causing a flaky CI failure. Closes #88400 ## Changelog :cl: /:cl:
…88398) ## About The Pull Request Since #87866 PostTransfer now has it's parent set to nil, and instead has a `datum/new_parent` argument supplied to it. Why does the ***post*** transfer proc not have it's parent set yet? Not sure, but some procs (and the documentation) haven't been adjusted yet and this PR fixes that also: fixes #88156 fixes #88325 ## Why It's Good For The Game Fix man good... ## Changelog :cl: fix: /datum/component/PostTransfer() procs that didn't have their new_parent arguments have now been fixed fix: This means that turning into a Domain gondola shouldn't RR people anymore /:cl:
## About The Pull Request Makes the dimensional shifter relic not delete global data. ## Why It's Good For The Game We need those. Please don't delete those. ## Changelog :cl: fix: Dimensional shifter relics work more reliably. /:cl:
## About The Pull Request ~~This adds a new test for the CI/CD so that we can load all space ruins instead of it being RNG.~~ Adds more robust logging for ruins so we can see when they fail/succeed and how many are placed on a map. This also removes a deprecated CI config setting. It prevented ALL ruins from spawning during CI tests which is bad. The config setting was made redundant in: - #87910 ## Why It's Good For The Game More robust CI/CD. ## Changelog :cl: code: Add better logging for ruins /:cl:
…same direction (#88409) ## About The Pull Request multitile airlock assemblies from a broken multitile airlock are the same direction ## Why It's Good For The Game fixes #81406 ## Changelog :cl: fix: multitile airlock assemblies from a broken multitile airlock are the same direction /:cl:
…nt CI fails (#88413) ## About The Pull Request Fixes #71092 ## Why It's Good For The Game Flaky tests bad, fixman good... ## Changelog :cl: fix: Pubby's whiteship no longer breaks when it tries to dock /:cl:
…8387) ## About The Pull Request fixes #88383 ## Why It's Good For The Game fixes #88383 ## Changelog :cl: fix: The Men in Grey may no longer access birdshots engineering via a certain maintenance airlock /:cl:
## About The Pull Request ![image](https://github.com/user-attachments/assets/a078883d-7428-4ddb-ac5c-96eb7ae1417c) ## Why It's Good For The Game Its nice to not go bald when wearing a wintercoat since you can still see some of your supposed-to-be-hairy-head ## Changelog :cl: image: Wintercoat hoods now show a bit of your hair! /:cl:
## About The Pull Request Closes tgstation/tgstation#88327 - if a carbon has their hands blocked or missing, they will instead try to point with their legs with probability to fail - if they have the freerunning trait they get a lower probability to fail - if they have 1 leg they get higher probability to fail - if they have no shoes on they will point with their toes - if they have no legs - they will `gives meaningful glance at %t!` - if they have no eyes - they will motion with their tongue - if they have no tongue - they will bump their head on the floor towards the target, getting brain damage <details> https://github.com/user-attachments/assets/9363e184-64dc-4890-9673-5d9fe9cc1b7e https://github.com/user-attachments/assets/192b2503-887f-43ee-afa9-80b49060e9c2 https://github.com/user-attachments/assets/ed54dc4a-0308-4088-ada4-fc343cbe6844 https://github.com/user-attachments/assets/b88f2bc8-4762-4cd7-b60b-0ac039e52853 https://github.com/user-attachments/assets/a248d0af-09ec-498a-9c46-50ab2611b62b https://github.com/user-attachments/assets/d65e9674-ffc7-4263-89b4-0d743b0a7f2d </details> ## Why It's Good For The Game ![spongebob-tongue](https://github.com/user-attachments/assets/265beac2-1547-48da-ad46-9d454e897482) also for the balance change, I think it's silly that you can't point while cuffed, I don't think it'll impact powergaming much at all ## Changelog :cl: grungussuss add: pointing now has interactions with the amount of limbs/organs you have balance: you can now point while restrained sound: pointing with your head makes a sound /:cl:
…e on KS13 (#88421) ## About The Pull Request I'm malding ## Changelog :cl: /:cl:
…lacing them on/into tables/racks/closets/crates (#88459) ## About The Pull Request Closes #88446 I swear to god I should stop listening to webedit suggestions ## Changelog :cl: fix: Toolboxes can now be placed onto tables/into crates fix: Fixed toolboxes automatically using the first item in them /:cl:
## About The Pull Request I was looking at a bay code base's language and saw this ```dm // Add it to cache, cutting old entries if the list is too long scramble_cache[input] = scrambled_text if(scramble_cache.len > SCRAMBLE_CACHE_LEN) scramble_cache.Cut(1, scramble_cache.len-SCRAMBLE_CACHE_LEN-1) ``` Then I noticed "Wait isn't this broken? 51 - 50 - 1 = 0, so it's doing `Cut(1, 0)` which cuts the whole list, what's the point of all this arithmetic?" Then I saw we have the same code so this is probably very old At this point I'm not sure if it's a bug or not, but I've reasoned it as one: - If it was NOT a bug, and we just wanted to clear the entire list, why do we over-complicate it (why is it not just `.Cut()`)? `scramble_cache.len` *will never be larger than* `SCRAMBLE_CACHE_LEN + 1` because this proc only ever adds entries one at a time, meaning the result will always be `0` - And if it's not a bug, why do we bother putting most recent items at the bottom of the list? We do all this effort for no reason, it's just wiped at the end of the day. ```dm /datum/language/proc/check_cache(input) var/lookup = scramble_cache[input] if(lookup) scramble_cache -= input scramble_cache[input] = lookup . = lookup ``` Thus I am running with the assumption that this code was meant to be `scramble_cache.len - SCRAMBLE_CACHE_LEN + 1` - that's a `+1` at the end not a `-1` But that would still just be an overly complicated way to say `51 - 50 + 1`, or, just `2` So I'm just changing it to cut the first element out ## Changelog :cl: Melbert fix: Words in other languages will be randomized far less often (depending on how commonly they are used). This bug was 10 years old. /:cl:
## About The Pull Request Turns out some fauna can walk their way over to the necropolis gates an shove them aside. This should prevent that, or any other force of nature, from moving these ancient gates anywhere. ## Why It's Good For The Game It's silly that this is even possible ## Changelog :cl: fix: Fauna can no longer push necropolis gates /:cl:
## About The Pull Request ![image](https://github.com/user-attachments/assets/ef4d781e-7cbd-4415-a859-9a3bc2d4b403) Normal scarf item sprites are now less horizontally stripy and have a new palette (and some texture) Large scarves also received an update in palette, texture and their worn sprites are now more consistent with their item sprite (with thicker stripes, instead of being just longer hanging normal scarves when worn) ## Why Is This Good For The Game Current scarves have perfectly horizontal 1 pixel wide stripes which look ugly. Plus large scarves are almost 1 to 1 normal scarves when worn which's not very cool. ## Changelog :cl: image: Scarves have received a minor update to their sprites /:cl:
… to indicate they are clickable (windows style) (#88470) ## About The Pull Request Basically just goes through and adds `mouse_over_pointer = MOUSE_HAND_POINTER` to a bunch of screen elements (player hud and lobby menu) Also adds it to very small wall mounted objects like buttons, fire alarms, and light switches https://github.com/user-attachments/assets/c501cd3d-8efd-4fd0-a486-a53f2102a2cb https://github.com/user-attachments/assets/89f7cdcb-b40c-4ef3-b578-fee66ddf1ce2 ## Why It's Good For The Game - Makes interacting with screen elements a bit more tactile - Makes it a bit easier to click on tiny buttons and such (being able to know when you're actually hovering the thing) - Maybe can be expanded to more world objects to indicate they are clickable vs non-interactable? ## Changelog :cl: Melbert qol: Hovering over clickable screen elements will now update your mouse cursor to indicate they're clickable qol: Hovering over small wall mounts (light switches, buttons, fire alarms) will now update to mouse cursor indicating you're hovering them /:cl:
…vity (#88450) ## About The Pull Request Moth wings prevent you from flying in gravity -> same check is used for activation -> they're activated upon implanting -> unless you spawn or get wings in zero-g you're screwed Closes #88460 Closes #88457 ## Changelog :cl: fix: Fixed moths only being able to fly if they spawn in zero gravity /:cl:
## About The Pull Request "If GAGS is such a good system, why isn't there GAGS 2?" - Sun Tzu GAGS is very neat but it has one glaring issue: it needs sprites to be greyscaled in advance to be used. On the other hand we have color matrices, but they're hard to use and even harder to get good results from. The logical solution grew out of a discord argument about colors this morning after @LemonInTheDark decided to toy around with HSL matrices using filters on live servers. This PR implements Color Transition Filters as an additional option for atom colors - passing a transition filter matrix into ``add_atom_colour`` will "recolor" the atom into the passed color by using an HSL filter (since color only supports RGB values and matrices). Normal color matrices are now also supported in atom colors, in case anyone needs to use them there. ``color_transition_filter`` has 2 modes: ``SATURATION_MULTIPLY`` which only changes the hue and shifts saturation of the original icon, and ``SATURATION_OVERRIDE`` which changes saturation and light values to more correctly fit the passed color. Multiply mode does a far better job at recoloring clothing or objects with obvious highlights, but fails to color pale or white objects, while Override mode is closer to what we have right now (just doesn't produce rancid blobs of color nearly as much) Here are some examples of colored clothes, mechs, items and tiles using the new system. Green RD? Sure. ![image](https://github.com/user-attachments/assets/6d79cac3-15a5-4850-abae-19219e1d4bdb) Atmos MODsuit colored with a speed potion ![4cTKpeu](https://github.com/user-attachments/assets/9106e74c-8d60-489a-9ef7-4d154ddbbdf9) Why override mode exists in the first place ![dreamseeker_fAKn811LXT](https://github.com/user-attachments/assets/3d3bea8c-5e27-4390-a924-0c243265fa6a) Aftermath of a colorful reagent grenade. ![image](https://github.com/user-attachments/assets/ba4c78c5-cba5-42da-ac4d-7861bb329b68) As you can see, the colors are far brighter and significantly less acidic, since they're no longer just used as multipliers for existing colors but instead shift the palette of the sprite towards themselves. In order to bypass the main downside of "default" Multiply mode, spraycans have received a new right click function "coat with paint", which will color the item using the Override mode. Left Click mode lost its coloring restrictions (RMB still has them), and color sampling/prosthetic recoloring has been moved to Ctrl Click instead. Here's the full list of all systems/items that now use color transition filters: * Drying items * Deep frying items * Slime blueprints/potions/coloring crossbreeds * Colorful reagent * Spraycans * Paint buckets ## Why It's Good For The Game Our coloring system is ***really*** bad, to the point where we're preventing players from using any dark colors because item icons become unintelligible when colored into them. ## Changelog :cl: SmArtKar, LemonInTheDark add: Changed how spraycans color items - "old" mode is still availible via right click. refactor: Refactored how some items and effects color things so that they look prettier. /:cl:
# Conflicts: # code/__DEFINES/rust_g.dm # code/modules/mob/living/carbon/emote.dm # code/modules/mob/living/living_defense.dm # html/changelogs/archive/2024-12.yml # tgstation.dme
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