forked from tgstation/tgstation
-
Notifications
You must be signed in to change notification settings - Fork 0
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
[pull] master from tgstation:master #713
Open
pull
wants to merge
10,000
commits into
GesuBackups:master
Choose a base branch
from
tgstation:master
base: master
Could not load branches
Branch not found: {{ refName }}
Loading
Could not load tags
Nothing to show
Loading
Are you sure you want to change the base?
Some commits from the old base branch may be removed from the timeline,
and old review comments may become outdated.
Open
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
…methods (#88960) ## About The Pull Request Man. ### Standardizing Ethereal Defines The _single_ biggest issue with all of the recent Ethereal prs has been that, well, none of our Ethereal defines meaningfully tie to each other, and as shown repeatedly it's _incredibly_ easy to the others when changing one of them. To resolve this, we introduce a `STANDARD_ETHEREAL_CHARGE` define that every single other Ethereal define is scaled around, which itself is tied to `STANDARD_CELL_CHARGE`. Now these can be changed without immediately blowing up everything else, and with awareness that they tie back to something. As a side to this, we redefine all reagent-based charge recovery to be relative to `ETHEREAL_DISCHARGE_RATE` rather than an arbitrary power level, so it's easier to compare them to how quickly an ethereal discharges. ### Adjusting Ethereal Defines Previously, we defined `ETHEREAL_DISCHARGE_RATE` as `8e-3 * STANDARD_CELL_CHARGE` per second, while defining `ETHEREAL_CHARGE_FULL` as `2 * STANDARD_CELL_CHARGE`. With some math, we get that we'd `2 / 8e-3 = 250 seconds`, 4 whole minutes, to go from full charge to none at all. It only takes half as much to get hungry, and about 3 minutes to start taking toxin damage from roundstart. So we slash this by eight, to `1e-3 STANDARD_ETHEREAL_CHARGE`, giving us a nice 16-17~ minutes until we're hungry, and another 16-17~ until we are 100% out of charge. This is also closer to the pre-power-rework discharge rate. What made this _worse_ was that the Ethereal APC charge define `ETHEREAL_APC_POWER_GAIN` wasn't updated to match the current charge/discharge levels, still being at `10 * STANDARD_CELL_CHARGE`, which due to how it was coded led to it being impossible for Ethereals to recharge from APCs. We first and foremost change this to `0.1 * STANDARD_ETHEREAL_CHARGE`, which is roughly equal to what it was before the most recent change, and actually falls in line with Ethereal charge levels. ### Refactoring Ethereal Charge Methods APC and Power Store recharging were both performing some awkward checks, which led to our primary issues above, where they would refuse to even attempt to charge if the stomach couldn't handle a full load or the cell didn't have a full load. So we rewrite their entire method to instead check how much can be charged by taking the minimum of the cell charge, stomach used charge, and charge-per-step. We do this instead of just discharging it and taking the return value, as the stomach may not have enough space for the cell's power, and that'd get wasted. This rewrite also allows us to address a small list of bugs. We keep the `to_chat` for power store draining, as it better communicates that this method is imperfect than a balloon alert would. # Testing:<br>I spent an extended period of time looking at Ethereals slowly starve in front of me with a stopwatch in hand. ## Why It's Good For The Game Fixes #88934. Fixes #88977. 16-17~ minutes is a _lot_ more bearable than 2-3~ minutes, and more in line with discharge rates before the power rework. Having Ethereal charging stuff actually work is nice. ## Changelog :cl: balance: Ethereal hunger rate has been adjusted to be 1/8th of its previous rate, now taking roughly 16-17~ minutes to go down from full to normal or normal to none. Ethereal defines have been standardized to help keep this sane. refactor: Ethereal APC and power store draining/charging methods have been refactored. Please report any issues. fix: Ethereal APC and power store draining/charging no longer arbitrarily caps out at slightly below or above the max/min. fix: Ethereal APC draining/charging no longer runtimes when there is no cell or it gets removed mid-charge. fix: Ethereals can no longer continue charging their stomach even if it gets surgically removed from them mid-charge. fix: Ethereal power store draining actually updated the charge level overlay. qol: Ethereal APC and power store draining displays a balloon alert when it can't continue for whatever reason. /:cl:
## About The Pull Request Makes OD2211 as an error since it fixes a byond bug that nobody should be using ``` New Pragma: OD2211 - ProcArgumentGlobal A new pragma has been added for detecting this BYOND bug: https://www.byond.com/forum/post/2830750 When a proc argument begins with /var/ instead of var/, it creates a global variable instead of an argument. /datum/proc/foo(/var/bar = 5) return /proc/main() world.log << global.bar // This prints 5 in BYOND Since this is obviously nonsense, elevating this pragma to an error is strongly encouraged. I have only found it in one SS13 codebase so far. ```
## About The Pull Request Closes #88692 A bit of a tricky one, this fixes station traits using incorrect names for jobs. Moved name changing to run before the parent proc, and also moved comsig after job traits so that it truely runs after job spawning, not in the middle of the process (in case something removed or changes job-related traits) ## Changelog :cl: fix: Station traits no longer use clown and mime's human names (they're not human) /:cl:
## About The Pull Request Closes #88510 Also fixed incorrect icon positioning on Big Brother's trim (Human AI) and medieval punpun icon flickering ## Changelog :cl: fix: Fixed chameleon cards not updating sechud icons image: Fixed human AI's and medieval punpun's ID trims /:cl:
## About The Pull Request This PR reduces the strength of SaturnX's radial blur effect, and makes it use sine easing instead of extremely jumpy elastic easing. Before: https://github.com/user-attachments/assets/3f617916-d6d6-4d03-97f8-8a999d568303 After: https://github.com/user-attachments/assets/b7333f24-7663-4fb8-89e3-e0c5f3232e7b ## Why It's Good For The Game Invisibility may be strong, but it also requires you to drop all of your items, including held ones, to truely be invisible. This filter is too much of a downside/visual effect and needs to be tuned down, as its strong enough to make you dizzy just from looking at it. ## Changelog :cl: balance: Significatly tuned down SaturnX's visual filter's strength /:cl:
## About The Pull Request Adds ckey sorting akin to how you can look someone up by their name or job in the observer menu, only available for admins. ## Why It's Good For The Game Wine said it would be mad useful, no reason not to - they can already observe people by ckey via the ``Who`` verb, this just adds a cleaner way to do so. ## Changelog :cl: admin: Admins can now filter observable mobs by ckey /:cl:
## About The Pull Request Improves mindbreaker toxin's reagent description. ## Why It's Good For The Game Grammar is hard. ## Changelog :cl: spellcheck: Improved mindbreaker toxin description /:cl:
## About The Pull Request update_body_parts_head_only is broken and doesn't clean overlays, resulting in lizard blinking stacking their frills and snouts infinitely, breaking the overlay cap and turning them into error sprites. This is pretty bad for perf as update_body is somewhat expensive, but this is a hotfix as lizards who emote right now turn "invisible" as they become walking error sprites ## Changelog :cl: fix: Lizards no longer turn into error sprites when blinking /:cl:
## About The Pull Request Fixes bug inadvertently reported by forum screenshot. Two defined ammo calibre strings had underscores in them, however this are occasionally printed to users and thus can and should just use spaces. ## Changelog :cl: spellcheck: Foam Force's brand management team require us to remove an erroneous underscore which was in violation of their logo usage terms and conditions. /:cl:
…instead of just the red one (#89009) ## About The Pull Request While reading the code to answer a technical question I noticed that luminescent fluid had its `overdose_start(...)` proc defined twice: https://github.com/tgstation/tgstation/blob/91981e151c75f3e971951612f161e81f9898f5b8/code/modules/reagents/chemistry/reagents/other_reagents.dm#L3227-L3235 https://github.com/tgstation/tgstation/blob/91981e151c75f3e971951612f161e81f9898f5b8/code/modules/reagents/chemistry/reagents/other_reagents.dm#L3237-L3247 ...The latter of which permanently applying the unnaturally red eyes trait. Given the proc is defined twice, and the latter comes immediately after the red subtype that gives the same trait on metabolize, it looks like it was intended to be for the red subtype only. This fixes that. ## Why It's Good For The Game Fixes jank. ## Changelog :cl: fix: Only red glowstick fluid gives permanent unnaturally red eyes on overdose. /:cl:
## About The Pull Request Something that's really bugged me for a while, custom vendors don't display custom names on items. Nobody cared enough to fix this but me. Guess you can count on me, eh? Tested this on my own private server, worked fine. The items still technically merge by type, so if you place one item with a custom name first, then another of the same type with no custom name OR with a different custom name, the newly inserted item's listed name will override the other until it's bought. ## Why It's Good For The Game Fixes #84937 / #83151 (technically) ## Changelog :cl: fix: A single enthusiastic chemist hell-bent on selling chemicals to his co-workers single-handedly solved a programming issue with our custom vendors. They'll begin displaying custom names (such as those provided by labels) once more. /:cl:
## About The Pull Request If you ink kissed a obj there would be a floating ink spit as it did not delete the projectile. This is now fixed ## Why It's Good For The Game bugg ## Changelog :cl: fix: ink kisses now delete the spawned projectile /:cl:
## About The Pull Request I just had to one-up #89127. ## Why It's Good For The Game Removes a a at at be be of of and and have have ## Changelog N/A
…rmor penetration, but not a test and actually intended to be merged (#88830) ## About The Pull Request This PR is literally just #87754 so you should probably go read the contents of that PR to learn more. ### Sorry, No Stunsword in this PR. Stunbaton inhand tips change color as the cell it has inside increases in capacity. They also have different animations based on the cell, to make it clearer which one you are looking at. ![image](https://github.com/user-attachments/assets/95be1499-47b7-4991-a3c1-03833f329d7f) ## Why It's Good For The Game So, two things; A) The test showed that there is more work to be done, but that this was actually improving survivability to some degree against batons when properly geared, while not necessarily impacting the average tider arrest attempts. It didn't solve the issue of alleviating the need for anti-baton knockdown tools, but it did help a bit. Enough that I think this could be worked on further as a foundation for solving that problem. B) People have been asking me to, or have made it obvious that they would like to see this actually merged into the game. So uh...here is that PR if any maints care for it. I think there is still more to do for testing and possible changes to address the issues I was trying to investigate in the test. However, I actually think this change could be an important step towards accomplishing some of those changes. It isn't quite enough to start pulling out baton resistance from various sources just yet, but it is a start. ## Changelog :cl: balance: Batons now respect the armor worn by targets. Analog batons respect MELEE armor. Cell-type batons respect ENERGY armor. balance: Various batons have differing amounts of armour penetration based on what type of baton it is. balance: Heads of staff have color graded batons to denote penetration power. Bronze (Quartermaster), Silver (Chief Engineer, Chief Medical Officer, Head of Personnel, Research Director), Gold (Captain). Contractor batons are equivalent to Gold. balance: Cell-type batons gain armor penetration based on their cell's quality. The better it is, the more it penetrates. /:cl: --------- Co-authored-by: SmArtKar <[email protected]>
## About The Pull Request Simple to Basic ruin zombies. Zombies are about as simple as you can get so I am surprised they weren't converted already. I didn't make any particular changes, except canonising a commonly-used map varedit into a subtype and made them groan occasionally. It's a little weird that the default zombie wears a doctor's outfit but no point changing it until/unless it actually causes a problem. ## Why It's Good For The Game 2025 year of no more simple animals. ## Changelog :cl: refactor: NPC zombies found in ruins now use the basic mob framework. Please make an issue report if they exhibit any unusual behaviour. /:cl:
## About The Pull Request We have a mob called `simple_animal/hostile/curseblob` which was used only for the `necropolis_curse` status effect. From the git history, this seems to have been added in a PR merged eight years ago where the PR author came up with a cool set of curses to apply to cursed objects and PRed it to the game as a concept to be used later. Subsequently, nobody used it. Well, to be more accurate, _two_ things apply the necropolis curse debuff right now but they only collectively use three of the four possibilities. The fourth, which spawns a mob with weird behaviour, is unused and so rather than spend my time bringing it up to standard I just removed it. Because this is dead code. To be quite honest I am not totally certain that `necropolis_curse` should be a single status effect either and it would plausibly be better off being two different status effects for the two different sources it is currently invoked (helbital overdose, and being sacrificed by a heretic). **Fun Fact!** Being sacrificed by a heretic doses you with 1 minute worth of _Helgrasp_ which spawns a frightening hand to attack you once per second, and also applies the Necropolis Curse which spawns a frightening hand to attack you once per ten seconds. This means that if you have anything in your mob which affects metabolic rate your sacrificial experience may be somewhat different, as quite a lot of the danger actually just comes from a chemical in your body. One of these effects spawns the hands slightly further away than the other, and you actually spend _2.5 minutes_ in the spooky hand room, so in that second (longer) half you'll only be tormented by very occasional spectral groping. Personally I would not do it this way I think. However rather than removing and replacing it, which would probably have some kind of aftereffect on the heretic sacrifice minigame that I would rather make larger changes to, I just touched up some of the code to avoid single-letter vars and to use a helper proc we already use in other heretic-related places. ## Why It's Good For The Game This wasn't maintained, isn't used, and was on our to-do mob conversion list. ## Changelog Not player facing
## About The Pull Request Moved visual updates upon pen/paper removal into /Exited(), thanks to Ephe for the idea ## Why It's Good For The Game Makes sure that we don't hang onto references if our pen/paper gets removed via less-than-normal methods, like instant recall ## Changelog :cl: fix: Clipboards should no longer retain pens that got removed via Instant Recall /:cl:
## About The Pull Request Order of operations thing (I think) - `drop_limb` - `update_limb` - It correctly updates the limb `show_debrained = FALSE` - Remove from limb - `death` - `update_body_parts` - `update_limb` - Now the head is still associated with the mob, but the organs are gone, so technically, we have no brain - It updates the limb `show_debrained = TRUE` - `update_owner(null)` - Head is only NOW disassociated with the mob after we've wrongly assumed the mob has no brain - `update_icon_dropped` (with the incorrect values) Moving to after we have been disassociated with the owner entirely seems to fix it, might have knock on effects though. Didn't seem to in (short) testing but yeah Maybe fixes #87971 ## Changelog :cl: Melbert fix: Heads with brains no longer look debrained /:cl:
## About The Pull Request Likely caused by a race condition with a `load_trophy_fish()` occurring after the item is deleted somehow. I erred on the side of caution and just made sure we can never get any fish being added to the trophy after its deletion. ![image](https://github.com/user-attachments/assets/1968ee5a-78e8-428e-9421-2416860962bc) ## Why It's Good For The Game Too many spurious CI failures lately ## Changelog N/A
## About The Pull Request Tin. This script when run would actually undo any instances of the thing and revert it back to the invalid version. I found this out after running it and becoming confused when it seemingly undid their pr. ## Why It's Good For The Game Working scripts for downstreams are nice. I think. ## Changelog N/a
## About The Pull Request Another spurious CI runtime that keeps coming up all the time and is annoying me. I believe it's occurring due to the chair not being initialized before a `mob_buckler` mapping helper tries to buckle mobs to it. So I moved their code to lateload to hopefully ensure that doesn't happen, as well as an additional safety measure in the armchair code itself. edit: confirmed that this does indeed fix it, as I have it merged downstream preemptively due to it being such a blocking nuisance ![image](https://github.com/user-attachments/assets/508e3f58-08ee-4e54-98a2-8a655ce85530) Caused by ## Why It's Good For The Game Less CI failures ## Changelog N/A
## About The Pull Request The roundstart report has been changed in the following ways: - There are now only four alert levels: Yellow Star (0-65 Threat), Red Star (66-79 Threat), Black Orbit (80-99 Threat), and Midnight Sun (100 Threat). - The roundstart report is now 100% accurate. - Extended rounds will still show the "No credible threat" alerts, but this should only happen if an admin sets the round to Extended. ## Why It's Good For The Game The current roundstart report system is too granular as it is now, which leads to situations where players will suicide 5-10 minutes into the round due to the threat level being too low. Making it potentially random was meaningless, because players would just act on whatever it said without actually giving the round a chance to do anything. I also feel like this brings back a fair bit of paranoia to the round, as low threat levels would often just result in people expecting nothing to happen. That can be fun when the report is lying, but it doesn't happen often enough to really make it worth keeping. We tested this a few months ago and the results seemed positive. We also had a lot of discussion about the matter and, while I'm open to changing implementation in some ways, I'm pretty set on this being a beneficial change, at least in the short term until we can make Dynamic more interesting. I kept the high threat level stuff because it's fun to know some crazy shit might happen. I might bring back the random threat level thing to differentiate between those but I don't really care tbh; the targeted behavior here is people bailing on low threat rounds, not people knowing it's a high threat round. ## Changelog :cl: Vekter balance: The roundstart report will now display a more broad, less specific message about threat levels when between 0 and 80 threat. /:cl:
## About The Pull Request alternative to #88776 Makes the repair droid unable to be stacked and reduces armor slots to 1 on station mechs except the phazon. ## Why It's Good For The Game You can get to some pretty heavy duty values on certain mechs, especially the durand, with a very intense rate of healing. This makes those items unstackable. ![image](https://github.com/user-attachments/assets/714c48ca-f9a1-4452-bc25-9d20070f43be) ## Changelog :cl: balance: Reduces armor slots to 1 for all station built mechs except the phazon. balance: melee mech armor has been increased to 20 from 15. balance: mech bullet and laser armor has both been increased to 15 from 10. balance: You can no longer stack the repair droid on mechs. /:cl:
## About The Pull Request This adds a new function for Lua scripts: `SS13.check_tick()` - it acts pretty much exactly like the `CHECK_TICK` macro in DM. It accepts a single argument, a boolean, which if true - it will act like `CHECK_TICK_HIGH_PRIORITY` instead. ## Why It's Good For The Game this function is a repeated code pattern in lua scripts, so having it in the SS13 lua library is useful. ## Changelog :cl: admin: Added a new function in Lua scripting, SS13.check_tick, to avoid causing too much lag during loops and such. /:cl:
## About The Pull Request This PR adds a "withdraw" button to the pAI candidacy menu, which immediately (or near-immediately, given there's a small delay between tgui refreshes) removes your information from the pAI device's candidate download screen. (The below video was recorded on a local instance of Monkestation, but I've verified that it works exactly the same on tgstation proper too.) https://github.com/user-attachments/assets/8508f17f-db61-4ae9-bdc8-b4214489b8b6 ## Why It's Good For The Game Being able to withdraw your candidacy means that, should you need to go AFK or otherwise leave the game for an extended period of time, your candidate details won't clog up the candidate download screen. Plus, you won't frustrate players who download a pAI, only to find that they're AFK. ## Changelog :cl:MichiRecRoom qol: pAIs can now withdraw their candidacy at any time. /:cl:
## About The Pull Request 1. Removed an errant :: in objectives list 2. Fixed height of modules selector, this fixes #89071 3. Fixed the categories loop, this fixes #86881 4. Did some stylistic code changes 5. Made a common ui component to reduce code duplication 6. Fixed a typo from a previous pr >[!Note] > This does not address #85999, which seems to be an issue on the DM side. <details> <summary>pics</summary> #89071 fixed ![Screenshot 2025-01-14 173954](https://github.com/user-attachments/assets/997ee3ff-4283-4b0c-a9b2-f05b68bb6fd2) #86881 fixed ![Screenshot 2025-01-14 175903](https://github.com/user-attachments/assets/a12f493b-fc58-49aa-b9bf-a8162cc794a6) </details> ## Why It's Good For The Game Better ui, bug fixes ## Changelog :cl: fix: Fixed some bugs in the malf ai screen: one bluescreen, an extra colon, modules view /:cl:
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.
See Commits and Changes for more details.
Created by pull[bot]
Can you help keep this open source service alive? 💖 Please sponsor : )