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Merge Upstream 04.01.2025 #948
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…their deactivated core is destroyed (tgstation#88528)
## About The Pull Request adds the forensics spoofing kit for 5tc to the uplink (is it really a kit if its only the item and instructions?) ![image](https://github.com/user-attachments/assets/2e1db84c-b34d-4d69-87d0-96f2a66b6afd) ![image](https://github.com/user-attachments/assets/27797ceb-3937-41b0-bf3b-f212ccc0d77f) ![image](https://github.com/user-attachments/assets/76e7a486-7b70-4656-a3d3-f6f0af345047) silent mode: if off the scanner will make sounds and messages like a forensics scanner if used (Elliot Wardle points the forensic scanner at the reinforced wall and performs a forensic scan.) scan mode: scans stuff for NEWLY discovered fibers and fingerprint, stores them the scanner may only hold 5 each of fibers and prints the scanner reads sec records to display names next to fingerprints apply mode: it adds the fiber/fingerprint to whatever you use it on ## Why It's Good For The Game as it is right now forensics scanners are basically a guaranteed "this guy is an antag" if they scan anything syndicate related and find your prints on it (or fibers). that is not ideal because you will spend the next 30 minutes of your time getting trolled in the permabrig by security with this item you (traitor) get the benefit of the doubt which is good and makes detectives legit use their brain beyond CTRL+C CTRL+V on sec records ## Changelog :cl: add: forensics spoofing kit for traitors/whoever with an uplink /:cl:
I dunno headmins are jollymaxxing i guess
…gstation#88806) ## About The Pull Request Closes tgstation#88804 ## Changelog :cl: fix: Blood no longer gets colored with the item its attached to /:cl:
…gstation#88801) ## About The Pull Request Similarly to grime spawners, mice get removed from the "loot" pool when the trash spawner is placed in unsafe conditions. Closes tgstation#88769 ## Changelog :cl: fix: Mice no longer can spawn in unsafe atmos from garbage spawners /:cl:
…e nullblade can be sharpened (tgstation#88680) ## About The Pull Request the sword lowers its force by 3 as part of the secondary attack but resets its damage to default values before the 3 is re-added, resulting in +3 force every time a secondary attack is used. also sharpened nullblades didn't increase in damage, now they do. ## Why It's Good For The Game 500 force roundstart weapons are a bad idea ## Changelog :cl: Namelessfairy and SmArtKar fix: The Extradimensional Blade no longer infinitely scales damage fix: The nullblade correctly does increased damage when sharpened /:cl:
…ding due to lag (tgstation#88792) ## About The Pull Request removes unused holodeck template vars prevents the holodeck from overloading if process is fired during loading ## Why It's Good For The Game unused var bad holodeck shouldnt detonate if the server lags ## Changelog :cl: fix: holodeck no longer explodes if the server lags while its loading a new sim /:cl:
) ## About The Pull Request Colorful reagent (and thus, crayon powders) now color your clothing, bodyparts (except for crayon powder), hair and organs when you're exposed to it via smoke, foam or splashed with them. Bodyparts and organs now change their visuals according to their atom color. Due to this, going under a shower washes your bodyparts and washing your face washes your eyeballs (pretty cursed). After 30 ticks, coloring on your organs becomes permanent so be careful with crayon smoke bombs! Additionally, moved spraycan painting for robotic limbs to left click (since LMB mode does not affect them visually anyways due to their paleness). ## Why It's Good For The Game While HUDs no longer get colored with their owner, it still feels odd to have your clothes get colored with you when you get sprayed with colorful reagent. This remedies this issue, as your and your clothes' coloration are now separate. ## Changelog :cl: add: Changed how colorful reagent and crayon powder work: douse your victims to color their clothing, bodyparts and even internal organs! add: You can wash your eyes when washing your face at a sink fix: You can color robotic limbs with left click (again) /:cl:
## About The Pull Request I fixed up some functionality I added to tgui checkboxes to make them more ergonomic to use; I made them EVEN MORE ergonomic to use, which is to say my first implementation would break if you only selected one thing. This implementation has the same behavior no matter how many choices you make. ## Why It's Good For The Game I made it work gooder ## Changelog :cl: Bisar Metek code: Fixed up the return value of checkbox-input for tgui to behave consistently. /:cl: --------- Co-authored-by: Jeremiah <[email protected]>
…tion#88854) ## About The Pull Request What it says on the tin. Also updates the theft objective appropriately. ## Why It's Good For The Game @MrMelbert asked me to do this, and I'm happy to oblige. Firstly, the HoS has a signature gun as it is. His X-01 Multiphase. Having another weapon in the form of the shotgun kind of steps on the toes of that weapon's presence, and clutters his arsenal somewhat. The HoS, as is, has the means of gearing for alternative equipment if needed, but let's keep it somewhat slim for weapons. Secondly; it feels more appropriate as a riot suppression weapon. And the warden puts down riots and brig invasions. He is the CQB guy after all, he should have a shotgun. It's a bit of an identity thing and a functionality thing. Of course, he could just get a riot shotgun (so can the HOS in this instance), but I think having a special one does have impact from a purely aesthetics point of view, gives more of a feeling of 'ownership' over the shotgun (which matters for the sake of whether people are determined as overgearing or not), as well as telegraphing what should be his combat strategy for him more clearly. No, there is no option where they both have shotguns. Don't bother asking.
## About The Pull Request Closes tgstation#88772 What was I trying to cook
## About The Pull Request - Fixes tgstation#76977 pAIs were able to interact with machinery via ctrl_click/alt_click behavior. Notably this applied to atmos pumps and thermomachines which allowed a pAI to do harmful actions like overload the SM or flood the station with gas. I added a `ALLOW_PAI` flag so that if someone wants to in the future they can enable certain actions as a whitelist... but right now there isn't anything that would make sense to let them interact with. ## Why It's Good For The Game Holograms should not be able to directly interact with stuff.
## About The Pull Request Giant file diff, but 99% of this PR is just swapping imports We've tested changes slowly with tgstation#83789, tgstation#84660, and tgstation#87763. I think tgui-core is in a good place and the risk of not fully switching is outweighing inaction (in that people are getting confused that there's two sets of ui components tgstation#86495). This PR makes some small changes here and there that I saw, spot checks like importing `TableCell` when you don't need to, triple boolean casts `!!!` etc. ## Why It's Good For The Game Most of all, code improvement. Tgui has been sitting in limbo as I ironed out errors with tgui core. We now have one source of all components, common functions etc for tgui. This enables cross-game collaboration between the different versions of SS13 running TGUI.
…e Display (tgstation#88859) ## About The Pull Request ![image](https://github.com/user-attachments/assets/3c905e9d-15b4-467a-a896-99766cee690c) Also made job colors in job sorting mode work, and tooltips no longer hide antags' jobs. ## Why It's Good For The Game Kinda weird seeing all antags show up as revs, should make admins' lives easier. ## Changelog :cl: SmArtKar, AnturK admin: Fixes admin observe showing all antags as revs upon enabling Real Name Display /:cl:
## About The Pull Request Logs whenever there's a HTTP error on the DM side of TTS. ## Why It's Good For The Game Can help identify bugs and errors. --------- Co-authored-by: Watermelon914 <[email protected]>
…gstation#88730) ## About The Pull Request Adds a bit more information regarding the blackbox in the equivalent traitor objective - it's the only "destroy object" one that you cant destroy via an emagged recycler. This PR explains that you need to throw it at the SM or burn it in the cremator. ## Why It's Good For The Game I've seen multiple people (myself included) steal the blackbox and be real confused why the recyler isn't shredding it, like other items, and now have one of their objective slots taken up by something that, as far as they know, might be uncompletable. I was originally just going to say "dust it in the SM", but I was informed the crematorium also works via discord, which goes to show how poorly explained this objective is ## Changelog :cl: WebcomicArtist qol: "Destroy Blackbox" objective now tells you how to destroy something invulnerable to conventional means of destruction. /:cl: --------- Co-authored-by: jimmyl <[email protected]>
Co-authored-by: Hatterhat <[email protected]>
## About The Pull Request Small change that not only saves a few lines from our current config but also enforces prettier on other file types (INSIDE tgui). VS Code is kind of confusing in re: formatter settings and which setting takes precedence. I've learned that adding this just fixes weirdness with user-set formatters. This overrides local configuration, which we are trying to do anyway with .editorconfig. Based on [this informative tweet](https://x.com/colinhacks/status/1841934672647094599) by colinhacks, creator of zod ## Why It's Good For The Game More PRs can pass linters on CI ## Changelog N/A
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Jan 4, 2025
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Новогоднее шампанское выпито, значит пора делать мерге апстрима
Summary by Sourcery
Switch storage backend to use Hub Storage when available. Add types to storage implementation.
New Features:
Tests: