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Merge upstream #218

Merged
merged 27 commits into from
Apr 26, 2024
Merged

Merge upstream #218

merged 27 commits into from
Apr 26, 2024

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Gaxeer
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@Gaxeer Gaxeer commented Apr 25, 2024

About The Pull Request

Merge upstream

Why It's Good For The Game

New fixes and features

Sadboysuss and others added 27 commits April 24, 2024 15:14
## About The Pull Request
Added new emote to get people's attention: Whistle
Added sounds to existing emotes: cry, sneeze, cough, laughs for lizard
and moth.

In the future, the work done in this PR can be the foundation for giving
other species their own emote sounds.

Sound files: 

https://drive.google.com/drive/folders/14cv8_N6BdcyJKQd-sMXDlowXEaY3FZ_K?usp=sharing

Preview:



https://github.com/tgstation/tgstation/assets/96586172/7524a7c6-b003-40d5-adc4-1e0faae2cce2



https://github.com/tgstation/tgstation/assets/96586172/318d0ee8-de9e-406c-92f1-1f2ef4eac32f



https://github.com/tgstation/tgstation/assets/96586172/aa7ae9a1-35c8-44e2-b6ea-82fd3949b1f4



## Why It's Good For The Game
More immersion is great, I love using emotes and having no sounds for
them is sad.
## Changelog
:cl: grungussuss
add: whistle emote
refactor: Refactored how laugh, sneeze, cough and cry sound is called in
the code, report strange behavior with these emotes.
sound: added sounds for whistle, cry, cough, sneeze, laugh for moths and
lizards emotes
/:cl:

---------

Co-authored-by: MrMelbert <[email protected]>
…acking (#82860)

## About The Pull Request

This shit has confused people too many times, let's give them an easy
pathway to use reftracking

Also split the separate logging bit into its own thing
## About The Pull Request
Fixes several critical fixes for cyborg omnitools, surgical omnitools in
peculiar. Which is:
1. bonesetter omnitool can do compound fracture surgery now
2. omnitool butchering not properly disabled works (why didn't that
runtime. fucking dreammaker)
3. omnitool surgery_initiator not properly disabled
4. cautery in offhand not working

Fixes #82805
Fixes #82868

Honestly I have now regretted for doing this kind of implementation at
the start. with how shoddily coded it is.
Planning to refactor cyborg omnitools, admin omnitool and ayys omnitool
(all have the same base of implementation) to be less snowflakey. but
that's for the future. and will take some time. This is a bandaid fix
for now
## Why It's Good For The Game
this is cbt
## Changelog
:cl:
fix: fixed cyborg bonesetter not working for compound fractures
fix: butchering not disabling in cyborg omnitool
fix: fixes a bug where if you select the omnitool it would be stuck in
surgery initiator mode
fix: cautery in off hand for cyborg omnitools not working
/:cl:
## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/138636438/47010ad2-64ef-40dd-94d3-b928e4216d1b)
i noticed almost all ai controllers were being hard deleted, its because
the controller itself was being addedto the behavior_cooldowns list
rather than the behavior itself

## Why It's Good For The Game
fixes hard deletes

## Changelog
:cl:
/:cl:
## About The Pull Request

Reverts the maximum number of containers (pills/patches/etc.) the
ChemMaster 3000 can print back to 50. (Recently changed to 12.5 per tier
in #82002) Instead, the servo
tier determines the speed the batch is printed at.


![image](https://github.com/tgstation/tgstation/assets/83487515/d58a2325-55ff-4087-b73b-9d08ebdf98e5)


![image](https://github.com/tgstation/tgstation/assets/83487515/5d078957-dbc4-483f-8e38-62a815370f66)

## Why It's Good For The Game

Refilling the buffer and pressing print for every 13 pills is pointless
busywork when there is already a delay now implemented per pill printed.

## Changelog

:cl: LT3
balance: ChemMaster can again print a maximum of 50 pills/patches per
run
balance: Higher tier servos increase ChemMaster printing speed
/:cl:
## About The Pull Request
real fix to bots having AA. also i forgot to address simple bots in my
previous attempt so this fixes them too

## Why It's Good For The Game
fixes bots having AA 

## Changelog
:cl:
fix: all bots have their normal accesses restored
/:cl:
## About The Pull Request
A few items with special silicon interactions did not have the proper
flags to permit their use at distance (airlocks for instance)
## Why It's Good For The Game
Fixes #82800
## Changelog
:cl:
fix: Restored silicon alt-clicking capability
/:cl:
## About The Pull Request

As it stands, after the rebar crossbow fires, it must be used inhand
twice, once to loosen the bowstring, and a second time with a do_after
to pull it back. Not only does this make no sense as the bowstring is
what launches the projectile, but I actually had no idea it was even
happening, until I got it pointed out on discord.

## Why It's Good For The Game

The main reason is that the crossbow shooting a rod without moving the
bowstring just looks weird, but also given the first inhand use doesn't
have a delay, it also doesn't really serve any purpose.

## Changelog
:cl:
fix: The rebar crossbows now properly loosen their bowstring upon
firing.
/:cl:
… power (#82842)

## About The Pull Request

The var was still using the old values.

## Why It's Good For The Game

15 kj instantly depletes your power supply upon taking a step. Oof.

## Changelog
:cl:
fix: The plasma flower modsuit core now actually contains a reasonable
quantity of power.
/:cl:
…onger catatonic (#82669)

## About The Pull Request

It turns out monkeys being catatonic got broken 2 years ago in a PR that
was meant to fix something else; also, it turns out monkeys are supposed
to have primal eyes when turned into humans, and that got broken too. I
fixed both of those things, and while I was at it I did a refactor to
make it easier to give noticable organs (or anything else that you'd
want correct pronoun and verb tenses) easier to implement.

1) AI controlled mobs now properly display their noticable organs when
appropriate
2) Added some macros and a helper proc for replacing appropriate
pronouns and verb tenses in text
3) The noticable organ HTML is no longer broken, so you can pass text
with spans into it, if you want the text to be pretty or big or whatever
4) Monkeys are no longer catatonic if they have an active AI controller;
this goes for any carbon actually but I think monkeys are the only one
with AI controllers at the moment
## Why It's Good For The Game

Fixes the logic for displaying organs on AI controller mobs (currently
monkeys)
Makes it easier to add these kind of organs for carbons, AI controlled
or not, in the future

Look! An actual use-case for split editor:

![image](https://github.com/tgstation/tgstation/assets/49173900/8cd0d69e-8091-4431-9418-6bd29e1713b5)
## Changelog

Humanized monkeys now have their primal eyes again; monkeys with active
AI are no longer catatonic.
:cl: Bisar
fix: AI controlled monkeys are no longer catatonic, and they have primal
eyes again when turned into humans.
spellcheck: Noticable organs now have more modular grammar, and their
current grammar is fixed.
refactor: Refactored the code for displaying the messages for noticable
organs.
config: Added a documented define of all our pronouns
/:cl:

---------

Co-authored-by: MrMelbert <[email protected]>
…er (#82829)

## About The Pull Request

- infuser entries global is now an assoc list type -> singleton. makes
it easier to pick specific entries as needed
- separated infusion behavior onto both movable level (for machine
occupants and things that can potentially be infused) and human level
(for the actual infusion into a human)

- [x] tested

## Why It's Good For The Game

Upcoming plans is to fix up maintenance sect's organ replacement system
that just so happens to work a lot like how infusions do with actual
infusion mechanics, and that requires this prerequisite. In general
outside of that vision I see a lot of potential in alternate infusion
sources, from wherever they may be.

## Changelog
no player side changes, this is a refactor
Do not merge this without coordinating with your server's host.

## About The Pull Request

Slightly refactors the way we handle IP intel.
You can still use the old data stored in the database.
Adds the ability to automatically reject connections determined by
config flags.

## Why It's Good For The Game

We used to have IP intel to check for VPNs, although it was disabled due
to being bad and unhelpful.
This refactor should make it much more manageable for hosts and admins.

## HOSTS BEWARE
This adds a new SQL table `ipintel_whitelist`
Look at the schema!

## Changelog

:cl:
admin: The return of IPIntel
/:cl:

---------

Co-authored-by: MrStonedOne <[email protected]>
Co-authored-by: oranges <[email protected]>
This reverts commit 9acf5bd.

MSO determined that because we use `file(...)` instead of a string
instead of an asset being locked to its initial state via a cache object
we are sending it as it is on disk every time. which means that when a
new server deployment updates the tgui it will send this new tgui code
even if the currently running DM code does not support it.
@larentoun
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После мержа тесты починю

@larentoun larentoun merged commit 8cc0238 into ss220club:master Apr 26, 2024
7 of 17 checks passed
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