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Merge upstream #218
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Merge upstream #218
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## 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.
После мержа тесты починю |
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About The Pull Request
Merge upstream
Why It's Good For The Game
New fixes and features