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Merge upstream #243

Merged
merged 40 commits into from
May 1, 2024
Merged

Merge upstream #243

merged 40 commits into from
May 1, 2024

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Gaxeer
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@Gaxeer Gaxeer commented May 1, 2024

About The Pull Request

Merge upstream

actions-user and others added 30 commits April 30, 2024 00:19
I made a mistake in checking the return on malf_status for APCs and
added an unnecessary ||; this amends that
adds the Trainship Hijack deathmatch map

it is a few flying trains in Tizira being boarded and stuff by cowboys
its pretty cool i think

also allows changing turf reservation type of lazy templates
Fixes an issue where diode in infinity_range laser pointer was servo,
not a micro-laser
i noticed node drones were being hard deleted 60% of the time. its
because the ore vent wasnt cleaning up after them. also fixes some
runtimes if ur id card didnt have a registered account
fix hard deletes
Adds names and icon states to RCD/RPD upgrades
I don't have a pile of 6 disks on the lathe that all look identical and
the RCD going YOU HAVE THAT ONE INSTALLED ALREADY, TRY AGAIN IDIOT as I
fall into further despair
forgot to add the alt attack verb to the r ight arm

also, unfortunately have to change "singe" because it ends in E and
bodypart unarmed attacks get "ed" appended to them

## Changelog
:cl:
fix: Ethereal unarmed attacks "sear" instead of "singe", which was buggy
/:cl:
## About The Pull Request

Using a genetic sequence scanner now properly stores the right sequence
to mutated genes, letting them actually be read later.

## Why It's Good For The Game

Closes #82928

## Changelog

:cl:
fix: Genetic sequence scanners now show the sequence to mutated genes
from scanned individuals.
/:cl:
## About The Pull Request
This pr adresses 2 walls which used the normal variant instead of rwalls

## Why It's Good For The Game
Makes it a little harder for people to grief the syndicate infiltrator
while they are trying to get the disk.

## Changelog

:cl:
fix: The syndicate infiltrator has no weak spots anymore
/:cl:
… northstar (#82955)

## About The Pull Request
This pr fixes wires not connecting to tramstatation graven and turbine
to smes
This pr fixes the name of cmo office shutter button from robotics to cmo

## Why It's Good For The Game
So power doesn't fail, and using the wrong names
## Changelog

:cl:
fix: Fixes tramstation gravgen wiring
fix: Fixes tramstation turbine wiring
fix: Fixes northstar cmo button name
/:cl:
## About The Pull Request
- Closes #82944

That PR was a bandage fix to the actual problem on computer
deconstruction. `/obj/machinery/computer/spawn_frame()` moves the
circuit board out of the computer as such

https://github.com/tgstation/tgstation/blob/a57d02bf4695f6501e20ab7650f0d4fe36cac489/code/game/machinery/computer/_computer.dm#L120
But it does not first remove it from `component_parts` as a result
`/obj/machinery/Exited()` still sees that circuit board is inside the
machines component parts and since this machine only gets deleted at the
last step of deconstruction, the `QDELETED(src)` check doesn't help
either & so it sees the circuit board removal as an abnormal condition &
attempts to call `deconstruct(FALSE)` again while the machine is still
getting deconstructed!!. It's an recursive condition

https://github.com/tgstation/tgstation/blob/a57d02bf4695f6501e20ab7650f0d4fe36cac489/code/game/machinery/_machinery.dm#L918-L921

To prevent this loop we have to first remove the circuitboard from the
component parts so that ` if(gone in component_parts)` fails & does not
call `deconstruct(FALSE)` while deconstruction is taking place

## Changelog
:cl:
fix: computers don't deconstruct themselves twice so machines like
slotmachine don't spawn excess chips upon deconstruction
/:cl:
## About The Pull Request

This adds a span notice on examine to PDAs containing a power cell that
the cell can be removed by right clicking

Discussed this morning in coder general:
* Lots of functions have been moved to PDAs, but their batteries deplete
obnoxiously quickly
* Dedicated PDA chargers are not wanted per Mothblocks, and would be map
clutter
* Existing rechargers cannot be made more available because they
recharge guns, but are the only 'obvious' way to recharge PDAs.
* PDA batteries can actually be removed and externally recharged - but
there is nothing in game telling players this.
* There is also nothing on the wiki telling players this.
* Left click w/ screwdriver = nothing, but right click removes cell is
completely non-intuitive and inconsistent with all other tool use.

## Why It's Good For The Game

Actually telling players about an interaction is good and the
description of this PR is already longer than the code change.

## Changelog
:cl: 
fix: On examine PDAs will now inform players that the power cell can be
removed for recharging or replacement, and how to do so.
/:cl:
## About The Pull Request

Bumps the cutter to my latest
[version](https://github.com/spacestation13/hypnagogic/releases/tag/v3.1.0)

See there for the full CL but in short:

### Fixes/Polish

Error handling actually works now (it prints instead of crashing the
program)

Pretty colors in CLI when running it


![image](https://github.com/tgstation/tgstation/assets/58055496/3bb1ce3c-055e-4b3d-ba94-dad262517a94)

Release files are more portable (Windows version requires less cruft bs
dlls, and the linux version targets musl instead of glibc, making it far
less platform dependent)

### Features

The cutter supports a new mode called Reconstruction, which takes a
target dmi and does a good faith effort to convert it back to input png
and toml files. This only works for default bitmasking, and it doesn't
ALWAYS work, but it's really powerful.
It's what I used to make my initial cutter pr here. See
[here](https://github.com/spacestation13/hypnagogic/blob/v3.1.0/examples/bitmask-slice-restore.toml)
for more detail.
…82924)

## About The Pull Request
I have changed the layout of the pumps going into atmos from the tanks
to make it easier to use.

![image](https://github.com/tgstation/tgstation/assets/64122807/ec95eab6-b7ac-4927-b3d9-70f7c58e5dc8)

![image](https://github.com/tgstation/tgstation/assets/64122807/571bb2f3-49c8-4b4b-9d9d-405a8d5a06eb)
I also fixed the engineering microwave.
I also adjusted the name for the pumps and vents in the AI chamber. 


This is my first PR!
## Why It's Good For The Game

This change allow people to easily set up a pump to fill up a can with
the gas they want. Before this it was impossible to fill up an n2o can
and a plasma can without making a big mess or having them mix together.

The microwave in engi being able to work is also a good quality of life
change for the poor engineers that want to cook a donk pocket in their
department.

The change of names for the vents and pumps in the AI chamber is for
consistency sake. n2o is not helium!
## Changelog
:cl:
qol: Made birdshot atmos easier to use.
fix: The Birdshot engineering department is no longer using a second
hand broken microwave.
/:cl:
## About The Pull Request

QM will not longer be tasked with stealing telescopic batons and the
captain's spare ID like all other command members are.

## Why It's Good For The Game

I just found it and thought it might've been unintentional since QM
spawns with a baton and is in line for acting captain.

## Changelog

:cl:
fix: QM is now excluded from getting tasked with stealing telescopic
batons and the captain's spare ID, like all other command personnel are.
/:cl:
## About The Pull Request
Got a little ahead of myself. My apologies. Fixes some cases in the
deathmatch UI that cause blue screens / improper perms.

I've also made deathmatch send an actual array rather than an object.
Don't make javascript iterate object.keys please. Fixed the types
surrounding this.
## Why It's Good For The Game
Fixes #82926
## Changelog
:cl:
fix: Fixes a bluescreen in the deathmatch lobby UI.
/:cl:
## About The Pull Request

All the audio work done by @flleeppyy, coding done by me (Absolucy),
with feedback and initial ideas from @aberrantQuesrist and @KittyNoodle

[Preview of all sounds](https://www.youtube.com/watch?v=v5vBTgRPQKU)

## Why It's Good For The Game

Adds extra flavor and spice to the game for important events, much
better than the overused generic "space-time anomalies" announcement.

## Changelog
:cl: Flleeppyy, Absolucy
sound: Added unique announcement jingles to each heretic path's
ascension, replacing the old "space-time anomalies detected"
announcement.
/:cl:

---------

Co-authored-by: san7890 <[email protected]>
Fikou and others added 10 commits April 30, 2024 18:17
## About The Pull Request
like how you can get the objective by taking a photo of the station
blueprints, now you can view wires with a photo of them

## Why It's Good For The Game
lets the chief engineer help out his fellas if he wants to and provides
plausible deniability for traitors that want a picture of the blueprints

## Changelog
:cl:
add: you can use a photo with blueprints on it to read wires
/:cl:
## About The Pull Request
Defines don't use memory unlike vars and especially global ones.

## Changelog
no gameplay change
## About The Pull Request

If you have Catlike Grace when Freerunning takes effect, you do not
suffer a knockdown. fixes
#82818

## Why It's Good For The Game

Taking a quirk to do something worse than if you didn't have it at all
is probably not the best outcome. Some may argue that not taking damage
from a fall is actually a good thing, but in my experience the catlike
grace bonus is a much better outcome.

If for whatever reason you now have both, they're no longer at odds.

Obviously, Freerunning only cares about dropping from a single level. If
you take a tumble down into the depths of the ice moon, you're still
landing on your feet and taking a ridiculous, bone shattering amount of
damage.

Also I asked @MrMelbert if the PR was okay and he said 'so long as the
PR is good' so hopefully this is up to snuff.

## Changelog
:cl:
fix: If you are a freerunner, you don't end up faceplanting despite
having catlike grace.
/:cl:
## About The Pull Request

Human AI's advanced camera console currently uses the base console which
has no circuit, meaning it's impossible to unscrew it. Instead of giving
it their own circuit, I thought it would be better to rework it into
something that gets packed and unpacked, similar to the bible w/ Altar
of the Gods.
I thought this would be the best way to handle it in case the human AI
wants to move their board over, while still keeping that limit of
remaining in the AI sat, and making it still make sense (if it was a
board, there's no reason for it to NOT work outside of the SAT).

## Why It's Good For The Game

The advanced camera console can be moved without compromise on the
intended restrictions.

## Changelog

:cl:
qol: The Human AI's advanced security console can be repackaged with a
screwdriver if you wish to move it.
/:cl:

---------

Co-authored-by: MrMelbert <[email protected]>
## About The Pull Request

It feels like Changeling clothes can be an element/component instead,
but for now this fixes a bug where if you turn into a monkey after
transforming into someone, unless you have Clever mutation to use attack
hand then you could not take off your nodrop clothes.

## Why It's Good For The Game

Closes #59182

## Changelog

:cl:
fix: Monkey changelings that are disguised as someone can now take off
their flesh clothes.
/:cl:
@larentoun larentoun merged commit d5016a8 into ss220club:master May 1, 2024
3 checks passed
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