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Merge upstream 09.11.24 part 2 #670
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## About The Pull Request fix blade ascension not giving you the ring of blades ## Why It's Good For The Game Bugfix Closes tgstation#87344 Closes tgstation#85635 ## Changelog :cl: fix: fix blade ascension not giving you the ring of blades /:cl:
…ation#87706) ## About The Pull Request It turns out the "shapeshifted from spell" status ejects everything inside the shapeshifted mob when removed. That's been causing a little issue with the fishing rod from the profound_fisher component, which a few mobs have. This PR fixes just that. ## Why It's Good For The Game ![immagine](https://github.com/user-attachments/assets/b664ffa6-567f-4332-b7dc-a5d2badb43d3) ![immagine](https://github.com/user-attachments/assets/4c453f91-2852-40c0-8f54-c5d66f28fdb1) ## Changelog :cl: fix: Fixed fishing rod duping with poly belts and shapeshift spells. spellcheck: Fixed a small typo when examining fishing rods. /:cl:
## About The Pull Request grabs the icon for the item correctly. also typescripts the interface because blessed type safety would've prevented it being missing in the first place. and clears some random deprecations ## Why It's Good For The Game pretty icons 👍 loading icons 👎 ![image](https://github.com/user-attachments/assets/ec524a52-fff5-4c67-b3fb-88fbfd5988af) ## Changelog :cl: fix: the abductor console now correctly loads images of equipment /:cl: closes tgstation#87565
## About The Pull Request You can now add `unit test` anywhere in your PR title to specify if you are adding/modifying unit tests for your code. It's worth 6 GBP (It Always has and wasn't changed here) For when you want some extra GBP for your unit tests that sometimes go un-noticed by maintainer's when reviewing large changes. It will encourage people to write unit tests so they can get the extra points ## Changelog N/A /:cl:
## About The Pull Request Let's admins add/remove `TRAIT_EVIL` from mobs. ## Why It's Good For The Game Useful for debugging. ## Changelog :cl: admin: Admins can now add/remove TRAIT_EVIL from mobs. /:cl:
## About The Pull Request `// Remove these once we have Byond implementation.` Well guess what we have now? Altho sadly we still lack a native `isfinite`, so we still use a define for that. ## Why It's Good For The Game Native BYOND impls have better performance usually, due to them compiling down to instructions, avoiding proc overhead. ## Changelog No user-facing changes.
…ng doors (tgstation#87741) ## About The Pull Request I hate this timeline. What title says, makes jetpacks and wings allow you to bump into things you're moving into. ## Why It's Good For The Game This feels awful and requires you to stop pressing movement keys for a moment before resuming movement to get out of the "stuck" state ## Changelog :cl: fix: Fixed wings and jetpacks sometimes preventing you from opening doors /:cl:
## About The Pull Request This was meant to be just fixing the missing pixel... then it turned to redoing all the glasses in all the basic sprites so they'd match... then redoing sprites that were outdated... And THEN I realized that drinking glasses can be using the same auto-sprite system beakers have and oh man it's spiraling. As for the (hopefully) full list of changes: - Removes all `glass_[color]` icons. Any drink that fell under these will now use the fill_icon and their reagent color. As such, a lot of reagent colors have been tweaked for readability/realism/lemons don't have red juice what the hell man (Some colors shown are outdated. It is very annoying to tweak these. I don't know how to in-game, if I even can. Relaunching several times is painful.) ![image](https://github.com/user-attachments/assets/7edae6b4-13ec-4d1e-827c-fb7da1b2013a) - Resprites the base `glass_empty`; now it is very visibly empty. The overlay being slightly transparent actually works pretty well with this. (Old / New) ![image](https://github.com/user-attachments/assets/e262c510-93d7-44b0-b4cc-cf498362b05b) - Full resprite of Curaçao (now it's actually its beautiful blue instead of gray) ![image](https://github.com/user-attachments/assets/3447c226-8f78-4fa3-bb55-4cb223a7e991) - Minor resprites Beer/Green Beer/Iced Beer/Ale (Yes, Beer/Green Beer have little animated bubbles) ![dreamseeker_Z1U2qBxRlx](https://github.com/user-attachments/assets/43903b24-2053-4571-b17b-f3ad80fa4150) ![image](https://github.com/user-attachments/assets/25327706-3207-4d3f-9ea8-ead29d3a0db0) - Minor resprite of Monkey Energy (It's animated now too but otherwise about the same sprite) ![dreammaker_lSqopANAXX](https://github.com/user-attachments/assets/7f797080-ae16-42c3-a1f1-e769506e31fd) - Minor resprites to Pina Olivida, Banana Juice, Lemon Juice, Carrot Juice - mostly just color tweaks so that they look more believable and the banana juice is less green - Fixes small nits in the sodas so that they are all consistent ## Why It's Good For The Game Sprite maintenance and (hopefully) improvements - we've got a lot of drinks in the Bars and the base foundation of that whole system deserves a bit of love as well ## Changelog :cl: image: redid most basic drinking glass sprites, and moved several drinks to use the same color system as beakers. Please bug report any incorrect colored drinks or juices! /:cl:
…87758) ## About The Pull Request Turns out using dream daemon isn't the only way to run unit tests. You can do it from VS code itself & can see the output of each test in the fancy chat window. ![Screenshot (448)](https://github.com/user-attachments/assets/33aca6b5-3414-4560-9cc4-dd90fe80e2d1) With the added advantage of using your debugger to step through each line of code this should be the preferred way so I've updated the read me file of the unit tests folder to specify that You can also check the runtimes log in your game to see the output of each unit test ## Changelog :cl: N/A /:cl:
## About The Pull Request mistakes were made ## Why It's Good For The Game god it's horrible, not only is it happening way too often because it's every glove, but also it doesn't fit any other glove other than insuls really, maybe nitriles but gosh just get rid of it for now, maybe later I will make a better sound for other gloves. ## Changelog :cl: grungussuss sound: only insulated,nitrile, enhanced retrieval, latex, boxing, improvised gripper gloves have an equip sound /:cl:
## About The Pull Request all hunting subtrees were sharing a singular cooldown. this makes it so each subtree has its own cooldown ## Why It's Good For The Game fixes hunting subtree cooldowns affecting other subtrees. ## Changelog :cl: /:cl:
…it (tgstation#87684) ## Why It's Good For The Game Clarity and consistency regarding DM's systems. Internally, `eye` is used for anything that controls the client's view. ![image](https://github.com/user-attachments/assets/7d1291e1-7a6a-4736-a14b-97834e89846f) How `eye` is used in DM is consistent with how we use the term, so I figured this would add clarity. Being named mob/camera also makes it unclear exactly what it's doing. The name implies that it would function similar to how mob/camera/ai_eye does, but most of the time it's only used as... an eye. My ulterior reason for this PR is that I want to clean up mob/camera/ai_eye and it's subtypes after this. ## Changelog :cl: server: mob/camera has been renamed to mob/eye, which may break downstreams /:cl: --------- Co-authored-by: Ghom <[email protected]>
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Nov 9, 2024
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Вы заработали свою миска-рис и кошко-жена. Партия гордится вами!
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О великий восходящий поток, спасибо что приносишь нам свои дары контента и багфиксов
TGUI
Добавление или изменение существующего интерфейса на базе фреймворка TGUI
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About The Pull Request
Вышли еще фиксики