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Various bugfixes (mostly ported from /tg/) #1985
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## About The Pull Request As it's said in title, the shuttle will not gib you now while you in jaunt. This applies to a mage, a (s)laughter demon, an ash heretic and anything that uses spell "jaunt" and its child classes. ## Why It's Good For The Game I think it's pretty counterintuitive that you can't be harmed by anything in the jaunt, including an explosion, but if you accidentally end up on the tile where the shuttle arrives, it deletes you. So, this PR closes this logical hole. ## Changelog :cl: fix: The shuttle will no longer delete you while you are in jaunt /:cl: Co-authored-by: paganiy <leunscrupuloustrolle@gmail.com>
## About The Pull Request Make the admin button "Aheal" and Magic Wand of Healing (resurrection) actually full heal carbon's Ears. File _ears.dm contains timer variable "deaf" that should be updated to 0 after complete healing. But I think this must be properly code-refactored because looks like it's just duplicates(?) standart variable "damage" for organ type. ## Why It's Good For The Game Aheal - means FULLY HEAL. ## Changelog :cl: fix: aheal now properly heals ears deafness /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
…d (#81353) ## About The Pull Request Moves update_appearance() proc further after checking if it can be closed. It was possible to stand inside an open falsewall, try to close it only for it to "close" visually and don't change any properties. ## Why It's Good For The Game Less bugs is good. No more fake-closed falsewalls. ## Changelog :cl: fix: Now falsewalls visually don't close when they shouldn't. /:cl:
…traight line (#82323) ## About The Pull Request random spawners now check if the destination turf is unblocked in a straight line  (spammed grime spawner, nothing spawned behind glass) ## Why It's Good For The Game bug ## Changelog not player facing
## About The Pull Request It's very easy to get softlock if you try to use a codex as a focus for Space Phase - you'll drop the codex, resulting in you having no focus, and you can't re-cast Space Phase in order to exit the jaunt, requiring admin intervention in order to escape. This just makes it so you're ejected from the phase if you ever lose your focus mid-cast, or if you lose consciousness (crit, dying, etc) ## Why It's Good For The Game Because softlocks are bad and unfun. ## Changelog :cl: fix: You will now be ejected from Space Phase if you lose your focus or lose consciousness somehow during the jaunt. /:cl:
## About The Pull Request Changes the font size of signatures from 30px (pictured left) to 15px (pictured right). I advise opening them in a separate tab, they're a little less pixelated than they look. Original | New :-------------------------:|:-------------------------:  |  ## Why It's Good For The Game I'm not sure why signatures were made to be this big, but it made them hardly fit in any field and look jarring when compared to all the surrounding text. They are now only slightly bigger than normal text (12px) so that they stand out but aren't excessively large. ## Changelog :cl: spellcheck: adjusted font size from 30px to 15px /:cl:
See title They wouldn't lock on to people on the station from a space ruin, but would to whoever entered their z level the second it was entered. Also fixes bug where I changed `status_flags` to `status_effects` for some reason which isn't where you look for godmode We have a space ruin whcih several (coreless) anomalies spawn on, the bioscrambler was put as an option because it was already immortal. It's weird though to zone into the ruin and immediately have every anomaly in there lock onto you, the best intended effect is probably for these ones specifically not to be bloodthirsty. We kind of only care about that behaviour on the station. :cl: fix: Anomalous Research ruin Bioscrambler anomalies won't home in on targets fix: Bioscrambler won't randomly drop its target for no reason /:cl:
…(#78174) Adds delta time scaling for changeling chemical generation, xenomorph plasma generation, xenomorph resin healing (up to 8 seconds per tick to prevent weird instant heal phenomena in extreme cases), and revenant essence generation. This delta time scaling is based on the world's time and the respective subsystem's last fire. This will help keep these generation smooth even when their respective subsystem lags, preventing lag from ruining the antagonists rounds. This can still slow down if the actual world is slowing down, but that's fine because the rest of the world will typically be slowing down proportionately so it's fair. Fixes supermatter zap rate not scaling with its internal energy properly. Ghilker forgot to scale the time reduction by seconds. It should be much faster at higher energy levels, making the transition between 0 and 5 GeV more smooth. Supermatter zap power generation will scale by the world's delta time between the supermatter's last zap, making power generation more consistent even when atmos lags. Also prevents the supermatter zap rate scaling from also scaling the power generation by extreme amounts, keeping it linear and consistent for the first 5 GeV (>5GeV has cringe power multipliers, but I'm going to ignore that for this PR, because I want this to mainly be a consistency thing rather than a balance thing). A 1.5GeV supermatter will be able to generate around 800kW* of power. I forgot exactly what goal of power we want the roundstart SM to produce, so I might change the scale if I find the target power generation. * - By generate 800kW of power I mean the energy the actual zaps contain. Tesla coils don't collect 100% of it. I'll test later to see how much an actual roundstart SM will output to grid (ignoring SMES), and I'll try to keep it as close as possible to what it was before this PR assuming no lag. Subsystems can disproportionately lag a lot more compared to the rest of the subsystems and game. This can ruin antagonist rounds as it can slow their chemicals, plasma or whatever generation grinding to a halt. The delta time scaling will significantly reduce the impact of lag for these antagonists, allowing them to play more normally even while the subsystems their generators run on are lagging. Supermatter zap rate was supposed to fire every 2.5 or something seconds at 1.5GeV according to comments on older commits. I just assume they accidentally forgot to scale their time reduction by seconds, as doing that made it work accordingly. For supermatter zap power generation delta time scaling, kinda same reasoning as for the antagonists. We don't want power generation to stop because atmos ss is being slow. Scaling between the zaps also prevents a nonlinear boost to power generation making it even more absurd at higher energy levels. :cl: balance: Supermatter zap power generation scales with the delta time between its last zaps, preventing faster zapping from scaling power generation to extreme levels. fix: Fixes supermatter zap rate not scaling properly. It should zap much faster at higher energy levels as intended. qol: Changeling chemical generation scales with the world's delta time, making its rate independent of subsystem lag. qol: Revenant essence generation scales with the world's delta time, making its rate independent of subsystem lag. qol: Xenomorph plasma generation and resin healing scales with the world's delta time, making their rates independent of subsystem lag. /:cl:
…tion list (#75170) ## About The Pull Request Shuttles with multiple destinations will no longer show the current destination as a selectable choice during transit. <details> <summary>Example</summary> A shuttle has two possible destinations. A and B. <br> While at A, the only valid destination is B and vice-versa. <br> But while in transit to B, _both_ A and B can be chosen as destinations. <br><br> The change now hides B as a valid destination, as you are already going there. <br> It has the nice side effect of making shuttles with only two destinations never showing a dropdown list while in transit. </details> ## Why It's Good For The Game Telling the shuttle to go to the same place as you're going to doesn't do anything. ## Changelog :cl: qol: Shuttles will no longer show their current destination as a choice while in transit. /:cl:
…ing the wrong direction (#77002) ## About The Pull Request What it says on the tin. Was just testing out tgstation/tgstation#76704 and noticed that if you try to lean while facing the wrong direction, you get stuck in the `is_leaning` state and are unable to lean again. For the best chance of this not happening, I just moved it to the very end of the `start_leaning()` proc. ## Why It's Good For The Game Bugfix ## Changelog :cl: fix: fixed a bug that would cause you to be unable to lean again if you tried leaning while facing the wrong direction /:cl:
"Explosive Planted" C4 ghost notification actually shows the C4 on the icon It looks very strange seeing an image of just a wall, or just a firelock, this give you info at a glance that "oh it's C4" rather than having to read chat or hover over the alert  :cl: qol: The "Explosive Planted" alert for C4 actually shows the C4 /:cl:
This was referenced May 27, 2024
Closed
…aner) not sanitizing burn wounds (#78851) ## About The Pull Request This proc didn't pass itself to the reagents to actually do anything. ## Changelog :cl: Melbert fix: Miner's Salve, Sterilizine, and Space Cleaner now all properly affect burn wounds /:cl:
## About The Pull Request  Basically, a gasmix's temp starts out at 0, and untouched the spacemix is not updated until something shares with it. Even if this doesn't for sure fix it, this is v dumb and worth doing regardless ## Why It's Good For The Game  Should close #75260, it's 4am I'm not gonna test this rn --------- Co-authored-by: ZephyrTFA <matthew@tfaluc.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request This fixes the following runtime by adding sanity checking for `reagents`:  It can be null, which I presume is from the mob being qdeleted in the middle of a `Life()` tick but I'm not 100% sure of that. The check for `QDELETED(src)` happens after `handle_organs()` and `handle_dead_metabolism()`, which there was no protection against there being a null reagent var for either of those procs. I was debating moving the order of the procs around, but I decided against it because I think it may be this way for a reason (`organ.on_death()` gets called in `handle_organs()`), plus again I'm not 100% sure that the `reagents` is being nulled from qdeletion. ## Why It's Good For The Game Fixes a bug that kept coming up in CI ## Changelog :cl: fix: fixed a runtime in handle_dead_metabolism() /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request Some fixes in #77219 brought up some weirdness with the sleep status effect. Healium would perma-sleep people, and sleeping in general lost the ability to heal minor wounds. ## Why It's Good For The Game Fix bugs, wow healium is abusable right now
This was referenced May 31, 2024
Closed
Closed
## About The Pull Request Filters are weird, I just copied over the image copying we use for standard human/ai work. Additionally, adds support for datum "owners" for holograms, uses this to hook records into the system. This means holorecordings now properly support the ray effect ## Why It's Good For The Game Closes #74975  ## Changelog :cl: fix: Holodisk recording gives the right vfx again. Bonus, the rays work with it now too! /:cl:
This was referenced Jun 2, 2024
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About The Pull Request
This is #1810, but just the bugfixes part, no new features or whatever.
Ports the following PRs:
Changelog
🆑
fix: Fixed some various runtime errors.
qol: Shuttles will no longer show their current destination as a choice while in transit.
spellcheck: Adjusted font size from 30px to 15px.
fix: Fixed a bug that would cause you to be unable to lean again if you tried leaning while facing the wrong direction.
balance: Supermatter zap power generation scales with the delta time between its last zaps, preventing faster zapping from scaling power generation to extreme levels.
fix: Fixes supermatter zap rate not scaling properly. It should zap much faster at higher energy levels as intended.
qol: Changeling chemical generation scales with the world's delta time, making its rate independent of subsystem lag.
qol: Revenant essence generation scales with the world's delta time, making its rate independent of subsystem lag.
qol: Xenomorph plasma generation and resin healing scales with the world's delta time, making their rates independent of subsystem lag.
qol: The "Explosive Planted" alert for C4 actually shows the C4.
fix: Now falsewalls visually don't close when they shouldn't.
fix: Aheal now properly heals ear deafness.
fix: The shuttle will no longer delete you while you are in jaunt.
fix: You will now be ejected from Space Phase if you lose your focus or lose consciousness somehow during the jaunt.
fix: Fix a rare issue where a turf would remain permanently "elevated" if an elevated object was initialized inside of a non-turf object.
fix: Holodisk recording gives the right vfx again. Bonus, the rays work with it now too!
/:cl: