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Orb update 02 21 #766
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lizardqueenlexi
merged 264 commits into
lizardqueenlexi:orbstation
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Profakos:orb-update-02-21
Feb 21, 2025
Merged
Orb update 02 21 #766
lizardqueenlexi
merged 264 commits into
lizardqueenlexi:orbstation
from
Profakos:orb-update-02-21
Feb 21, 2025
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…gstation#89421) DDoS prevention stuff
## About The Pull Request What it says on the tin ## Why It's Good For The Game When I read the new standards documentation and my mistake is the example being used  ## Changelog :cl: fix: The traitor guncase properly checks for condition changes before letting a player activate the time bomb. /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request Only supported was #ff00ff new supported: #f0f #f0f0 #ff00ff00 reapplies it to all tgui files ## Changelog :cl: code: updated hslify to correctly detect all hexcodes /:cl: --------- Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
…r side (tgstation#89414) ## About The Pull Request Closes tgstation#89413 ## Changelog :cl: fix: Examining walls no longer allows you to see items mounted on its other side /:cl:
## About The Pull Request Prevents users from passing bad data. ## Changelog :cl: fix: Fixed missing HTML encodes in comms console code /:cl:
## About The Pull Request Reverts tgstation#83361 ## Why It's Good For The Game I PR'd the original with the intent of making disease battling more engaging by adding warnings and sneeze dodging, but this was rejected and instead we got a very awkward middle ground where no one is happy and the original PR didnt accomplish what it set out to accomplish. You can't dodge the sneeze because it's a shotgun spread and invisible :/. The sneeze catchers are even somewhat buggy and the sneeze warning leads to extra chat clutter
## About The Pull Request Closes tgstation#89410 ## Changelog :cl: fix: Fixed wooden rifle stock being uncraftable /:cl:
## About The Pull Request Closes tgstation#89037 color goes through KEEP_APART ## Changelog :cl: fix: Fixed exceptionally dark armrests on chairs /:cl:
## About The Pull Request Closes tgstation#89179 As a side effect, they also cover the id card sprite on your body but that shouldn't be too much of a concern ## Changelog :cl: fix: Fixed dress and gown rendering below gloves and shoes /:cl:
## About The Pull Request Puts Northstar's shuttles and docks back into the code. This allows for Northstar to be loaded by admins. ## Why It's Good For The Game Per Maurukas, shuttles should stay in the code.   ## Changelog Nothing player facing.
## About The Pull Request Removes `box/material`, and instead turns it into `bag/debug`. Replaces the box in the debug toolkit box, and places a bag in the little science room of runtimestation. ## Why It's Good For The Game Manually putting sheets into runtimestation's ore silo--or having to spawn in a sheet snatcher to do it for me--is really annoying, Now instead we can just pick up the bag and shove it in and be done with it. ## Changelog Not player facing
## About The Pull Request Fixes this  And fixes a runtime  ## Why It's Good For The Game People can recognize the detective beacuse of this, so i wanted to fix it Fixes are goooood!! ## Changelog :cl: Rengan fix: When you cast examine to the disguised detective, its assignment will now display correctly. /:cl:
## About The Pull Request 4 variations of drop and pickup, applied to bedsheets, pillows, bandages, regen meshes, surgical drapes. We had a cloth drop/pickup sound but I didn't think it fit the stuff I was applying it to so I made new ones, the old ones are still in just renamed to cloth_...1.ogg https://github.com/user-attachments/assets/60575f1e-56fd-489b-b363-49abd146cece ## Changelog :cl: grungussuss sound: new sounds for cloth items /:cl:
## About The Pull Request Changes 5/10mil * 1/3 chance for helbitaljanken, to 5/100k *1/3 chance for helbitaljanken ## Why It's Good For The Game Helbitaljanken requires a lot more prep then pulse rifle while being 10 times rarer + 1/3 chance to even win, most of the time requires a friend to heal you if you die, or to damage you. You cant really survive in crit forever, some setups may come close to it. This is still extremely rare, and requires good setup and/or a friend. Wiki also has wrong info on the reaper chance, for some reason. ## Changelog :cl: balance: Helbital reaper is now 100x more likely.
## About The Pull Request the comment lies, the skin var is no longer null safe medibots crafted with a non-special medkit would give it a null skin, which is no longer supported after they were reskinned ## Why It's Good For The Game 👻 ## Changelog :cl: fix: crafted medibots are more consistently corporeal /:cl:
## About The Pull Request For some reason I was getting this station trait a lot while testing and it would runtime on my usual setup where I spawn myself in from observer, because there were no bank accounts in existence. This won't have any particular impact on a real round because you are probably not getting a real round with no bank accounts. ## Changelog Not player facing
## About The Pull Request Unfortunately, the sound only plays when you're outside, under the storm. I would love for it to play when you're near a window or something, but that would vastly over-complicate things. Maybe later. https://github.com/user-attachments/assets/6ca4bdb8-b1da-4644-bb71-6ca18cf3daec ## Why It's Good For The Game Some free immersion. And in particular in the dark sometimes I don't notice a snowstorm is raging so it adds some nice feedback. ## Changelog :cl: Melbert sound: Snowstorms now have sounds associated. /:cl:
## About The Pull Request This should have GBP no update right? Well as it turns out my previous pr tgstation#89528 made it so the bug it fixed now appears in different circumstance, which I just now realised. The bait can triggers no matter what slot in the fishing rod's UI is clicked, which means that if you click on a slot which is not the bait slot, it just wastes the bait. This adds a slot check to the if statement for the bait retrieval. ## Why It's Good For The Game Actually fixes the bug without causing a different one ## Changelog :cl: fix: You can no longer "use" can of bait on non-bait slots in fishing rod /:cl:
…y should (tgstation#89542) ## About The Pull Request  Goal of this PR was to fix this annoying CI runtime that most likely occurs on a Life() tick that happens on a dead or deleted mob. Ending up finding more issues than I set out to fix. The short of it is: the base call of `Life()` actually has a return value of `1` if the mob is alive, or `null` if the mob is dead or qdeleted. There are many procs which should be stopping operations once the mob is either qdeleted or dead, but many procs were not even checking the return value of `..()`. This fixes that. Note: For some procs, it _DOES_ actually matter to differentiate between being qdeleted and being dead... `handle_organs()` comes to mind iirc. So I was careful to respect that. That is why some are checking for `!.` while others are checking for `QDELETED(src)` ## Why It's Good For The Game Less spurious runtimes. ## Changelog Not player facing --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Better here than at the exact moment we actually reboot.
… semi-automatic rifle (tgstation#89453) ## About The Pull Request No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm talking about the dinky shitty rifle you find in the snow resort away mission. The one with a 3 second cooldown between shots and fires 10mm. The Sakhno SKS semi-automatic rifle fires at the same rate as standard semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a x0.5 damage multiplier (so does 30 damage rather than 60 damage per shot), and has 10 rounds in its internal magazine. Stripper clips come in sets of 5, so you'll need two clips to fully load the rifle.  You can get the Chekhov version of the weapon from the resort, but you can also acquire a parts kit from the black market. Put together with a stock and receiver, you get yourself a (empty) fresh new SKS. You can also acquire the ammo via the black market as well.  ## Why It's Good For The Game This gun is a travesty. It is so ancient that it can be carbon dated to around when our codebase was moved to Github. It actively has the worst statistic of any weapon in the game. And it exists in this strange half-existence in a ruin as, I guess, some purpose that is barely understood or remembered today. The irony of it being called Chekhov's gun yet finding no functional use in the map is either the joke itself, or a failing of the map. Anyway, so I decided to go all out and replace it with an SKS. Because I figured someone would like that. ## Changelog :cl: add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS semi-automatic rifle. add: You can acquire a SKS parts kit from the black market. /:cl:
## About The Pull Request I saw some admins complaining that the prompts for these input fields were not very clear so I made them clearer. ## Why It's Good For The Game Makes it more obvious what the thing you are doing will actually do. ## Changelog :cl: spellcheck: Makes some VV input prompts clearer to read and use /:cl:
## About The Pull Request \>Patch (100u) \>look inside \>40u ## Changelog :cl: fix: Fixed ChemMaster incorrectly lableling produced items /:cl:
…tion#89522) ## About The Pull Request Fixes tgstation#89458 Adds a config for auto-deadminning admins who ready up before the round starts, or click join game after. The deadminning happens as soon as the button is pressed, not when a job is selected or the round starts. I figure it's better to do it straight away since both have opportunities for metainfo to be posted in admin chat. Before there's admins messing with dynamic config / plotting events etc. and during the round there's basically everything that gets posted to admin logs. I've had to add a typecheck to the auto_deadmin proc, since the lobby menu technically happens on the centcom Z-level, and there's a pref for ignoring deadminning on centcom Z, so it checks to see if the admin is a new player mob. Changed the old config from auto_deadmin_player to auto_deadmin_always to make it less deceptive. Was suggested a pref could be added to do this. I can do that if people want it maybe, but it's not in this PR at the time of posting it. Is now a pref <img src="https://i.ibb.co/211sBMYd/Deadmin-Prefs1.png"> <img src="https://i.ibb.co/r20Srbw4/Deadmin-Prefs2.png"> I dunno if the latejoin proccall is in the right spot in the click sequence thing I can move it if people want. ## Why It's Good For The Game Admins spawning themselves on station is very important for both shenanigans and troubleshooting. It's annoying to have to click readmin every time and I'm too lazy to figure out how to perms escalate my way into disabling that config every round (Though I have tried). This PR is marginally more likely to convince Timber to turn that off than cussing him out in adminbus. ## Changelog :cl: admin: Added a new config to force admins to deadmin when readying up or latejoining the round. /:cl:
…ies on all maps (tgstation#89424) ## About The Pull Request Terminology: - Red Alert Access allows airlocks and windoors to become all access if the station has raised to Red Alert (or higher). This temporary all access is reverted after the station returns to Blue Alert (or lower). This mechanic isn't new, just not widely used. Changes: - Adds a mapping helper for assigning doors to "Red Alert Access" - Gives "Red Alert Access" to EVA doors on every map - Gives "Red Alert Access" to the first aid supply windoors in medbay storage on all maps. Icebox already had this, which is why I thought I'd expand it because it's a fun idea. (The doors leading INTO medbay storage do NOT have this, meaning the CMO would likely have to set those to emergency access.) - Removes "Red Alert Access" from the secure storage windoor in Icebox's medbay. Felt odd that it allowed anyone access to the syringe gun ## Why It's Good For The Game Discussed in tgstation#89390 . I don't think this will be supremely impactful, but you never know. But if anything, it may lead to people using Red Alert more appropriately more often, which would be cool for roleplay. The only problem is that they aren't telegraphed very well, only in `examine`. Could probably make it more well known ## Changelog :cl: Melbert add: EVA doors become all access on Red Alert add: First Aid Supplies (the compartments in Medbay Storage which hold medkits) become all access on Red Alert (already present on Icebox). Medbay Storage itself does NOT become all access. /:cl:
…ndend report (tgstation#89555) ## About The Pull Request fixes tgstation#82128 if anyone was in an antag team, it'd remove _all of their antag datums_ from being listed in the roundend report - so if, say, someone was a BB+traitor, they wouldn't appear as a traitor in the roundend report at all. this fixes that - instead, only antag datums associated with a team that appeared in the report will be skipped.
## About The Pull Request Partial port of the refactors in Monkestation/Monkestation2.0#4995 This gets rid of the hardcoded `for(var/obj/machinery/computer/security/telescreen/entertainment/tv as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/computer/security/telescreen/entertainment))`, and adds a new global signal, `COMSIG_GLOB_NETWORK_BROADCAST_UPDATED`, which all entertainment monitors now register instead.
…e Captain Cast" (tgstation#89358) ## About The Pull Request On all maps, the captain will find a brand new green screen and camera set up in their quarters This is used to cast the captain's (or anyone's who breaks in) face to all status displays across the station (It will also relay your voice to them)  NOTE: Some maps have a stunning lack of evac displays Noticeably **Wawa** has like 10. So these will be less effective on those maps. ## Why It's Good For The Game Gives Captains a more personable way of addressing the crew for impromptu announcements rather than resorting to the announcement computer. Also opens up shenanigans. ## Changelog :cl: Melbert, Wallem add: Adds recording setups to the Captain's office on all maps, allowing them to project their face to all status displays on the station add: Centcom now has a soundstage for broadcasting to the station. It's besides the Thunderdome. /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
lizardqueenlexi
approved these changes
Feb 21, 2025
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